Origins

This forum contains all the rules both for in-character and out-of-character behaviour. You can also find the rules of (sports) games here, as well as duelling rules and other rules about the game mechanics on this forum.
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Origins

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Origins

ALPHA NOTE: Eventually, the origins will contain unique abilities and changes to your attributes. For now, most do not.
Every witch and wizard carries something unique that helps shape who they are: Origins. Your character's origin reflects the ancestry or traits that set you apart and influence your magical journey. They are not skills or spells that can be learned; they are an innate part of who your character is.

There are two different types of Origins:
  • Special Race Origins include turned humans and characters with part-creature bloodlines, and often have physical differences from normal humans. Special Race Origins have an innate ability that you must acquire as a first-year student, and your Advancement Tokens for your first year are adjusted to compensate.
  • Human Origins include special inherited abilities, as well as fully human options that allow for unique ways to shift your character's growth. Some of these include an innate ability that you must acquire as a first-year student, and your Advancement Tokens for your first year are adjusted to compensate.
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Dhampir

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Dhampir

Dhampirs are beings with both human and vampire traits. They may be born, or turned.

Your dhampir can be:
  • A turned human (50% human, 50% vampire)
  • The child of a human and a dhampir (75% human, 25% vampire)
  • The child of a human and vampire (50% human, 50% vampire)
  • The child of a dhampir and a vampire (25% human, 75% vampire)
A dhampir's skin is pale or chalky, light in tone but never ghostly white. They burn easily regardless of their complexion.
Their teeth appear mostly human, though their canines are slightly pointed and can extend into fangs. Dhampirs who are born will grow in their vampiric canines as their adult teeth, while turned dhampirs' canines will fall out shortly after their turning, and eventually their new ones grow in.
Dhampir eye shades tend to be unnatural, greys, ambers, and reds are most common, though natural human colours occur as well. A turned dhampir's eye colour may change a few weeks after their turning, but not always.

Unlike vampires, dhampirs do not need blood to survive and can survive entirely off of human food. Feeding off of a human is heavily stigmatized in wizarding society, and will have consequences if done to an unwilling target.

All Dhampir characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Dhampir innate ability is Fangs.
Fangs
Dhampir origin innate ability

You sink your canine fangs into the flesh of a living creature, drawing life from their blood supply.
Roll an opposed Agility check against your target. On a success (having a higher roll than the target), deal damage to your target, and regain 25% of your maximum health.
  • Damage equation: Dhampir's Physique x 20
The Dhampir origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Dhampir Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Dhampir Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Part-Veela

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Part-Veela

Part-Veela have female Veela ancestry, but can be any gender themselves. They are striking in appearance, at worst conventionally attractive, at best unnervingly beautiful.

Their features may include light-coloured or unusually bright eyes, silvery or golden tones in their hair. The further back the Veela ancestry is, the more likely unconventional traits are to appear.

Many find themselves drawn to Part-Veelas, either for their beauty or their natural air of grace and elegance.

All Part-Veela characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Part-Veela innate ability is Alluring.
Alluring
Part-Veela origin innate ability

Your ancestry makes it hard for people to ignore you.
Your Charisma aptitude increases by 2, and your Charisma aptitude cap permanently increases by 1.
These 2 extra Charisma aptitude points are only applied once on character creation, and may not be used in any other aptitude.
The Part-Veela origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Part-Veela Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Part-Veela Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Part-Goblin

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Part-Goblin

Part-Goblins are beings with both human and goblin ancestry.

Your part-goblin can be:
  • The child of a goblin and a human (50% goblin, 50% human)
  • The child of a part-goblin and a human (25% goblin, 75% human)
  • The child of two part-goblins (up to 50% goblin, depending on ancestry)
Part-Goblins tend to be short and compact (the tallest part-goblins are around 5 feet at adulthood). They have slightly pointed ears, rounder heads, long fingers and wide feet.

All Part-Goblin characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Part-Goblin innate ability is ???.
???
Part-Goblin origin innate ability

A very cool description will go here!
The Part-Goblin origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Part-Goblin Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Part-Goblin Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Part-Giant

Post by The Quill »

Part-Giant

Part-Giants are beings with both human and giant ancestry.

Your part-giant can be:
  • The child of a giant and a human (50% giant, 50% human)
  • The child of a part-giant and a human (25% giant, 75% human)
  • The child of two part-giants (up to 50% giant, depending on ancestry)
By adulthood, part-giants stand between 8 and 12 feet tall. They may not show their extraordinary height until hitting puberty, when their growth spurts send them towering above their peers. However, some part-giants have a large stature from birth.

Part-Giants who have strong giant ancestry will often have a boxier frame, pronounced jawlines or longer teeth, and an abundance of facial hair. Others may appear as tall, broad humans.

All Part-Giant characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Part-Giant innate ability is Big.
Big
Part-Giant origin innate ability

You are big.
Your Physique aptitude increases by 2, and your Physique aptitude cap permanently increases by 1.
These 2 extra Physique aptitude points are only applied once on character creation, and may not be used in any other aptitude.
The Part-Giant origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Part-Giant Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Part-Giant Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Werewolf

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Werewolf

Also known as lycanthropes, werewolves are humans who transform into fearsome creatures on a full moon. In werewolf form, they are larger than natural wolves, with human-like eyes, a short snout, and an uncontrollable instinct to hunt humans. In human form, they are indistinguishable from other humans.

Werewolves can not be born, only made. A person becomes a lycanthrope when bitten by a werewolf (in wolf form) and quickly treated with a mixture of powdered silver and dittany.

Werewolves can not control their transformations and become mostly mindless while in their wolf form, but recall everything once the sun rises after a full moon and they transform back. Consuming wolfsbane potion for the 7 days prior to a full moon allows a lycanthrope to retain their human mind during the full moon.

Penwick provides wolfsbane potions to all werewolf students. Remaining in the Unspelled Walk during the entirety of the full moon will prevent a werewolf from transforming at all that night.

All Werewolf characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Werewolf innate ability is Lycanthropy.
Lycanthropy
Werewolf origin innate ability

You are cursed with lycanthropy, causing you to transform into a wolf on a full moon.
Once per month, on the night of a full moon, your physique completely changes into werewolf form. Penwick provides students with wolfsbane potion, allowing werewolves to maintain their human minds while transformed.

The Werewolf origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Werewolf Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Werewolf Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Parselmouth

Post by The Quill »

Parselmouth

Parsemouths are humans who possess the ability to speak the language of snakes, Parseltongue.

This ability is hereditary, passed down from an unknown ancestor (this means your character may not have this trait from the Slytherin, Gaunt, or Foul bloodlines).

While not inherently dark or evil, Parseltongue is historically associated with dark wizards, causing many to keep this trait secret in fear of prejudice.

Most Parselmouths understand and speak the language instinctively, especially if they discovered this ability early in life. Parselmouth can not be spoken by those without the Parselmouth ability, it is innate.

All Parselmouth characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Parselmouth innate ability is Parseltongue.
Parseltongue
Parselmouth origin innate ability

You have the unique ability to speak the language of snakes, Parseltongue. You can both understand and communicate to any snake, as well as with others who possess this ability.

The Parselmouth origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Parselmouth Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Parselmouth Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Physique: 0
Intelligence: 0
Charisma: 0
Spirit: 0
Agility: 0
Sorcery: 0

Metamorphagus

Post by The Quill »

Metamorphagus

Metamorphagi are humans who have the inherited ability to shapeshift without the use of spells or potions.

They can change the appearance of features like hair colour, eye colour, facial hair, apparent age, or even perceived sex.

With dedicated practice, some Metamorphagi can transform some body parts into animal-like features, though they are not able to completely transform into an animal or communicate with them.

All Metamorphagus characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Metamorphagus innate ability is Minor Morph.
Minor Morph
Metamorphagus origin innate ability

You are able to change part of your appearance at will, without the use of magic.
Your ability allows you to change one aspect of your appearance, including but not limited to hair colour, eye shape, growing small horns, fingernail length, appearance of freckles, and more. You are only able to maintain one of these morphs at a time, and can not morph your height.

The Metamorphagus origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Metamorphagus Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Metamorphagus Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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The Quill
Physique: 0
Intelligence: 0
Charisma: 0
Spirit: 0
Agility: 0
Sorcery: 0

Seer

Post by The Quill »

Seer

Seers are humans with the ability to see into the future without the use of divination magic (this ability is sometimes called The Sight).

Their prophecies are rare and uncontrolled, unable to emerge on command; however, they have a keen intuition from a young age.

Though they appear fully human, many Seers experience premature greying of their hair, sometimes as early as 16.

All Seer characters begin with an innate ability. This ability is not optional for characters with this origin. Additional abilities may be available exclusive to this origin, but none are mandatory to take other than the innate ability. The Seer innate ability is Intuition.
Intuition
Seer origin innate ability

You have an uncanny sense for what may happen next.
When joining a thread, you may add 1 point to either Intelligence, Agility, or Spirit for that thread. You must clearly state in your first post in that thread which attribute you are boosting, and it may not be changed once you have submitted it.
This boost is temporary and only lasts for the duration of that thread.
The Seer origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Seer Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Seer Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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Spirit: 0
Agility: 0
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Balanced

Post by The Quill »

Balanced

You are human, plain and simple. Your path is yours alone to forge.


The Balanced origin uses the standard aptitude progression table, found below.
Spoiler (click to show)
The progression table for Balanced Penwick Students is as follows:
Year Apt. Points Apt. Cap Annual Gain
1 36 8 +4
2 40 10 +4
3 44 13 +4
4 48 13 +4
5 52 (46 if starting here) 13 +4
6 56 13 +4
7 60 13 +4

The progression table for Balanced Sigerth Students is as follows:

Year Apt. Points Apt. Cap Annual Gain
1 63 13 +3
2 66 13 +3
3 69 13 +3
4 72 13 +3
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