Post by Kerri Barre on Dec 17, 2015 20:49:34 GMT -5
SPECIAL ABILITIES RULES
GENERAL RULES
• Only vampires, werewolves, and squibs have their custom titles automatically added to their profiles after being sorted. These characters do not need to apply for the ability. All other characters with special abilities must apply for them.
• Members cannot have more then two characters with the same special ability.
• Most characters are limited to only one special ability. You must contact an Admin if you wish for your character to have a second; it is up to the Admin's discretion whether this will be allowed. No character can have three special abilities.
WEREWOLVES
• Werewolves appear human throughout most of the month, transforming only when the full moon is risen.
• Werewolves lose all human consciousness during their transformations and become almost completely animal. They can take the wolfsbane potion during the day of the full moon to keep their human minds during the transformation.
• Werewolves may or may not show some werewolf-like habits around the full moon when in human form, such as stiffness, fatigue, increased aggression, and irritability.
• Werewolves can be distinguished from regular wolves by the shape and size of the pupils, the shape of the snout, and the tuft of the tail.
• Silver does not harm werewolves, contrary to muggle urban legends.
• Werewolves are created when a transformed werewolf bites a human.
• There is no cure for lycanthropy.
• There is a 50/50 chance that the child of a werewolf may inherit their parent's ability, making them a half-werewolf.
• Half-werewolves have the ability to chose whether or not they transform during a full moon.
Werewolves are exempt from the Special Ability Application.
VAMPIRES
• Vampires are considered "non-wizard part-humans" by the Ministry of Magic.
• Vampires are stronger, have greater physical endurance, experience heightened senses, and heal more quickly compared to humans.
• Vampires do not fly, read or control minds, have mystical powers, or sparkle.
• Vampire's fangs retract into their gums and extend when they are feeding, or when they feel angry or threatened.
• Vampires can use magic if they were born wizards; muggles do not gain magical powers when turned into vampires.
• Vampires can only be killed by a stake of wood through the heart or by decapitation. A vampire cannot be killed by avada kedavra.
• Garlic does nothing to a vampire.
• Though they can digest regular food, vampires are sustained through blood alone. Human blood is their preference, but they can also survive on animal blood with enough willpower. They appear sickly when they are malnourished and can starve to death.
• Ingesting the blood of a vampire will also transform you, regardless of amount.
• There is no cure for vampirism.
Student vampires are not allowed. Vampires are exempt from the Special Ability Application.
LEGILIMENS
• Legilimency is the ability to read and interpret emotions and memories from a target, usually forcibly.
• Very few legilimens can enter someone's mind without eye contact. They must always be in the general vicinity of the target.
• It is easier to use legilimency on someone who is relaxed or weakened.
• Legilimency can be used to manipulate hallucinations or dreams induced by an outside source.
• A legilimens of enough skill can plant false memories in someone's head; however, they can never remove or erase true memories.
Leglilimency is not taught at Hogwarts.
OCCLUMENS
• Occlumency is used to block mental intrusion via legilimency and other branches of magic meant to penetrate the mind.
• Occlumency is successful when the user clears their mind and does not give the legilimens anything to latch onto.
• Only masters of occlumency can create false emotions or memories that appear concrete enough to fool a legilimens.
• Occlumency is the only way to block an attack from a legilimens other than avoiding eye contact and physical nearness.
Occlumency is not taught at Hogwarts.
ANIMAGI
• Animagi can take the form of a single animal. This form is usually indicative of the wizard's personality in some way.
• An animagus's animal form always has distinguishing marks representative of the wizard.
• The animagus transformation is a highly advanced form of transfiguration, and improper performance of the spell can be dangerous. Becoming an animagus is a long and difficult process and usually requires training.
• Skintight clothing transforms along with the animagus and will reappear when they retake their human form. Loose or baggy clothes will almost always be left behind. Only experienced animagi are practiced enough to transform loose clothing along with themselves.
• The Ministry of Magic requires animagi to register themselves so that they cannot misuse their abilities.
Characters must be eighteen years of age to become a registered animagus. Because some younger students are capable of performing the transformation properly, unregistered animagi can be as young as sixteen. Characters can begin training for this ability prior to these ages.
SHAPESHIFTER
• Shifter's have the ability to change between multiple forms at will but have one primary animal form.
• Sometimes in moments of emotion, features of a shifter may change to their primary form.
• Shifter's are born, not made. A character cannot suddenly become a shifter.
• It is about a 50/50 chance whether the child of a shifter will inherit their parent's ability.
METAMORPHMAGI
• Metamorphmagi have the ability to change their appearance at will.
• Sometimes in moments of high emotion, the hair of a metamorphmagus will change color without the person consciously meaning to.
• Metamorphmagi are born, not made. A character cannot suddenly become a metamorphmagus.
• It is about a 50/50 chance whether the child of a metamorphmagus will inherit their parent's ability.
VEELA
• Veela appear as very beautiful humans. They can charm men and women alike in a manner similar to greek sirens.
• Full-blooded veela do not carry wands and cannot perform wizard magic; they have their own specific branch of magic. Part-veela can perform wizard magic if they have a wizard parent, but cannot use veela magic aside from the natural charm.
• Veela can throw handfuls of fire when angered. Full-blooded veela transform into scaly, birdlike creatures similar to harpies. Part-veela do not transform.
SEERS
• Seers have the ability to see into the future and make vague, cryptic prophecies about the future.
• Prophecies are often unreliable and jumbled.
• True seers are very rare.
PARSELMOUTHS
• Parselmouths have the ability to speak to snakes in a language known as parseltongue, which sounds iike a series of hissing sounds to those who cannot understand it.
• Parselmouths can communicate with other parselmouths in parseltongue as well.
• Parselmouths do not have the ability to control snakes.
• This ability is usually hereditary. However, with painstaking study and dedication, parseltongue can be learned like any language.
SQUIBS
• Squibs are individuals with magical blood who have the inability to perform magic.
• Squibs cannot use wands.
• Squibs are not affected by anti-muggle charms and jinxes.
• Squibs are not muggles. However, the child of a squib and a muggle is a muggle if they are born without magic. Very rarely, the child of a squib and a muggle can inherit magic.
Squibs are exempt from the Special Ability Application.