Post by Tristian Potter on Oct 27, 2008 22:33:43 GMT -5
This guide has all of the special abilities allowed on Repello Muggletum. You must apply for each power unless it is a canon power. Read these definitions before applying for one. Remember, have your character accepted before you apply for an ability as well.
Animagi Transformation- an Animagus is a witch or wizard who may turn into a particular animal at will. The ability is not innate and must be required by magical training. Each Animagus has a specific animal form and can't transform into any other animal. Each time they transform, they will have the same markings. Once you have become an Animagi, you must register with the Ministry with your Animagus form and markings. [However, many have been known to become illegal Animagi and not register]
Metamorphagi- a witch or wizard born with the innate ability to change some or all of their appearance at will. The talent can not be aquired and you must be born with it. It is very rare, but often time follows genetics [skipping none to many generations at a time]. They may alter their appearance completely but may not become another species.
Parselmouths- a witch or wizard who can speak the language of snakes perfectly. Often times it is associated with the Dark Arts, but it isn't necessarily an evil quality. It is passed on by genetics and learning. You can, with much practice, learn to understand Parselmouths and their language but unless you were born with the ability you will not be able to speak it.
Veelas- a female who possesses the Veela Charm used to charm males, much like Sirens. It is strictly genetic and passed along the female line. However, the sons will carry on the genetics it just won't affect them. Their daughters would be half-veela [assuming the mother isn't a Veela] and possess the charm but not to the full extent. They are blonde with fair skin and usually blue eyes.
Werewolves- Werewolves come into being when a person is bitten by another werewolf, once this happens the person will transform at the next full moon and must learn to manage with the condition. Modern potion-making has come up with a draught called Wolfsbane Potion which controls some of the worst effects of the condition [leaves slightly more of a human mindset, transformation less painful]. Nothing can completely cure the lycanthropy disease. The transformation is very painful, and all remembrance of human feelings disappear. It takes a very strong man or woman not to attack his/her best friends when in the wolf form.
Vampires- Vampires come to being when a human is bitten by a vampire. A poison infects their bloodstream that keeps them looking the same physically for the rest of their life, never aging. They also become immortal. Vampires, after a certain extent in time, have incredible sense of control with bloodlust and will feed off of the blood of animals or humans. They have cold, pale skin with dark eyes when hungry.
Hyper Senses- Having hyper senses enhances your senses multiple times. Your vision, hearing, smell, taste, and touch is improved multiple times. This power comes up randomly, but in recent studies seems to be somewhat genetic.
Hyper Sight-Having hyper sight enhances your vision multiple times. This power seems to be somewhat genetic.
Hyper Hearing-Having hyper hearing enhances your hearing multiple times. This power seems to be somewhat genetic.
Hyper Smell- Having hyper smell enhances your ability to smell multiple times. This power seems to be somewhat genetic.
Hyper Touch- Having hyper touch enhances your ability to touch and feel multiple times. This power seems to be somewhat genetic.
Hyper Taste- Having hyper taste enhances your ability to take out certain tastes and tell what they are. Flavors are improved. This power seems to be somewhat genetic.
Tele-Abilities- This ability gives you telepathy, teleorbing, and telekinesis. It is very, very rare and pops up randomly in certain people, having no patterns.
Telepathy- Telepathy is the ability to have complete conversations with another by mind. You will put thoughts in their head and they will simply think their reply. It pops up randomy in certain people, having no patterns.
Teleorbing- Teleorbing is the ability to think of one place, no matter what the distance, and then orb their. This ability can not be tracked by the Ministry by any means and allows you to go past any magical defenses. It is very rare and pops up randomly in certain people, having no patterns.
Telekinesis- Telekinesis is the ability to think of an object in your mind and be able to control and manipulate it. Often times, not in the visible eye of another. This allows you to move around objects, levitate them, increase the size, decrease the size, etc. It is very rare and pops up randomly in certain people, having no patterns.
Occlumency & Leglimency- Legilimency is the magical skill of extracting feelings and memories from another person's mind — a form of magical telepathy. It also allows one to convey visions or memories to another person, whether real or imaginary. A witch or wizard possessing this skill is called a Legilimens, and can, for example, detect lies and deceit in another person, witness memories in another person's past, or "plant" false visions in another's mind. The counter-skill to Legilimency is Occlumency (and its user, known as an Occlumens), by which one can compartmentalise one's emotions, or prevent a Legilimens from discovering thoughts or memories which contradict one's spoken words or actions.The key to good Occlumency is to be capable of hiding or suppressing one's emotions.
Seers- A Seer has a clairvoyant ability and the ability to predict the future and its possible events (as they stand at the time of the premonition). The predictions given through this event can be given in two ways. One; through a dream sequence that comes across like a series of images that form a riddle or Two; a riddle spoken by the seer while they are in a trance like state which they have no memory of. No premonition or prophecy is acurate and none of them are straight forward, they are always in a riddle form and its never easy to determine who it involves. Each prophecy is stored within the Ministry of Magic in the Hall of Prophecies and can only be retrieved by the people it mentions. There are very few true Seers. They also can read palms, do Tarot Card readings, and all the other things learned in Divination.
Natural Healers- Healing is the ability to heal wounds and practically any other injury that one may possess, unlike the healing performed with magic by Healers and nurses this ability requires no wand. The person with this ability cannot heal the dead and they cannot heal themselves no matter how hard they try. When healing the caster places the palm of their hand above the injury (hovering just above it) and channels all their energy into the palm of their hand. A colored light, different for every Healer, forms around the injury and it slowly heals. For minor injuries this can take about a minute but for anything major it can be very draining and take about half an hour to fully heal everything. This ability tends to run in families, although it has the tendency to skip generations and run in the females.
General Abilities
[/center][/font]Animagi Transformation- an Animagus is a witch or wizard who may turn into a particular animal at will. The ability is not innate and must be required by magical training. Each Animagus has a specific animal form and can't transform into any other animal. Each time they transform, they will have the same markings. Once you have become an Animagi, you must register with the Ministry with your Animagus form and markings. [However, many have been known to become illegal Animagi and not register]
Metamorphagi- a witch or wizard born with the innate ability to change some or all of their appearance at will. The talent can not be aquired and you must be born with it. It is very rare, but often time follows genetics [skipping none to many generations at a time]. They may alter their appearance completely but may not become another species.
Parselmouths- a witch or wizard who can speak the language of snakes perfectly. Often times it is associated with the Dark Arts, but it isn't necessarily an evil quality. It is passed on by genetics and learning. You can, with much practice, learn to understand Parselmouths and their language but unless you were born with the ability you will not be able to speak it.
Other Species
Veelas- a female who possesses the Veela Charm used to charm males, much like Sirens. It is strictly genetic and passed along the female line. However, the sons will carry on the genetics it just won't affect them. Their daughters would be half-veela [assuming the mother isn't a Veela] and possess the charm but not to the full extent. They are blonde with fair skin and usually blue eyes.
Werewolves- Werewolves come into being when a person is bitten by another werewolf, once this happens the person will transform at the next full moon and must learn to manage with the condition. Modern potion-making has come up with a draught called Wolfsbane Potion which controls some of the worst effects of the condition [leaves slightly more of a human mindset, transformation less painful]. Nothing can completely cure the lycanthropy disease. The transformation is very painful, and all remembrance of human feelings disappear. It takes a very strong man or woman not to attack his/her best friends when in the wolf form.
Vampires- Vampires come to being when a human is bitten by a vampire. A poison infects their bloodstream that keeps them looking the same physically for the rest of their life, never aging. They also become immortal. Vampires, after a certain extent in time, have incredible sense of control with bloodlust and will feed off of the blood of animals or humans. They have cold, pale skin with dark eyes when hungry.
Sentinal Abilities
Hyper Senses- Having hyper senses enhances your senses multiple times. Your vision, hearing, smell, taste, and touch is improved multiple times. This power comes up randomly, but in recent studies seems to be somewhat genetic.
Hyper Sight-Having hyper sight enhances your vision multiple times. This power seems to be somewhat genetic.
Hyper Hearing-Having hyper hearing enhances your hearing multiple times. This power seems to be somewhat genetic.
Hyper Smell- Having hyper smell enhances your ability to smell multiple times. This power seems to be somewhat genetic.
Hyper Touch- Having hyper touch enhances your ability to touch and feel multiple times. This power seems to be somewhat genetic.
Hyper Taste- Having hyper taste enhances your ability to take out certain tastes and tell what they are. Flavors are improved. This power seems to be somewhat genetic.
Mental Abilities
Tele-Abilities- This ability gives you telepathy, teleorbing, and telekinesis. It is very, very rare and pops up randomly in certain people, having no patterns.
Telepathy- Telepathy is the ability to have complete conversations with another by mind. You will put thoughts in their head and they will simply think their reply. It pops up randomy in certain people, having no patterns.
Teleorbing- Teleorbing is the ability to think of one place, no matter what the distance, and then orb their. This ability can not be tracked by the Ministry by any means and allows you to go past any magical defenses. It is very rare and pops up randomly in certain people, having no patterns.
Telekinesis- Telekinesis is the ability to think of an object in your mind and be able to control and manipulate it. Often times, not in the visible eye of another. This allows you to move around objects, levitate them, increase the size, decrease the size, etc. It is very rare and pops up randomly in certain people, having no patterns.
Other Abilities
Occlumency & Leglimency- Legilimency is the magical skill of extracting feelings and memories from another person's mind — a form of magical telepathy. It also allows one to convey visions or memories to another person, whether real or imaginary. A witch or wizard possessing this skill is called a Legilimens, and can, for example, detect lies and deceit in another person, witness memories in another person's past, or "plant" false visions in another's mind. The counter-skill to Legilimency is Occlumency (and its user, known as an Occlumens), by which one can compartmentalise one's emotions, or prevent a Legilimens from discovering thoughts or memories which contradict one's spoken words or actions.The key to good Occlumency is to be capable of hiding or suppressing one's emotions.
Seers- A Seer has a clairvoyant ability and the ability to predict the future and its possible events (as they stand at the time of the premonition). The predictions given through this event can be given in two ways. One; through a dream sequence that comes across like a series of images that form a riddle or Two; a riddle spoken by the seer while they are in a trance like state which they have no memory of. No premonition or prophecy is acurate and none of them are straight forward, they are always in a riddle form and its never easy to determine who it involves. Each prophecy is stored within the Ministry of Magic in the Hall of Prophecies and can only be retrieved by the people it mentions. There are very few true Seers. They also can read palms, do Tarot Card readings, and all the other things learned in Divination.
Natural Healers- Healing is the ability to heal wounds and practically any other injury that one may possess, unlike the healing performed with magic by Healers and nurses this ability requires no wand. The person with this ability cannot heal the dead and they cannot heal themselves no matter how hard they try. When healing the caster places the palm of their hand above the injury (hovering just above it) and channels all their energy into the palm of their hand. A colored light, different for every Healer, forms around the injury and it slowly heals. For minor injuries this can take about a minute but for anything major it can be very draining and take about half an hour to fully heal everything. This ability tends to run in families, although it has the tendency to skip generations and run in the females.