Author's Note: If you are looking for the next chapter of this story, then please skip ahead. Thank you.
Harry Potter and The Game of Death
A Gaming Glossary
Welcome to the Game of Death's Glossary! I've been trying to figure out the best way to display the stats and other related abilities for the Game of Death in my story for quite some time. After much back and forth over the various options I have decided to test out this format. Hopefully it helps make this story even more enjoyable for everyone out there who is kind enough to read it. Maybe it will even help out someone else who wants to write their own story too.
Necessary Information for Reading: 1) This glossary will be separated into several sections in the following order: General Information, Current Character Stats, and Revealed Traits and Titles. No other bits will be included at this time; I considered adding things like past character stats and quests, but doing so quickly turned this glossary into an unwieldy behemoth. It's long enough as is, and it will only grow longer with time. But should enough reviewers make a request I can see about adding new sections to this chapter in the future. 2) This chapter will be updated with new information as time goes on; whenever a new chapter comes out in the future I would recommend that you refer back to this chapter. I will not be creating a new one. 3) This glossary will only cover 'revealed' information. So if it is not explicitly included in one of the chapters, then it will not be shown here. I may make a mistake or two in this area (I am only human) and if I do then enjoy the accidental peak behind the writing curtain ;-)
Replies to Comments and PMs: When it comes to this chapter I will break from my usual stance in regards to replying to both PMs and Signed Reviews. Which is to say that my general policy regarding them is to reply 90% or more of the time. So to all you silent readers and guest reviewers out there, if you ever have a question or concern or comment regarding this story, then I encourage you to create an account and speak up! I listen to what you have to say and I love to engage.
When it comes to this chapter, however, I will generally not respond to reviews or PMs unless I deem it to be of high importance. I will instead let the chapter speak for itself and quietly address any issues or flaws it may possess at some point down the line.
Until Next Time,
~Elsil
General Information
Levels for Hogwarts Students:
Normal Level Scale:
Year 1: Level 10-15
Year 2: Level 15-20
Year 3: Level 20-25
Year 4: Level 25-40
Year 5: Level 40-55
Year 6: Level 55-70
Year 7: Level 70-100
Game of Death Main Menu
MENU
GAMER STATS PAGE
ACTIVE PARTY MEMBERS
KNOWLEDGE COMPENDIUM
INVENTORY
OBSERVE
HELP
Magic Mastery Index
A Constantly Updated Index Containing the Current Mastery Level of Individual Spells and Schools of Magic Known to Harry Potter
Astronomy: 6%
Care of Magical Creatures:
Charms: 15%
Dark Arts: 3%
Defence Against the Dark Arts: 17%
Divination: 0%
Herbology: 9%
Mental Arts: 6%
Potions: 9%
Transfiguration: 12%
Spell Mastery
Patronus Spell
Mastery Level: 99/100
Character Attributes and How They Function in the Game of Death
Like it is done in many games, a person or creature's attribute level correlates to their achievement in a particular area. Studious individuals are more likely to have high mental attributes (intelligence and wisdom) and athletic individuals are more likely to have high physical attributes (strength, dexterity, stamina). Individuals with powerful personalities are more likely to have a high charisma attribute than those with more shy or meek personalities.
However, it is important to note that these are not hard lines and there will be outliers.
Additionally, I would HIGHLY recommend that you do not look at this story from an MMO perspective. The Game of Death follows D&D and traditional old-school RPG Gaming (NWN, Dragon Age, Pillars of Eternity, etc…) guidelines far more than it does MMO related abilities or rules. But even then an understanding of the base rule sets I used when creating this story is only a beginning as the Game of Death is a heavily modified hybrid version of said rules.
Attributes can be affected by an individual's racial heritage. What this means is that attributes can vary greatly between races, be it in terms of caps (soft and hard) or overall statistical levels.
Some races, such as Dementors and Giants, possess absurdly high stats in one or two attribute areas while their other areas are crippled. Other races, such as Humans and House Elves, are more balanced. They have the potential to succeed in multiple areas and are not 'locked' into specific paths of growth.
Examples of How Racial Traits Affect Attributes:
If a Giant and a Human with equal strength attributes were to engage in an arm wrestling contest, then the Human would have his arm torn off. Said arm would most likely be reduced to a gelatinous mass of viscous liquid that the Giant would wipe off on its trousers in disgust while the foolish Human screamed in pain.
If a Dragon were to have a super high charisma attribute, then said dragon would not be able to gather a cult of human believers centered around it of its own volition. It would just be really, really powerful.
A House Elf with a sky high intellect attribute would not necessarily be the next Albert Einstein or Alan Turing. They might instead be Tupac reborn or the second coming of Pablo Picasso.
Now, on to the actual attributes themselves
Strength:
Denotes a creature's physical strength. Affects only the physical attributes. Humans have a soft cap of 80, after which all gains give diminishing returns.
Note: High strength does not necessarily translate into Herculean muscles. A person can be physically strong without being superhuman.
Dexterity:
Denotes how nimble a creature can be. Affects things like speed, agility, hand-eye coordination, and wand manipulation. Humans have a soft cap of 100, after which all gains give diminishing returns.
Note: High dexterity does not necessarily translate into superhuman reflexes. Someone can have great reflexes but terrible fine motor control.
Constitution:
Denotes how much health and endurance a creature can possesses. Affects how much direct damage the person can take before being killed or rendered unconscious. Humans have a soft cap of 70, after which all gains give diminishing returns.
Note: High constitution does not necessarily translate into the ability to survive a nuclear explosion or its magical equivalent. It can mean that a person has more padding (muscle or fat) on their bodies, bigger bones, a higher than average genetic resistance to disease, or something similar.
Intelligence:
Denotes the intelligence of a creature. Creatures with high intelligence find it easier to learn new abilities and/or magic spells. Humans have no cap on this attribute.
Note: High intelligence does not necessarily translate into IQ score. A person possessing above average intellect with vast amounts of experience and learning will often have a higher intelligence score than a genius teenager.
Wisdom:
Denotes how intuitive a person can be. Characters with high wisdom make better logical deductions and regain spent magic faster. Humans have no cap on this attribute.
Note: High wisdom does not necessarily translate into experience or intellect. A wise character could be like Socrates, Gandalf, or Dobby.
Charisma:
Denotes how charismatic a character is. Characters with higher charisma have larger sources of magical power, can better resist outside forces, and possess an intuitive grasp over its usage. Humans have no cap on this attribute.
Note: High charisma does not necessarily translate into skilled magical abilities or experienced leadership. Both do tend to go hand in hand, but there are and will be exceptions to this rule.
On Why Attributes are Conceived of Differently in this Story
Last but not least, you might be asking yourself why I have changed the traditional bonuses related to the various attributes. Such as why intelligence is no longer the 'catch all' attribute for everything magical.
My reasons for doing this stem from the fact that HP is not a sword & sorcery universe like many fantasy settings. Such universes traditionally possess multiple character classes like warriors and clerics, have thus arranged the bonuses of their attribute tables to reflect this. In these worlds Warriors and Rangers need to be equal to Wizards and Sorcerers lest no one play them.
But since HP is a sorcery/science world, with a heavy emphasis on sorcery (sorry Muggles), then using a traditional attribute table would not fit the needs of the Game of Death. In this story Harry is not, nor will he ever be, Conan the Barbarian. Nor will he become Drizzt Do'Urden, Anomander Rake, Malus Darkblade, or Caramon Majere. Harry is a wizard and that shall be the path that he walks.
So with that in mind I redesigned the attribute table and all of its bonuses to best suit this viewpoint. Please refer back to my author notes in chapters 2 and 5 for additional information on how and why I did it.
Current Character Stats
Active
Harry Potter
Age: 13
The-Boy-Who-Lived
Heir Apparent to the Potter Family
Basilisk Slayer
Heroic Child
Golden Boy
Level 53
Stats:
STR: 61
DEX: 78
CON: 59
INT: 142
WIS: 118
CHA: 373
Traits:
Loyal
Duellist
Survivor
Humble
Elf-Friend
Boy-Who-Lived
Half-Blood
School Quidditch Star
Possessor of a Deathly Hallow
Clutch Performer
Foe of the Dark
Battle Hardened
Dark Arts Magnet
A Mother's Protection
Weak Familiar Bond (Hedwig)
Peverell Bloodline
Walking Target
Oblivious One
Parseltongue
Headstrong
True Friend
Negotiator
Dedicated
Horcrux
Gamer
Hermione Granger
Age: 16 (Time Turner)
Brightest Witch of the Age
Golden Girl
Level 40
Stats:
STR: 20
DEX: 36
CON: 27
INT: 216
WIS: 177
CHA: 50
Traits:
Loyal
Bookworm
Muggleborn
Taskmistress
Perfectionist
Calculating
Kind Heart
True Friend
Dedicated
Ronald Weasley
Age: 14
Level 25
Stats:
STR: 27
DEX: 31
CON: 38
INT: 35
WIS: 11
CHA: 35
Traits:
Kind Heart
Oblivious One
Quidditch Fanatic
Amateur Quidditch Player
Boy-Who-Lived-Fanboy
Envious One
Large Family
Quidditch Fanatic
Clutch Performer
Chess Master
Headstrong
Pureblood
Gullible
Remus Lupin
Age: 33
DADA Professor
Werewolf
Marauder
Level 266
Stats:
STR: 89
DEX: 87
CON: 80
INT: 719
WIS: 436
CHA: 192
Traits:
Loyal
Survivor
Dedicated
Downtrodden
Former Prankster
Werewolf Form
Battle Hardened
Transfiguration Adept
Half-Blood
Penny Pincher
Charms Adept
Arithmancy Adept
Ancient Runes Adept
DADA Adept
Mental Arts Initiate
Renaissance Man
Educator
Hogwarts DADA Professor Curse
Oblivious One
Ginevra 'Ginny' Weasley
Age: 13
Level 33
Stats:
STR: 51
DEX: 70
CON: 60
INT: 72
WIS: 49
CHA: 81
Traits:
Loyal
Survivor
Headstrong
Large Family
Only Daughter
True Friend
Clutch Performer
Boy-Who-Lived-Fangirl
Amateur Quidditch Player
Life Bonded to Harry Potter (One-sided)
Former Horcrux
Pureblood
Free Spirit
Dedicated
Draco Malfoy (Cursed)
Age: 14
Heir Apparent to the Malfoy Family
Level 44
Stats:
STR: 50
DEX: 68
CON: 62
INT: 130
WIS: 105
CHA: 265
Traits:
Envious One
Gullible
Gossipmonger
Dedicated
Pureblood
Fair Whether Friend
School Quidditch Player
Pureblood Supremacist
Sacrificium Virginali
Dark Arts Initiate
Blue Blood
Spoiled
Vain
Hedwig
Owl of Wisdom
Age: 5
Level 45
Stats:
STR: 28
DEX: 72
CON: 46
INT: 85
WIS: 119
CHA: 108
Traits:
Ruler of the Roost
Loyal
Dedicated
Headstrong
Weak Familiar Bond (Harry Potter)
Clutch Performer
Fred and George Weasley
Age: 16
Joke Kings
Brilliant Inventors
Level 65
Stats:
STR: 64
DEX: 60
CON: 57
INT: 180
WIS: 164
CHA: 245
Traits:
Loyal
Prankster
Dedicated
True Friend
Duelist
Large Family
School Quidditch Star
Twin Bond
Ambitious
Jazz and Funk Enthusiast
Free Spirit
Vincent Crabbe
Age: 14
Level 23
Stats:
STR: 32
DEX: 33
CON: 40
INT: 7
WIS: 1
CHA: 3
Traits:
Follower
Amateur Quidditch Player
Faint Heart
Dark Arts Initiate
Slothful One
Gregory Goyle
Age: 14
Level 23
Stats:
STR: 32
DEX: 33
CON: 40
INT: 7
WIS: 1
CHA: 3
Traits:
Follower
Amateur Quidditch Player
Faint Heart
Dark Arts Initiate
Slothful One
Cedric Diggory
Age: 17
Golden Boy
Hufflepuff Prefect
Heir Apparent to House Diggory
Level 76
Stats:
STR: 68
DEX: 70
CON: 62
INT: 90
WIS: 101
CHA: 160
Traits:
Humble
Loyal
True Friend
Kind Heart
Charms Adept
Blue Blood
Dedicated
Gullible
School Quidditch Player
Dementor
Level 999
Stats:
STR: 1
DEX: 1
CON: 1
INT: 1
WIS: 1
CHA: 5000
Traits:
Soul Sucker
Aura of Fear
Chosen of Death
High Spell Immunity
Complete Physical Immunity
Weakness to Positive Feelings
Revealed Traits and Titles
See below for a list of all traits and titles thus far revealed to the readers. The list has been alphabetized to make it easier to find and locate them.
A Mother's Protection: This trait is unique to Harry Potter, and is a result of the sacrificial protective spell cast upon him by his mother the night of Voldemort's defeat. This trait gives a +50 percent chance to ignore the effects of any true Dark Magic spell, the ability to inflict instant damage to Lord Voldemort's body or soul through physical contact, and complete immunity to magical harm or detection while living with her sole remaining blood relative Petunia Dursley. This trait has weakened over time and will eventually disappear once Harry Potter reaches the age of his magical majority.
Adept: A Witch or Wizard bearing this trait have gone far on the path to mastering their chosen field of specialization. It gives a 50% increase in the speed of learning any spells or rituals in their area, +30 to both mental attributes, +20 to charisma, and +1000 reputation points with anyone who has mastered a school of magic. The attribute and reputation bonuses are only applied once; additional areas of Adept level only grant the increase in spell learning bonus. This trait can be removed or changed over time.
Amateur/School Quidditch Player:The bearer of this trait knows how to play the game of Quidditch. They are able to play their chosen position(s) with a decent amount of competency. Gives a +5 to all physical stats, +1000 reputation points with Quidditch fans, and +2000 reputation points to anyone bearing the title Quidditch Fanatic. This trait can be removed or changed over time.
Ambitious: A sapient creature with this trait has ambition embedded within their bones. They want to succeed and go far within at least one area of interest; they will not accept half-measures or feeble attempts. This person is driven and has a fire burning within. Gives an automatic +15 to both the intelligence and charisma attributes, -15 to the wisdom attribute, and -1000 reputation points with bearers of the Humble trait. This trait can be removed or changed over time.
Aura of Fear:A Dementor has the ability to cause any living creature within a radius of fifty meters to feel fear. The degree to which a creature is affected generally depends on proximity to the Dementor. Sentient creatures can be further affected if they have suffered traumatic events. Sentient creatures that have performed Dark Magical rituals can lessen the Aura's effects or even gain total immunity to it. Those with higher levels of Charisma have been shown to be more resistant to its effects. This trait cannot be removed or changed over time.
Auror: Anyone bearing this title is an active duty Auror. Automatically gives the same stats as Auror trained (attribute gains do not stack), access to secure facilities throughout Magical Britain, and access to special equipment and spells not available to the general public.
Auror Trained: Anyone bearing this trait has gone through, and passed, the necessary training to become an Auror. Gives an automatic +5 to all attribute stats, +1000 reputation with ordinary citizens, +5000 points with law enforcement individuals, and -50000 reputation with any follower of the Dark Arts. This trait can be removed or changed over time.
Basilisk Slayer: You have achieved a feat for the ages. You have managed to kill a Basilisk in single combat. Gives an automatic +10 to intelligence, wisdom, and charisma, +5000 reputation points with ordinary citizens, +10000 reputation points with fanboys or fangirls, -2000 reputation points to animal rights activists.
Battle Hardened: Anyone bearing this trait has gone through a grueling series of life or death struggles and come out alive. Gives an automatic +5000 reputation points to anyone even vaguely aware of the person's situation, and an additional +5000 reputation points to anyone else who bears this trait or a related one.
Blue Blood: A person with this skill was raised among the social elite. They know how to move within the halls of power and were taught proper etiquette in their cradle. Gives an automatic +20 to the Charisma attribute and +1000 reputation points to Lords, Ladies, Heirs, and anyone who also bears the Blue Blood trait. This trait cannot be removed or changed over time.
Bookworm: A person bearing this trait loves books. They love books more than they prize social interactions, excel in school and are often mocked for it. This gives +30 points to the mental attributes, -10 to the charisma attribute, +5000 reputation points with anyone who also bears the trait, and -20000 reputation points for anyone with the traits Jock, Gossipmonger, Propagandist, or Book Burner. This trait can be removed or changed over time.
Boy-Who-Lived: A title unique to Harry Potter, gained as a result of his parent's sacrifice on the night of Voldemort's defeat. Gives automatic international name recognition, +100 to the Charisma attribute, +5000 reputation with an ordinary citizen born in the British Isles, +20000 reputation with anyone bearing the title fangirl or fanboy, -5000 reputation points to those with Dark sympathies, and -100000 reputation with any follower of Lord Voldemort.
Boy-Who-Lived-Fanboy/Fangirl: A fanboy/fangirl who is specifically obsessed with Harry Potter. This gives an automatic -1000 reputation points with Harry Potter in addition to the normal fanboy/fangirl modifiers. This trait can be removed or changed over time.
Brightest Witch of the Age: A title bestowed upon the smartest and most gifted witch of the current Age. This can only be given to one witch every thousand years. This gives +30 to both mental attributes, +50% speed of learning any and all disciplines of magic, +50% speed to learning new skills, +5000 reputation points with anyone bearing the trait Educator or Unspeakable, +10000 reputation points with both the Dark Witch and the Shining Wizard, and -5000 reputation points to anyone with a trait of Jock, Gossipmonger, Fanboy, Fangirl, or Envious One. This title can change over time to reflect a witch's growth and interests.
Calculating: The bearer of this trait has learned to view life through the cold eyes of dispassionate rationality. They are capable of making the tough choices and planning for the long term. Gives an automatic +50 to both mental attributes, +1000 reputation to anyone with a rule abiding or law and order trait, and -1000 to anyone with a Free Spirit trait. This trait can be removed or changed over time with great difficulty.
Chess Master: This person excels at chess and thinking on a tactical level. Gives an automatic +10 to both of the mental attributes, and +5000 reputation points with anyone who has a chess related trait. This trait can be removed or changed over time.
Complete Physical Immunity: Any creature with this trait is immune to any and all physical skills or traits. It is impossible to hurt them with a purely physical attack. This trait cannot be lost or changed.
Clutch Performer: Any person with this trait performs best in the clutch. When the chips are down and things are at their worst is when the trait holder is at their best. They receive a temporary +30 to both mental attributes and the charisma attribute, and +20 to all physical attributes when the situation is at its worst.
Cursed: This person's mind has been temporarily affected by some sort of Dark Magic. They may no longer be in control of their own actions.
Dark Arts Initiate: People bearing this trait have dabbled in the Dark Arts. They know its dangers and its seduction, but have yet to travel far on its path. Gives no bonuses. This trait cannot be removed or changed over time.
Dark Arts Magnet: Anyone who bears this trait is a magnet for the Dark Arts. Wherever they go, the shadow of the Dark Arts will hang over their lives. They can never escape from its grasp and will have it continually flung into their path. Increases by 50% the speed for learning either Defense Against the Dark Arts or Dark Arts spells and rituals. This trait cannot be changed or removed over time.
Dedicated: A sapient creature with this trait is focused succeeding in life. They will pursue their goals without stop, and possess the talent to achieve them. Gives an automatic +10 to all stats. This trait can be removed or changed over time.
Downtrodden: A sapient creature with this trait has had bad things happen to them throughout their life, and it has begun to sap away at their will. They are more likely to become withdrawn, and will often look at anything good that happens in their life with a skeptical eye. Gives an automatic -20 to both of the mental attributes and charisma. This trait can be removed or changed over time.
Duelist: A witch or wizard with this trait has been in more than one magical fight. They are usually limited to theory, practice duels, and controlled matches. Gives an automatic +10 to both mental attributes and +5 to the dexterity attribute. This trait can be removed or changed over time.
Educator: The bearer of this trait has devoted a large portion of their time, energy, and life to educating others. Gives an automatic +50% ability to help others learn spells or theory in the educator's chosen field of expertise, +1000 reputation points with any other who bears an Educator trait, and -1000 reputation points for anyone with the Ambitious trait. This trait can be removed or changed over time.
Elf-Friend: A witch or wizard who bears this title has been acknowledged as a true friend by a House Elf. Whether it was through a benevolent act of kindness or a deed of great valor, any witch or wizard who bears this trait now has at least one House Else as a lifelong companion. Gives an automatic +2 to all physical attributes, and +2 to both mental attributes and Charisma for every House Elf affected, +1000 reputation points with any sapient creature other than humans, +5000 reputation points with other House Elves, +50000 reputation points with the elf or elves in question, and -1000 reputation points with any who hold the Pureblood Supremacist trait. This trait can be removed or changed over time.
Envious One: The bearer of this trait suffers from one of the seven deadly sins, Envy. When a situation comes up where they are likely to be jealous of someone else they are prone to taking rash action. The target of the jealousy suffers -5000 reputation points for each action that triggers the bearers envy. This trait can be removed or changed over time with great difficulty.
Faint Heart: This person gets scared easily and will crack quickly under the right pressure.
Fair Weather Friend:Anyone bearing this trait is a normal individual. When things are good with someone, they enjoy being with them. When things are going badly for someone, they would rather be elsewhere. Gives an automatic -1000 reputation point loss to anyone with the trait of True Friend, and a -2000 reputation point loss to anyone with the Loyal trait. This trait can be removed or changed over time with great difficulty.
Familiar Bond: An uncommon bond which forms between a magical creature and a human. This bond ties the two together in ways that are not fully known. What is known is that both of the bonded receive a boost to their mental attributes depending on the strength of the bond between the two.
Weak. This designates a bond that is either in its infancy or one that has stagnated over time. It gives +20 to the charisma attribute, +10 to both mental stats, and +1 to all physical stats.
Foe of the Dark: The bearer of this trait is an enemy of any who follow the magical Dark Arts. They seek to stamp it out and remove it at any opportunity, and are forever targeted for elimination by any who follow the Dark Arts. Gives an automatic +50 to both mental attributes and the charisma attribute when fighting Dark Wizards, Witches, or Creatures. This trait can be removed or changed over time with great difficulty.
Follower: A person with this trait follows the easiest path. They suck up to those in power and abandon those without it. +1 to all attributes.
Former Horcrux: Anything which bears this trait used to have a Horcrux attached to them. If the Horcux is destroyed it gives an automatic +1 to all stats; and the removal of any skills, traits or status affects gained from being a Horcrux. If the Horcrux is absorbed, the effects vary depending on the level, traits, and skills of the Horcrux's soul of origin.
Former Prankster: You were once the type of person who enjoyed playing jokes on others. As you have aged, though, other responsibilities have taken center stage for you. You still know how to have a good time, but are okay not being in the center of attention. Gives an automatic +40 to charm and +5000 reputation points with current or former pranksters. This trait cannot be removed or changed over time.
Free Spirit: A person who bears this trait loves to be free. They enjoy open spaces, meeting new people, exploring new places, and encountering challenging situations. Gives an automatic +1 to all attributes, +1000 reputation with other people who share this trait, and -1000 reputation with people who possess a trait in opposition. This trait can be removed or changed over time with great difficulty.
Gamer: A unique trait held by Harry Potter. It gives him the ability to see life and the world around him as though it were a muggle role playing game (RPG). While not perfect, it attempts to convert the personality traits, history, experiences, and knowledge of those in the world to easily understood gaming terms. Gives no further bonuses beyond the menu features built into the game.
Golden Boy/Girl:Any man or woman with this title is often held by others as an example of good behavior, model academics, and athletic talent. Whether they are truly worthy of emulation is another subject, but the truth of the matter is that many people think that they are worthy of it. Gives an automatic +30 to charisma, +10 to both mental stats, +1 to all physical stats, +1000 reputation with ordinary citizens, +2000 reputation with any law or rule abiding trait bearers, -1000 reputation with Prankster trait bearers, and -5000 reputation with all Dark Arts practitioners.
Gossipmonger: Any sapient creature bearing this trait loves to gossip. The moment they hear a juicy detail they have to share it with someone else. They eat up the rumor mill and join trends easily. Gives an automatic -10 to both mental attributes and charisma, and at least -1000 reputation points with anyone who bears a loyalty related trait.
Gullible: Anyone bearing this trait is easily fooled. It has reached the point where it is ingrained in their being. It gives an automatic -10000 reputation points to anyone with the traits Paranoia, Cold Heart, Ambitious, or Calculating. This trait can be removed or changed over time with great difficulty.
Half-Blood: This person is of 'mixed' descent, which means that they have someone of Muggleborn descent within at least ten generations. Gives nothing. This trait can be removed or changed over time.
Headstrong: Any sapient creature with this trait prefers actions over words. They will often leap into situations before thinking about the consequences, and will often throw caution to the wind. While often seen as take-charge, this trait can also cause them to commit mistakes that could have been avoided with careful planning. Gives an automatic +20 to the charisma attribute, -5 to both mental attributes, +1000 reputation points with ordinary citizens, and -1000 reputation points with anyone who has the Wary Personality or Paranoid traits.
Heir Apparent to House Diggory: A title denoting the current heir to the House of Diggory. One of the many minor magical Houses, it is of humble origins and size. This title gives the bearer limited access to all family vaults and limited access to all House Diggory properties. It also gives +2000 reputation with fellow nobles and increases the speed of ones ability to learn Charm and Transfiguration spells and skills.
Heir Apparent to the Malfoy Family: A title denoting the current heir to the magical line of the House of Malfoy. This title gives the bearer access to all Malfoy Family Vaults in Gringotts, the main Malfoy Manor, and the ability to sign legal documents pertaining to the House of Malfoy subject only to the approval of the current Lord or Lady Black. It also gives +5000 reputation points to Pureblood Supremacists, +2000 points to members of the Wizengamot or the British Ministry of Magic, +1000 points to fellow nobles, and increases the speed of ones ability to learn Dark Magic spells and rituals by 25%.
Heir Apparent to the Potter Family: A title denoting the current heir to the magical line of the House of Potter. This title gives the bearer access to the Potter Underage Trust Vault and all Potter Family Properties. It also gives +1000 reputation with Pureblood Sympathizer trait bearers, +2000 reputation with fellow nobles, and increases the speed of ones ability to learn Transfiguration and DADA spells by 50%.
Heroic Child: A rare title only given to children who meet strict requirements. They must have the Loyal, Humble, True Friend, and Survivor traits. They must also be aligned against anything Dark or Evil. Most importantly, they must have knowingly saved the lives of others at great risk to their own for little to no personal gain. Gives an automatic 15% boost to leveling any skill, +10 to the charisma attribute, +5 to both mental attributes, +1000 reputation points with ordinary citizens, +5000 reputation points with anyone who is a friend or family member of someone they have saved, +10000 reputation points with anyone they have saved, -1000 reputation points with anyone who bears a title related to the seven deadly sins, -5000 reputation points with anyone who is aligned with the Dark Arts.
High Spell Immunity: Any creature with this trait is immune to any and all magic skills or magical abilities. The only way to breach this trait is to have an intelligence or wisdom attribute that is higher than the creature's highest attribute. This trait can be removed or changed over time.
Hogwarts DADA Professor Curse: This trait is forcibly placed upon all who take on the position of Hogwarts DADA professor at Hogwarts School of Witchcraft and Wizardry. Decades ago a younger Lord Voldemort interviewed for the position; when Albus Dumbledore denied him, the scorned Dark Lord placed a curse on the position. The curse will not abide another to hold the position for more than one year of teaching, and will remove them by means both foul and banal in order to ensure that the curse continues to hold.
Horcrux: A creation of the foulest and most evil of Dark Magics. Anything which bears this trait has had a portion of a Dark Wizard or Witch's soul grafted onto them. It is most commonly placed upon inanimate objects, such as jewels, as doing so renders the soul both stable and inert. Creatures, especially sapient ones, are heavily affected and changed by this status. Gives a -10 to all stats, the possibility of obtaining or using skills possessed by the Dark Wizard or Witch, and runs the risk of personality contamination for any sapient creature which bears this title. This trait can be removed or changed over time with great difficulty but be warned. Its negative effects can also grow worse over time should the connection between the host and the foreign soul go unresolved or, in the worst case, strengthen.
Humble: Any sapient creature which bears this trait displays a degree of modesty and patience far beyond the norm. Gives +20 to the charisma attribute, +1000 reputation with ordinary citizens, +2000 reputation with anyone that bears the Loyalty, True Friend, or Kind Heart Traits, and -2000 to anyone who bears the Cold Heart, Betrayer, Gossipmonger, or Ambitious traits. This trait can be removed or changed over time.
Kind Heart: Any person who bears this trait is, at the root of their being, a kind person. They want to help others without reward, and will gladly suffer the ridicule and scorn of others if they can help even one person. They can still do wrong, but are quick to feel guilty. Gives +1000 reputation points to ordinary citizens, +2000 reputation points to people who bear the same trait, and -10000 reputation points to people with the Cold Heart trait. This trait can be removed or changed over time with great difficulty.
Large Family: Any person bearing this trait is a member of a large family. As such, they are more likely to excel in one area in order to make themselves stand out from their family members. Gives an automatic +10 to the attribute they prefer and +2000 reputation points with anyone who bears the same trait. This trait cannot be lost or changed.
Life Bonds: One of the rarest bonds of all. It is possible for this bond to be either one-sided or reciprocal. A Life Bond only forms under strict conditions. 1) A wizard or witch must owe a Life Debt to another wizard or witch, 2) the person who owes the Life Debt must love the other person from the bottom of their heart, 3) the person to whom the debt it owed must have feelings, latent or otherwise, for the person who owes the Life Debt, 4) both must be powerful or have great magical potential, and 5) the one who is owed the Life Debt must have accomplished a great feat of courage in the process of procuring the debt. Gives no bonus when the debt is one-sided, but when two-sided it will give both participants a +100 to the charisma attribute, +50 to both mental attributes, and +5 to all physical attributes. Replaces the Life Debt trait.
Loyal: Any person or creature which bears this trait is loyal by their very nature. They may not always commit to something, but when they do make a commitment it is very hard to sway or change their minds. This can be a double edged sword; committing to a good course of action will be rewarding to the individual, but should they commitment to a bad course of action they are likely to suffer for it. Gives an automatic +5000 reputation points to other people who share this trait, and -10000 points with people who bear Deception related traits. This trait can be removed or changed over time with great difficulty.
Marauder: This title is different from the trait, which denotes a person who commits acts of violence on people and their property. The Marauders were a group of four schoolboys who played pranks together while they went on adventures. Gives an automatic +1 to all attributes, +5000 reputation points to anyone with the Prankster trait, and -1000 reputation points with people who bear rule abiding traits.
Mental Arts Initiate: A wizard or witch with this trait is skilled in the use of both Occlumency and Legilimens. They know the subject on a functional level and are capable of using it to minor effect. This trait can be removed or changed over time.
Oblivious One:A witch or wizard who bears this title is both lucky and cursed beyond measure. They are surrounded by attractive members of the gender in which they are sexually interested that also happen to have an interest in them. However, they nearly always fail to pick up on the subtle clues, furtive glances, or outright flirtation that most humans understand to mean that someone is expressing a romantic interest. Makes the bearer of this trait unlikely to notice the romantic interest of those around him unless they are hit over the head and told in no uncertain terms about it. This trait can be removed or changed over time.
Owl of Wisdom: This title is only bestowed upon the wisest of owls. Any owl with this title is among the smartest of its breed, often displaying a degree of intelligence bordering on sapience. Gives a +50 to the Wisdom attribute and +20 to the Intelligence and Charisma attributes.
Parseltongue: A witch or wizard with this trait has the ability to talk and command snakes. It is generally limited to simple commands due to their low intelligence. The higher the intelligence of the snake, the more complex the commands can become. Gives +10 to both mental attributes and charisma, +5000 reputation points with fellow parseltongue trait bearers, and -5000 reputation points with anyone who believes the ability to be Dark.
Penny Pincher: This person has had to take a budget and stretch it. Some might call them tightfisted, while others will bow down in awe of their skill. Gives an automatic +10 to both mental attributes, and -5 to the charisma attribute. This trait can be removed or changed over time.
Perfectionist: A person with this trait has a tendency to hyper focus on one or more particular areas, to the exclusion of all else. They are driven to excel, sometimes to the point where it can hurt them or those around them. Gives an automatic + 10 to the bearers attribute of focus, -5 to the attribute they least prefer, and -2000 reputation points with people who have the Free Spirit trait. This trait can be removed or changed over time.
Peverell Bloodline: You are one of, if not the only, remaining member of the Peverell Bloodline. This bloodline has been linked to the ancient Tale of the Three Brothers as told in the story by Beetle the Bard, who himself was descended of this ancient house of powerful magi. Once one of the ruling families of the ancient magical world, the Peverell family suffered a catastrophic fall in power after the deaths of Antioch, Cadmus, and Ignotus. This fall in grace also coincided with the beginning of the Roman Empire's decline, causing several scholars of ancient magical history to wonder if the two events were in any way linked to one another. This theory has not received much traction within the mainstream academic community.
Yet beware young descendant, for there is always a grain or more of truth to every story. Take heed of the lessons learned by the three brothers Peverell, and choose a different path lest ye suffer the same fate as they.
Prankster: A person with this trait is irrepressible, to the point that people often call them irresponsible. They love to joke and have fun, and will play pranks on those around them. Gives an automatic +35 to charm, +5000 reputation points with other pranksters, and -5000 reputation points with those who dislike pranks or rule breaking. This trait can be removed or changed over time.
Prefect: A title given to a total of six students in every Hogwarts House, with 2 selected from each year ranging from fifth to seventh. Prefects are responsible for maintaining order with and providing guidance to their fellow students whenever a teacher is either not present or has decided to delegate a task to them. Gives automatic access to the Hogwarts Prefect Bathrooms and study area, +1000 reputation with any rule abiding trait bearer, and -1000 reputation with Pranksters.
Professor: You have made a choice to help the next generation learn the skills they will need in order to be successful in life. The pay may not be the greatest, and the hours suck, but you will have a greater effect on the world than many others. Gives an automatic +50 to the individual's preferred attribute.
Pureblood: This person is of 'pureblood' magical descent, meaning that their ancestry contains no muggles or muggleborn for the five prior generations. Gives an automatic +10000 reputation points to those who believe in Pureblood Supremacy or an automatic -2000 reputation points if the person with this trait publicly disagrees with Pureblood Supremacy. This trait cannot be removed or changed over time.
Quidditch Fanatic: A person with this trait would choose to eat, sleep, and breath Quidditch if they had a choice. Their love for the sport transcends common sense and it is rarely far from their mind. This gives +2000 reputation points with Quidditch players and fellow bearers of the same trait. Can be removed or changed over time.
Sacrificium Virginali: A ritual of Dark Magic intended to benefit males, it is a surpassingly rare ritual due to its strict requires. It can only be done in one's youth and requires a young virgin girl of near or equal age to willingly sacrifice her future for the sake of the male. It must be performed by a witch steeped in Dark Magic.
One the ritual is completed the virginal sacrifice will suffer immediate consequences. Their health will deteriorate, their future growth in magic slowed, and their lifespan cut in half. They are also forever tied to the one they have given themselves to as a slave.
The male will gain immediate benefits. Their overall power will see an immediate rise, their future growth in magic will be increased and they will gain an increased lifespan.
Pansy Parkinson has sacrificed herself for Draco Malfoy, who receives a +20 boost in level, +25 to all physical attributes, and +100 to both mental attributes, and +200 to the charisma attribute. This trait can be removed or changed over time with great difficulty.
School Quidditch Star: The bearer of this trait is more than just talented at the game of Quidditch. They are able to dominate their position at the designated level and have the potential to go even higher. Gives a +10 to all physical attributes and the charisma attribute, +2000 reputation points with Quidditch fans, and +5000 reputation points to anyone bearing the title Quidditch Fanatic. This trait can be removed or changed over time.
Slothful One: The bearer of this trait suffers from one of the seven deadly sins, sloth. They are less likely to apply themselves than those around them, and are incapable of holding deep or complex conversations. Gives an automatic -10 to both mental attributes. The amount deducted grows in proportion to the trait holder's level.
Soul Sucker: A Dementor has the ability to devour the soul of any sapient creature. Once started, this ability can neither be resisted nor stopped by anything known to wizardkind. Any sapient creature which has had its soul sucked out by a Dementor will forever be trapped in Limbo, as their souls will never know peace so long as the Dementor exists. This trait can be removed or changed over time.
Survivor: A person with this trait has survived an event or events which would have broken an ordinary person. Even if they appear to be physically sound, the trials they faced have left their mark within. Gives a permanent +20 attribute bonus to the attributes used by the individual during their trial, +1000 reputation with ordinary citizens, and +5000 reputation with anyone considered to be friend or family. This trait can be removed or changed over time.
Taskmistress: A person with this trait is a lover of rules. They enjoy following rules, making rules, and helping other people to follow to follow rules. Gives an automatic +5 to intelligence, +2000 reputation points for people who bear similar traits, and -2000 reputation points for people who bear opposing traits. This trait can be removed or changed over time.
True Friend: Anyone bearing this trait is more than just loyal to their friends. This person will go through thick and thin for anyone they regard as a friend. No matter the odds or rewards, anyone with this title will be impossibly loyal. Gives an automatic +5000 reputation with anyone else who bears this trait, +50000 for anyone who they count as a friend, and -50000 for anyone who does not value friendships such as someone with the Cold Heart trait. This trait can be removed or changed over time with great difficulty.
Twin Bond: Any person with this trait has a twin and shares an exceptionally close bond with them. They can finish each others sentences, speak without words, and know what the other is feeling at a glance. Gives +50% speed to learning any skill or spell that the other twin possesses or is interested in learning. This trait can only be removed with the death of a twin.
Vain: A person bearing this trait likes to look good. They will spend an unnecessary amount of time making sure that they look good before appearing in public, and hate it when someone or something ruins their appearance. Gives an automatic +10 to charisma, -10 to both mental attributes, -2000 reputation to anyone without the vain trait, and +5000 reputation to anyone with the fanboy or fangirl traits. This trait can be removed or changed over time with great difficulty.
Walking Target: Anyone in possession of this trait has been marked by a higher power. Powerful opponents will desire to seek them out, and their lives are generally short once this trait has been gained. This trait can be removed or changed over time.
Weakness to Positive Feelings: A Dementor is naturally weak to one thing and one thing alone: Positive Feelings. They tend to avoid areas and locations populated by groups of positive feelings. The Patronus Charm, which is the crystallized essence of happiness, takes advantage of this weakness. The spell radiates an amplified field of happiness that cannot be overcome by a Dementor's Aura of Fear or Spell Resistance, as a corporeal Patronus is neither a living creature nor a spell cast directly upon the Dementor. This trait can be removed or changed over time.
Werewolf: A witch or wizard who bears this title has been cursed with Lycanthropy. A snarling, slavering monster will forever dwell within their body. And come every full moon, the affected person will lose all sense of reason and transform into the beast within. Gives an automatic increased sense of smell and sight when not transformed, a heightened desire to consume meat, +5 to all physical attributes, -1000 relationship points with anyone who bears the Pureblood Sympathizer or Creature Phobia traits, and -10000 relationship points with anyone who bears the Pureblood Supremacist or Creature Hater traits.
Werewolf Form: When a witch or wizard afflicted by Lycanthropy transforms, they turn into a creature that is a cross between a man and a wolf. They cannot use magic while trapped in this form, but gain a massive boost to their physical attributes. Gain an automatic +200 to all physical attributes, the trait Lesser Magic Immunity, and the ability to infect other humans with Lycanthropy as long as the transformation is active. This trait cannot be removed or changed over time.
