Welcome to Potter’s Army

Potter’s Army is a roleplaying site that's been up and running since 2007. We pride ourselves on fostering a welcoming and helpful community where all levels of writers are accepted.

In this alternate universe, Lord Voldemort is dead, but so is Harry Potter. Factions continue to fight, Hogwarts educates the next generation of witches and wizards, and the Ministry of Magic does its best to hold everything together.

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Slytherin Graduate
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Selwyn Thorfinn
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Magical Creature Guidelines

on Thu Jan 18, 2018 11:42 pm


Last edited by Selwyn Thorfinn on Thu Jan 18, 2018 11:52 pm; edited 1 time in total
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Slytherin Graduate
Slytherin Graduate
Selwyn Thorfinn
24 : Alumnus
NoneHeadmaster
HalfbloodPart Veela
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Sel

View user profilehttps://www.etsy.com/au/shop/NovelLane

Re: Magical Creature Guidelines

on Thu Jan 18, 2018 11:44 pm

Werewolves


Werewolfism is properly known as lycanthropy and is not a true species at all, but rather a magical medical condition.

Physical Form

Werewolves take the form of a regular witch or wizard by day, and a normal wolf on the night of the full moon.

They do not have any of the "distinctive features" described by Hermione in the books, they just look like a wolf.

Like other characters on the site, we do now allow werewolves to have features that could not be found in nature when they are in wolf form.

Becoming a Werewolf

Lycanthropy is spread via bite ONLY.  It does not pass to one's offspring.

Playing a Werewolf Character

Lycanthropy I - Werewolfism

Caused by the bite of a werewolf.  Results in full moon transformations.  Sufferers are colloquially known as werewolves.

Werewolves bleed more heavily and are more resistant to healing.

The physical transformation of the werewolf involves breaking or transforming many of the bones in the human body and reconstructing them in the wolf form (and vice-versa).  This is extremely painful and it is not uncommon for werewolves to lose consciousness.

For 36 - 42 hours around the full moon, beginning the day before and ending the day after, a werewolf's metabolism will speed up in order to get them through the transformation without dying.

During this time-frame, a werewolf will heal from injuries faster as a side effect.

The increase in metabolism has an impact on the werewolf's body, causing fatigue and weight loss if not properly managed.  Despite this, reactions will still vary and may seem illogical.  

Players are free to choose their character's symptoms, but here are some suggestions to start you off:

In the lead up to the full moon
Manic state
Hyperactivity
Inability to concentrate
Excess / nervous energy
Altered mood
Irritability

During and after the full moon
Everything in the lead up list
Tiredness / exhaustion
Sore muscles & bones
Headaches
Tension
Increased appetite
Lack of appetite
Nausea
Cravings

Werewolves have no control over their transformation.  No matter how many times a werewolf has transformed, they will not be able to "control the wolf" or "make friends with the wolf".

The Wolfsbane Potion allows a werewolf to maintain their human consciousness during a full moon transformation.  It can only be safely brewed by a qualified Potions Master. An incorrectly brewed Wolfsbane Potion is a deadly poison.  Registered werewolves can obtain a supply free of charge from the Department for Beasts and Beings or St Mungo's.

Lycanthropy II - Secondary Werewolfism

Caused by werewolf attack, often a clawing or dry bite*.  Sufferers do not transform.

The discriminatory term "half-werewolf" may be used by some members of wizarding society.

Wounds sustained by these individuals will bleed more heavily.

Their metabolism may speed up around full moon, but to a lesser extent and for a shorter period of time than a werewolf's.  Generally 8 - 12 hours.  If they heal more quickly, it will unnoticeable to anyone but a qualified healer.

They may show some minor symptoms of lycanthropy, especially those associated with the lead up to the transformation.

There is an increased likelihood of risk taking, nervous energy and emotional reasoning.

*a dry bite is when the victim is bitten but no saliva gets into the wound.

Werewolf Culture

Half werewolves do not exist, but the expression may be used as a slur.

Families of a werewolf may become regarded as "tainted", particularly if they continue to associate with their relative.

It is unusual for werewolves to live to old age, mostly due to systematic discrimination and ongoing poverty.

Werewolves have been known to form packs due to social pressure from both wizarding society, which shuns them, and other werewolves, who believe in safety in numbers.

The concept of an "Alpha" is often enforced among werewolves.  It has more in common with the alpha personality type than an alpha wolf.

All werewolves are expected to register with the Ministry for Magic.  This grants them access to a free supply of Wolfsbane Potion.  Werewolves not registered are considered illegal and may be arrested by Ministry Officials.

A werewolf attacking a wizard or witch is illegal, even if by accident.

Wounds caused by a werewolf are slower to congeal. They bleed more heavily and are more resistant to healing.


Last edited by Selwyn Thorfinn on Thu Jan 18, 2018 11:47 pm; edited 1 time in total
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Slytherin Graduate
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Selwyn Thorfinn
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Re: Magical Creature Guidelines

on Thu Jan 18, 2018 11:45 pm

Part Veela



Physical Form

Most veela originate in Eastern Europe.  

Because of this, they usually have

  • pale skin
  • blonde (sometimes described as silver or golden) hair
  • blue or grey eyes

Potter's Army accepts part veela with other complexions, racial backgrounds and who are from different regions.

Being Part Veela

A witch or wizard is considered part veela if they have a parent or grandparent who was full veela, OR if they have inherited some or all veela abilities.  

Playing a Part Veela Character

Abilities

Glamour
A veela's glamour tricks an observer's mind into finding them aesthetically attractive, regardless of the veela's actual appearance.  It doesn't compel the observer in any way and cannot be controlled.  Those with occlumency training may be able to see through the glamour.

A witch or wizard who expresses this trait only would not usually be considered part veela (they might not even realise they have it).

Charm
The ability to generate desire for the veela in others, whether it be sexual, romantic or platonic.  The desire invokes a need to please and remain near the veela and victims will often act irrationally to achieve this.  Effects fade if the victim is removed from the veela's vicinity.

The extent to which a part veela can affect others with their charm is dependant on many factors.  Other veela and part veela will be less affected than humans.  Some humans will be less affected than others, especially those with occlumency training.  

Where a part veela expresses both, the charm and the glamour traits may interact to create an entranced state in some individuals.

Part veela learn to control this ability.  It cannot simply be turned "on" and "off".

Shapeshifting
When angry or threatened, full veela are able to transform into a condor-headed creature, with scales instead of feathers.

Some part veela may achieve this transformation, either in full or in part, but only when under extreme emotional duress.  The transition from human is disturbing both to experience and to witness.  It is more akin to a werewolf transformation than an animagi one, and is often humiliating for the part veela in question.

Veela Culture

Veela live in matriarchal and matrilinial clan groups.  

There is generally less taboo among veela around sex and relationships.  It is not uncommon for both women and men to have multiple lovers even after marriage (indeed, it might be seen as strange not to).

The largest concentration of veela clans is around the Franco-German border, especially near The Black Forest.  This has led to legends and fairy tales even among muggles.


Last edited by Selwyn Thorfinn on Thu May 31, 2018 12:39 am; edited 1 time in total
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Re: Magical Creature Guidelines

on Thu Jan 18, 2018 11:46 pm

Vampires & Half Vampires


Physical Form

Vampires are generally paler than the general population

They bruise incredibly easily.  They may not remember being bruised or not know where the bruises came from.

They have one, needle-like, retractable fang on each side of the mouth.

Becoming a Vampire

Vampires are created by being bitten by another vampire.

Becoming a Half-Vampire

Half-vampires are created when a vampire has intercourse with a human, usually the female is human as female vampires are rarely able to provide enough nutrients to maintain a foetus.  However, it isn't completely unheard of.

Playing a Vampire

Vampires are not truly dead (or undead). This is a muggle myth thought to be caused by unqualified memory manipulation.

Vampires only drink blood.  Half vampires can eat other things, but still require supplements from St Mungos.

Blood replenishing potion will not substitute for real blood.

Vampires can, however, drink blood from other mammals.  Since a lone vampire is unlikely to be able to catch a large animal like a deer or cow without being seriously injured, most vampires who don't wish to drink from humans or register with the Ministry end up subsisting on vermin and strays.

A lone vampire cannot suck a human dry.  The human body has way too much blood in it for that to work.

Vampires don't indiscriminately bite people (as that would create more vampires).  A vampire killing for food is far more likely to attack with a weapon and drink from the victim after they are dead.

Vampires and some half vampires do have an hypnotic presence, which some humans find alluring.

Most vampires and half vampires have an aversion to sunlight.  It won't turn them to dust, but it will cause irritation similar to sunburn or heat rash.

Vampire Culture

Vampires tend to live either completely alone, or within community groups, with very little overlap.  

Half vampires are more likely to integrate into wizarding society, due to their ability to conform to social norms more easily.

Vampires have rules in their own communities.  These rules usually pertain to things like not attacking humans, not turning humans without permission and doing other things that make vampires in general seem like a threat to ordinary wizards and witches.
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