Still seeing the same thing in your post. But it doesn't matter too much. Just wanted to say, that if you are really interested in a villain, you should read the GM's other quest. (Starts weak, because it was his first one, but gets better pretty fast).
No, no. The interest isn't in the idea of being a villain. It's the idea that not being a decent socializer would exclude us from character interaction. It may however narrow down our scope of people whom might talk with us. It just depends.
I'm still of the opinion that showcasing a vast amount of skill in certain areas of magic would allow our own group of people to come to us. As long as we avoid attracting the ire of others by playing it the Hermione route.
What I can say is that a lot of your peers are better than you at the beginning of the quest. I don't think that will hold even through the first year, though.
You're no genius yet by Game mechanics. Lets say that you're more of a smart child, for whom puberty is slowly kicking in, allowing him to reach for his potential.
I can send you audios of me speaking German every night, so that you can go to sleep with it... Don't know for sure how Humor works. Didn't learn that one yet.
You're no genius yet by Game mechanics. Lets say that you're more of a smart child, for whom puberty is slowly kicking in, allowing him to reach for his potential.
I don't know enough aboit our setting yet to really have a plan.
Things like our House and our friends or lack thereof will probably influence things.
Then there's the fact that this universe is most definately AU and we don't really know how it is different yet.
Lots of reasons to not worry about our future yet.
That is the important part. It's what was the max for your character creation. Others don't need to have that limitation. You shouldn't take it too serious, though. You can develop the character after this any way you want. A genius is certainly possible. Its just not the starting point.
It's because it also comes with personal weakness. "Maybe it hadn't been too good for your character, though. You'd grown complacent." I'd rather be personally awesome in an RP than politically powerful.
I can send you audios of me speaking German every night, so that you can go to sleep with it... Don't know for sure how Humor works. Didn't learn that one yet.
Adhoc vote count started by Ishaq on May 28, 2018 at 10:22 AM, finished with 90 posts and 56 votes.
[x] Plan Theoretical -[x]Spain – You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers. -[x] 1Constitution - Your general physical condition, endurance, health, and strength. -[x] 3Creativity - The ability to create innovative ideas or things using your imagination. -[x] 3Intellect - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects. -[x] 2Empathy - The ability to understand how someone feels because you can imagine what it is like to be them. -[x] 2Luck - Success that you have by chance and not because of anything that you do.
-[x] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[x] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[x] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
[X] Plan Absent-minded Professor -[x]Spain – You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers. -[X] 1 Constitution -[X] 3 Creativity -[X] 3 Intellect -[X] 1 Empathy -[X] 3 Luck
-[x] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[x] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[x] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
[X] Plan Balanced
-[X] Morocco
-[X] 2Constitution - Your general physical condition, endurance, health, and strength. -[x] 3Creativity - The ability to create innovative ideas or things using your imagination.
-[X] 2Intellect - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects. -[x] 2Empathy - The ability to understand how someone feels because you can imagine what it is like to be them. -[x] 2Luck - Success that you have by chance and not because of anything that you do.
-[x] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[x] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[x] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
[X] Plan Little Professor -[x]Spain – You've grown up on a small Mediterranean island, which is mostly hidden from Muggles. The passing by ships see only a piece of land void of any life, instead of the beautiful little town that you call home. Growing up here was peaceful, but lonely. The largest part of the population consisted of old wizards and witches in the last chapter of their life, trying to live the rest of their days in peace and under the hot sun of Spain. Your parents are as old as the rest of them, being able to procreate and raise you as their child only thanks to a multitude of potions. Growing up surrounded by people a hundred years older than you, had given you quite a different perspective on the world. You were calmer and more observational than your peers. -[X] 1 Constitution -[X] 3 Creativity -[X] 3 Intellect -[X] 3 Empathy -[X] 1 Luck
-[x] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[x] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[x] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
[ ] Plan Theoretical
-[ ]Spain
-[ ] 1Constitution - Your general physical condition, endurance, health, and strength.
-[ ] 3Creativity - The ability to create innovative ideas or things using your imagination.
-[ ] 3Intellect - The ability to think in an intelligent way and to understand difficult or complicated ideas and subjects.
-[ ] 2Empathy - The ability to understand how someone feels because you can imagine what it is like to be them.
-[ ] 2Luck - Success that you have by chance and not because of anything that you do.
-[ ] Study of Ancient Runes - The Study of Ancient Runes is a general theoretical subject that studies ancient runic scripts. It is taught by Professor Bathsheda Babbling.
-[ ] Arithmancy - Arithmancy is a branch of magic concerned with the magical properties of numbers. Arithmancy is reportedly difficult, as it requires memorizing or working with many charts. The subject is taught by Professor Septima Vector. It is separated into normal Arithmancy and Advanced Arithmancy Studies, the latter of which is taught as a NEWT-Course.
-[ ] Magical Theory - A subject taught in Class 67 on the fourth floor of Hogwarts Castle. It covers magic from a purely theoretical view.
Thinking back to where all of this had begun, you always came back to the first day of your third year at Hogwarts. You couldn't fight the smile that forced itself on your face, when you thought about how different you had been back then. Yes, you were sure of that. All of this had started years back. When you had been merely thirteen years old and had not yet learned neither of the wonders, nor of the cruelties that this world had to offer. You closed your eyes and remembered where you had been sitting. It was as if the old wooden bench was right under you again, older than it had any right to be. The perfectly polished wood of the bench you were sitting on and the large table you had left your hands on was older than even the oldest wizards back home were.
You turned back in your memories. Looking past Professor Snape's barely hidden annoyance, sitting next to Professor McGonagall and the newest addition of the year: Professor Remus Lupin. They were waiting for the choir to end their interpretation of a Quintet of Toads. Something so ridiculous that it could only have happened in Hogwarts. You remember looking at Argus Filch and not understanding why his expression was always so dark and brooding. Mrs. Norris was flicking her tail from one side to the other at his feet, as if she was conducting the choir itself. And then finally, Dumbledore had risen from his place, thanking the choir before turning his attention to the rest of you.
"Welcome! Welcome to another year at Hogwarts!" he had said. His silver beard and hair were so long that they could have easily fit in between his yellow belt and his crimson robe. Dumbledore had been eccentric even by measurement on the Old-Wizard-Skala. "I have a few things to say, before we become befuddled by our excellent feast. I myself am particularly looking forward to the flaming kiwi cups, which, while somewhat treacherous for those of us with facial hair-..." McGonagall cleared her throat, trying to reign the director back in. "Mm… Yes," Dumbledore said, caressing his long beard to remember where he had derailed from his speech. "Yes, yes. First, I'm pleased to welcome Professor Lupin, who has kindly consented to fill the post of Defense Against the Dark Arts. Good luck to you, Professor."
Ominous words accompanied by his still cheeringly energetic attitude. Amid scattered applause, you could hear a small group somewhere down the Gryffindor table clap way louder than the rest. You hadn't even heard how Professor Lupin had saved the train from the Dementor's just yet. But there still was the memory of you choosing an empty wagon to take in the passing by view and fall asleep at some point of the voyage to Hogsmeade. For you it had been as peaceful a journey as always.
"As some of you may know, Professor Kettleburn, our Care of Magical Creatures teacher for many years, has decided to retire in order to spend more time with his remaining limbs. Fortunately, I'm delighted to announce that his place will be filled by none other than our own Rubeus Hagrid!" Another scarce applause, with an even louder engagement by the same group at the Gryffindor table. Unlike Professor Lupin, Hagrid stood up to introduce himself. Doing that, he nearly toppled the staff table, sending water goblets weaving only tot hen turn ruby red. How a man of his stature could have an expression so sheepishly and embarrassed was not to understand. Dumbledore waited for him to sit down, before taking on a more serious and grave tone.
"Finally, on a more disquieting note, Hogwarts - at the request of the Ministry of Magic - will, until further notice, play host to the Dementors of Azkaban." A murmur of apprehension filled the hall. "The Dementors will be stationed at the entrances to the grounds. While they are under strict orders not to enter the castle itself, you will on occasion see them as you go about your daily activities. Under no circumstances are you to approach them. It is not in the nature of a Dementor to be forgiving."
And without changing back to his usual cheery self, the vast quantities of food and drinks appeared in front of you. The smell still watered your mouth every time you thought back to your time in Hogwarts.
You remember stepping through the large gates of the Great Hall to stand in line with all the small creatures that you'd all been just two years prior. Where others were decided upon the second the piece of cloth touched their heads, the Sorting Hat had taken its time and asked you where you wanted to go. Your answer had been one that you'd thought over for a long time:
[ ] Gryffindor - "You might belong in Gryffindor, where dwell the brave at heart, their daring, nerve, and chivalry set Gryffindors apart"
[ ] Hufflepuff - "You might belong in Hufflepuff, where they are just and loyal, those patient Hufflepuffs are true, and unafraid of toil."
[ ] Ravenclaw - "Or yet in wise old Ravenclaw, if you've a ready mind, where those of wit and learning, will always find their kind."
[ ] Slytherin – "Or perhaps in Slytherin, you'll make your real friends, those cunning folk use any means, to achieve their ends."
As soon as the meal was over, you grabbed your wand and headed in the direction of your dormitory… ah, yes. Your wand. What a special thing indeed. You still remember Ollivander's words, when it chose you:
[ ] Malus domestica wood, Unicorn hair core, 9.5" long - Applewood wands are not made in great numbers. They are powerful and best suited to an owner of high aims and ideals, as this wood mixes poorly with Dark magic. Unicorn hair generally produces the most consistent magic and is least subject to fluctuations and blockages. Wands with unicorn cores are generally the most difficult to turn to the Dark Arts. They are the most faithful of all wands, and usually remain strongly attached to their first owner, irrespective of whether he or she was an accomplished witch or wizard. (-15 to dark magic, +5 to charms, +5 to DADA, +5 to transfiguration)
[ ] Fraxinus wood, Unicorn hair core, 11" long - The ash wand cleaves to its one true master and ought not to be passed on or gifted from the original owner, because it will lose power and skill. This tendency is extreme if the core is of unicorn. Minor disadvantages of unicorn hair are that they are prone to melancholy if seriously mishandled, meaning that the hair may 'die' and need replacing. (+5 to all spellcasting. If wand is taken from someone or if being disarmed, loses bonus permanently)
[ ] Populus wood, Dragon heartstring core, 13" long - Wand-quality aspen wood is white and fine-grained, and highly prized by all wand-makers for its stylish resemblance to ivory and its usually outstanding charmwork. As a rule, dragon heartstrings produce wands with the most power, and which are capable of the most flamboyant spells. Dragon wands tend to learn more quickly than other types. While they can change allegiance if won from their original master, they always bond strongly with the current owner. (+10 to charms)
[ ] Fagus wood, Phoenix feather core, 12" long - The true match for a beech wand will be, if young, wise beyond his or her years, and if full-grown, rich in understanding and experience. Beech wands perform very weakly for the narrow-minded and intolerant. Phoenix feather wands are always the pickiest when it comes to potential owners, for the creature from which they are taken is one of the most independent and detached in the world. These wands are the hardest to tame and to personalise, and their allegiance is usually hard won. (Wand only available due to chosen origin. +5 to all spellcasting. If too many actions are taken that speak against the ideals of the wand, the wand will mark you unworthy and lose the bonus)
[ ] Prunus Spinosa wood, Dragon heartstring core, 12.5" long - Blackthorn, which is a very unusual wand wood, has the reputation, in my view well-merited, of being best suited to a warrior. The dragon wand tends to be easiest to turn to the Dark Arts, though it will not incline that way of its own accord. It is also the most prone of the three cores to accidents, being somewhat temperamental. (+5 to all spellcasting during combat.)
Edited the Post, somehow the last line was cut. So for everyone again, red part was missing:
[ ] Prunus Spinosa wood, Dragon heartstring core, 12.5" long - Blackthorn, which is a very unusual wand wood, has the reputation, in my view well-merited, of being best suited to a warrior. The dragon wand tends to be easiest to turn to the Dark Arts, though it will not incline that way of its own accord. It is also the most prone of the three cores to accidents, being somewhat temperamental. (+5 to all spellcasting during combat.)