[ ] The Golden Grail [25 Gnosis] - Drink deeply from the waters of the covenant.
What glory can there be in the singular? Heroes and villains fade and die but a legacy endures. To drink from this cup binds you with axiomatic loyalty to the unbroken lineage of Helga Hufflepuff, the mightiest of the Four Founders. When wielded by a true scion of the House, the Grail grants access to a fraction of the canny, force of personality and strategic genius of all their proud forebears. Furthermore, it grants legitimacy as the Head of the House, allowing you to decide the overall strategic directives to those who have drunk from it. Typically, this power is wielded by the Head Boy and Head Girl of the House and only in times of direst need. But ware the wrath of the Badger provoked, else suffer the fate of the Khans and Kaisers that came before you.
+++++++++++++Wisdom, +++++++++++++Charisma, +++++++++++++Intelligence (War, Bureaucracy, Logistics)
May amplify the effects of all spells cast through this as per a Legendary Focus.
Allows the user to set one Strategic Directive for the entirety of Hufflepuff House in a given Seasonal Turn.
All those bound in the Hufflepuff Network gain an intuition for the "correct" (as per your implicit assessment) decision to take in pursuing this will and do so with nigh-ceaseless drive and coordination.
[ ] The Bloody Blade [25 Gnosis] - "Weep not for heroes. Curse them."
What does it matter who you fight? Meat cannot stay the butcher's cleaver. And the heirs of Godric Gryffindor, mightiest of the Four Founders, have ever been exceptional butchers. To wield this blade means taking up the burden of heroism, in whatever shape that may take. Its charge is to be exceptional and to remain true to your own cause. In turn, the wielder gains the truest essence of heroism: killing swiftness, strength of arm and mind. While its seeming is unexceptional, with a matte grey blade and unadorned hilt, its function as a tool of murder is peerless. No spell or shield may halt its edge, sundering all protection as easily as it would vacuum. Furthermore, as the blade tastes blood, a fraction of the blood's power is transferred to the wielder, making them grow ever mightier and more skilful.
+++++++++++++Might, +++++++++++++Agility, +++++++++++++Willpower, +++++++++++++Prowess (The Bloody Blade)
May amplify the effects of all spells cast through this as per a Legendary Focus.
+Progression for advancements through meaningful combat.
The Blade pierces all forms of mundane or magical protections. Those it kills are slain beyond the possibility of recovery.
[ ] Ascension Ritual: The Forbidden Jam [75 Gnosis] - Don't fake the funk on a nasty dunk.
A Quidditch Play of supreme power. It seeks victory not by playing within the rules of Quidditch but by rewriting the laws of reality through the power of Quidditch.
It begins with the user executing 6 consecutive plays of increasing style and panache. By drawing upon the faith, devotion and investment of the spectators, the user may transcend the game they are currently playing and become a conduit for the sport of Quidditch itself. Should they then succeed in executing a history-changing play and if they have gathered sufficiently broad and deep attention from the Wizarding World's Collective Unconsciousness, the power will reach a critical conceptual mass, collapsing into a singularity of magical power embodied within the user (killing all those whose power was drawn from), making them a true avatar of the sport's Mythic Edifice. This conveys a number of ancillary benefits but the primary two are simple.
The first is that they may substitute all forms of conflict with a game of Quidditch.
The second is that they are undefeatable in so-substituted games of Quidditch.
These effects are supremely broad and potent, being uncontestable to all but other Ascendants and applying to every form of metaphorical battle or enemy up to the 10th degree of Magical Power.
a.n: COME ON AND SLAM
let's make with the money-making