Harry Potter and the Scabbard of Excalibur
Character Sheet
Blessings
[X] Lord of Hufflepuff
*All initiated Hufflepuffs are filled with an instinctive sense of deference towards you. If you happen to become a Hufflepuff yourself, this effect will be further intensified by several steps.
*Never feel especially bothered by having to work more; no rolls for burn-out, and working harder does not cost additional Will. You are simply assumed to always be doing your best to advance.
*Allows you to conjure the Patronus simply by feeling good about yourself. And in time, you may begin to study the secrets of what ancient tomes call the "Infinite Patronus..."
*At night, when you sleep, you can still hear the screams in your dreams. It is very fortunate that you cannot remember your dreams.
*A House Blessing, mutually exclusive with the other House Blessings.
-House Fealty Perks
--[X] From You, Six Thousand Years Ago
---*If you had nightmares, no longer have nightmares. However, you still cannot remember your dreams, for your own safety.
[Also, grants a visit from a Guardian? Or some other seemingly benevolent entity capable of possessing a Dementor.]
--[X] Devotion - The logos of Hufflepuff is thus: Devote your heart. Together united, we stand.
--*A greater, almost inherent, instinct for collaboration, cooperation, group projects, and working together with other people. Makes you great at delegating and participating in such endeavors and their logical extensions. Also increases your willpower steadily, because you know the consequences of failure affect not only you, but everyone.
[X] Boy-Who-Lived
*Although you were famous before in the wizarding community, now you are an incredible celebrity; a minor form of messianic savior for the magical people of Britain who recognize your name, and something of a curious phenomenon to Muggleborn or fellow children who heard your story.
*It lends considerable weight to your actions and words from the perspective of certain people. Surely, whoever opposes the Boy-Who-Lived is also opposing conventional wisdom? However, some people will merely see this as a reason to go further...
*Become completely unaffected by the Three Unforgivable Curses - foolish attempts are reflected at double (or more) power back on their caster. If someone threatens to cast the Cruciatus on you, simply laugh and tell them to go ahead.
[X] An Equal In Truth
*[Through Geist draining the Gnosis of those who use His name], the scar on your forehead emanates incredible power. +.25 Gnosis for every chapter, raised up to .5 Gnosis on occasion.
*Increases your Magical Power. At the moment you enter Hogwarts, you'll command the raw capacity of a determined and hard-working 2nd-Year student, allowing you to learn spells, potions, and other items on that level without significant issue aside from theoretical knowledge.
*Altogether, over time, your Magical Power grows considerably faster; by the time you're in your 5th Year, you'll actually have the raw magical power of a Hogwarts graduate.
*Requires Mark of the Equal.
[X] Trismegistus
*Makes you Thrice-Great.
[AREAS: Astrology, Ancient Runes, Dark Arts (as determined by Merlin's heir).]
*After you enter Hogwarts, you'll be allowed to select up to three subjects, topics, or areas in which you shall excel to a point of surpassing every peer, and scraping against the ceiling of your own teacher's skill level. All of your attainments in this domain or field shall be incredibly swift and groundbreaking.
*As an example, if you select Broom Flying, you might become the Seeker in your first year, or if you select Potions, you might yet brew something that your teacher won't be able to insult...
[X] Thrice-Great Sovereign
*Achieve a broad and diverse excellence in your magical pursuits; all diverse fields (Charms, Potions, etc,) are treated as if under 1/4th effect from Trismegistus. A small and insignificant boost, yet one that will noticeably accrue over time, especially with your hardy work ethic.
*All three of your currently selected fields (Astrology, Runes, Dark Arts) receive a further doubling of learning speed and inherent aptitude. Do you believe that you are insanely knowledgeable and powerful for an eleven-year-old? Believe not, for you have not yet seen actual knowledge; not even dreamt of true power.
*Also become an excellent teacher. Anything you pass on is sure to stay with your students - any students you teach benefit from your greatness at half-rate.
[X] Mark of the Equal - A scar on your forehead, like a seared brand in the shape of the lightning bolt, emblazoned upon your skin. It always seems too fresh, as if the wound had been dealt merely yesterday rather than years ago. It's like something is aggravating it. And occasionally, it aches, with a terrible, sharp intensity that prompts you to hiss.
Also makes you very recognizable. The scar may be concealed using esoteric means such as Polyjuice Potion. There may be other demerits to selecting this option than the ones mentioned here.
[X] Impaired Eyesight - A defect in the eyes, sadly incurable except for the most potent alchemical remedies and potions... but maybe you can live with it, for now.
A strong malus to any task which requires visual acuity or precision when you do not have proper corrective glasses. It may also require a couple of visits to the oculist, but given how richly they are being rewarded for taking care of you, the Dursleys [and now, Sirius and Kreacher] won't mind taking a few hours out of their day to do this for you.
[X] Apocryphal Curse - May you live in interesting times.
A hero must face great adversity in order to earn his role - as such, a hero's life is interesting by definition, with the frequent occurrence of vastly improbable events which force them to dig deep and discover whether they are truly worthy of everything that makes them. The challenges this presents will never be beyond your ability to overcome.
Additional Boon - However, the tremendous life of a Hero is filled with fortune and misfortune both, not only a constant string of the latter, so for every three unfortunate events that afflict you, you are ensured to also experience a minimum of one positive event to match them, at the very least. A specialized effort may skew this ratio further in your favor over time.
CURSE THE FIRST: [X] Plot, Derailed - A handful of achingly concerning or frankly disturbing factors will make themselves readily apparent to distract Ol' Albus from paying too much attention to his dear pupils, as he will be pressed to resolve the issues in question out of a simple sense of human decency and efficient problem-solving!
[X] Skweek! - At one point in the day, Aunt Petunia screamed. Harry and Dudley ran downstairs only to find her standing up on a stool, while a decently-sized rat scampered around on the kitchen floor while nibbling on a piece of cheese. And then, Harry spoke to it and made it go away - discovering he could talk to rodents and critters.
[X] Dark Poltergeist - Upon one dreary and rainy night in late October, Harry woke up near midnight and went downstairs to have a glass of water for his parched throat. However, there, floating in the living room and staring blankly in the mirror, was a phantom in a black tattered cloak, with glowing red eyes. It disappeared upon seeing him. Geist speculates that this spectre shares Geist's own origins, and may pursue Harry with ill intent.
[X] Arthurian Mythos - At school, Harry, Dudley, and their friends learn about the Knights of the Round Table. As they're playing around in break time, their friend group decides to become the Knights of the Cardboard Table, with Dudley as King Arthur and Harry as his faithful wizard friend, Merlin.
[As this LARPing became more and more heated, Harry saw a vision of Merlin becoming a tyrannical sorcerer-king, and Arthur standing against him, failing, and leaving Excalibur in a lake near what is now Hogwarts. Why did Harry see this? Who knows.]
[X] Learn Basic Occlumency Now - in a bathroom in fear of Dumbledore's mind-reading.
Wand: Long, Supple, Ancient Roman Wand-Wood on Phoenix Feather.
COMPANIONS:
De(bt)s: A raven; quite clever and near-preternaturally adept at learning words, albeit (still) unable to carry on a conversation. Has recently taken to caring at night...
Geist: Without quantitative measurements, we must revert to the qualitative. Geist is a shard or copy of the Dark Lord, and at least claims to be a good person despite You-Know-Who's bad reputation. For now, Harry trusts him.
He is full of disdain for wizarding Britain (and wizard culture in general), has (to his chagrin) studied a great deal of history, and has broken into the Department Of Mysteries many times, rendering him a very knowledgeable companion.
Neville Longbottom: A fellow Hufflepuff, and a Chosen One of some sort besides, which may be part of why Geist dislikes him. Alongside Harry, has been asked by Dumbledore to keep a look-out for clues about potion thefts. Has quite a few secrets of his own, including a strange ring and an interest in the millennial supernova (observed together with Harry). Quite competent in Astrology and Runes besides.
Hermione Granger: A Ravenclaw Muggleborn, who takes pride in academic achievement. Geist has the most positive regard for her out of all of Harry's classmates. There may or may not be an academic rivalry in the works…
Ron Weasley: A Gryffindor, and a fan of chess and Quidditch. Favors the Chudley Cannons, and has faith that they will reverse their losing streak; Geist claims this is wishful thinking.
Daphne Greengrass: A Slytherin, asked by the Death Eaters to gather information on Harry. Geist was overjoyed when she suggested that Harry join her in deposing the Ministry… and disappointed when she revealed she only said this to see Harry's reaction.
Sirius Black: Harry's guardian after the death of the Dursleys; has been absent for awhile, but on his return proved a decent sort, and capably introduced Harry to matters of wizardry. Geist believes Sirius is prone to the same pitfalls as most wizards.
Kreacher: A house-elf, and Sirius' butler. Is quite satisfied with his position, though not so much with his rather demeaning name (correct me if I'm wrong).
DEMON COVENANT: Covenant Strength: six (6)
[X] Ornias [6 Covenant Strength] - A demon, with a great deal of knowledge about the nature and maintenance of the stars. Thus, is adept at manipulating light. Seems excited to teach Harry astrology. Knows Arabic and an old dialect of English. His true form has hundreds of wings and eyes; his chosen manifestation is a glowing elf-like humanoid with a laurel wreath. Geist sees him as a mere tool, believing that this is true of all demons since their birth. Harry disagrees. Ornias' realm of origin contains a "heartbeat", which he enjoyed.
MAGICAL SKILL:
Astrology: Grandmaster+ Potential
Aware of the basics, have observed and helped document the millennial supernova with Neville.
Can now divine a month's horoscope based on astrological circumstances. Appears accurate.
Ancient Runes: Grandmaster+ Potential
Can sketch runes with wand, and make a rudimentary inscription of the Jelly Fingers Curse, and any other Charm. Can set runes to detect living beings and sound alarms. Can make inscribed doors immune to unlocking charms cast by another, and sturdier than usual. Can make runes cast light, using Hogwarts' power. Other fairly complex runic spells; may be turned into regular ones. Can use Rune Hiding Charm.
Dark Arts: Grandmaster+ Potential
Capable of basic Occlumency, now with a false face. Capable of basic Legilimency, at Geist's prompting.
Can cast Pictogel, temporarily stopping time within an animated portrait.
Have learned a smattering of Dark spells and substances, as well as basic demon summoning. Have summoned Ornias.
DADA:
Wand-lighting and extinguishing, familiarity with Doxies, Ghosts (in general and Hogwarts ghosts in particular), combat charms below.
Herbology:
Familiar with Foxgloves, Borage, Betony, and Centaury.
Potions:
Familiar with Aconite Fluid, Infusion of Wormwood, Honeywater, Asphodel. Expecting to ace exam, alongside friends.
Charms: High Capable to Low Practiced. Can do many charms wordlessly or wandlessly; have gained Professor Flitwick's notice thereby. In combat, can use Knockback Jinx, Jelly Fingers Curse, Deflection Charm, and Levitation Charm. Other Charms known include: Locking and Unlocking, Gripping
Patronus: Unknown. Cast a powerful non-corporeal Patronus upon receiving a wand, a feat yet to be replicated.
Transfiguration: Capable; as a competent first-year a month or so ahead. Can transfigure wooden sticks into metal. Can also make use of the Universal, rather than Inscribed, method.
Familiar with color change, mending, extinguishing charms, and transfiguration Formulae.
Flying: Have practiced Quidditch, can pilot a broomstick from A to B.