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  1. Gr: Power/Luck
  2. Hu: Toughness/Willpower
  3. Ra: Perception/Intellect
  4. Sl: Agility/Charm
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  6. Each house has two abilities associated with it. The first physical, the other mental.
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  8. Gryffindor:
  9. It's no secret that Gryffindor houses some of the best adventurers around. While the other houses might be more proficient in various other ways, it's often those from Gryffindor who find themselves in the spotlight. Their courage and daring is legendary, though they are often headstrong in their methodology. The signature ability of Power reflects their ability to meet challenges head on -- much like two rams butting horns. Their signature ability of Luck reflects the nature of the strong pulls of fate on the Gryffindor. For better, or for worse.
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  11. Power - General physical prowess with regard to brute force or raw strength. Feats involving power might include: Lifting a heavy object -- pushing open a heavy door -- smashing a particularly hardy object -- cutting something very sturdy.
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  13. Luck - A measure of the quality of one's general fate. An exceptionally high luck shows strong fortunes while a comparatively low luck might be indicative of an ill omen. Feats involving luck might include: Games of chance -- making a guess -- succeeding at surprisingly difficult tasks that would otherwise be impossible.
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  16. Hufflepuff:
  17. Frequently considered to be the weakest of the houses, the Hufflepuffs are more powerful than one might think. Where they lack in strength and wit, they make up for in steadfast determination. Although a competitive drive is decidedly lacking in the Hufflepuff mindset, there is no doubt about the ability of a determined member's ability to succeed. The signature abilities of Toughness and Willpower reflect on the exhibited qualities of Dedication, a strong work ethic, and above all else patience.
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  19. Toughness - General physical prowess with regard to the ability to withstand damage or force. Feats involving toughness might include: Resisting disease or sickness -- withstanding strong blows -- acting in a state of exhaustion or other physical impairment.
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  21. Willpower - A measure of one's capacity to resist temptation, corruption, domination, or other attempts to sway a train of thought. Feats involving willpower might include: Resisting charms or curses -- deflecting an attempt to alter or affect one's mind or memories -- acting in a state of confusion or other mental impairment.
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  24. Ravenclaw:
  25. Ravenclaw is host to the spirit of learning. Whether it be academic pursuits, philosophical teachings, or simply functioning knowledge of the world about you, Ravenclaw can provide. Above all else, the Ravenclaws value wit, wisdom, and knowledge -- both practical and mundane. While this may leave them lacking in some physical aspects, they more than make up for it with a stunning array of knowledge to use for their own benefit, or their opponent's detriment. The signature ability of Perception reflects the studious nature of the Ravenclaw, always ready to take in information while the other signature ability of Intellect is reflective of the staggering knowledge and applicable understanding of information gathered.
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  27. Perception - General ability to see, taste, smell, hear, or otherwise detect things which are either out of the ordinary or pertinent to the circumstance. Feats involving perception might include: Hearing the footsteps of an invisible creature -- seeing a particular detail at the scene of a mystery -- tasting or smelling a sour, strange, or otherwise pertinent quality in a food or potion.
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  29. Intellect - General knowledge both practical and theoretical of the world, both magical and mundane. Important for spellcasting as a keen understanding of magic is the chief determinant of how well one can cast a spell. Feats involving intellect might include: Successfully recognizing or identifying a spell or object upon witnessing or hearing about it -- Recollection of common knowledge or history -- Devising or deciphering new spells.
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  32. Slytherin:
  33. Slytherin has a reputation for being less than genuine and using an end to justify means. While in some cases these can be definitevly negative traits, the Slytherin have embraced these values, sometimes working for the greater good. Like them or love them, there is no doubt that a particularly motivated Slytherin is a force to be reckoned with. The signature ability of agility represents the Slytherin's tendency to be slippery or difficult to catch as well as being opportunist -- always seeking the right place, the right time, and the right angle to succeed. The signature ability of charm reflects the Slytherin's ability to persuade, manipulate, or otherwise command others by force of personality.
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  35. Agility - General physical prowess with regard to reflexes, flexibility, and over all acuity of movement. Feats that involve agility might include: Dodging a bolt or shot from a trap or opponent -- Keeping one's balance -- walking or running through difficult terrain.
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  37. Charm - The ability to convince, persuade, manipulate, or otherwise coerce someone or something to one's point of view or school of thought. Feats that involve charm might include: Gaining the favor of another person -- convincing someone to believe in your words, actions, or abilities -- intimidation or seduction.
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