Brave at heart: Anything is possible when you’ve got the nerve and you have that in spades. You keep your cool in the heat of battle even when seriously outclassed and continue to think rationally in spite of any fear you feel.
Wit Beyond Measure: You are a preeminent puzzler, have a naturally quick wit and grasp theoretical principles with the best of them.
Dedicated: You find it much easier to study for a long period of time without getting bored. You can do a few hours of reading of even the driest material a day without ever losing focus and retain more information.
Clean Blooded: You simply, magically, do not get sick. You are always free from illnesses and diseases.
Occlumency: Mental defences that make it difficult to possess or penetrate your mind. You have no tells, it is impossible for others to know if you are lying to them without evidence.
Animagus [Lion]: You are an Animagus, allowing you to change into an animal at will. You may choose any non-magic animal as your alternate form.
Non-Verbal: You have an uncanny, natural knack for silent spells. While most students will have to wait till 6th year to even attempt nonverbal spells for you they are as simple as doing the spell aloud would be.
Wandless Magic: You have a natural ability to do spells without a wand. For you it is no more difficult to learn spells in this manner and you need never worry about Expelliarmus (or your wand getting destroyed) again. Your natural finesse is such that this volatile sort of magic is as safe as any other and this accuracy serves to make spellcasting in general less likely to result in accidents.
Wand [Apple, and Phoenix Feather]: A wand. You don’t have it yet, mind you, but you’ll get one soon enough on a trip to Ollivanders. You can choose the wood type and between one of the wand cores he produces wands with (Unicorn Hair, Dragon Heartstring and Phoenix Feather). You may instead choose a more exotic wand core (excluding Thestral Hair and limited to parts from other canonical magical creatures/beings of this world e.g. Thunderbird Tail Feather, Veela Hair, etc.) although the three previously mentioned are among the most reliable and powerful. Different cores and woods tend to act a little differently but regardless of what you choose the wand will choose you as soon as you are introduced. Different woods may alter your historical personality (for all but Drop-ins) and therefore tendencies very slightly (e.g. Cypress wands tend to choose brave people and you will as such have been a relatively brave child, Blackthorn may result in you being slightly more combative, etc.). If you already had a wand you may import it into this role and while it will keep it’s wood and core it will gain a significant loyalty boost.
Applewood wands were powerful and best suited to an owner of high aims and ideals, as this wood mixed poorly with Dark Arts. It was said that the possessor of an apple wand would be well-loved and long-lived, Garrick Ollivander often met customers of great personal charm who found their perfect match in an applewood wand. Apple wand owners often had a talent for conversing with other magical beings in their native tongues.
Phoenix feather wands were capable of the greatest range of magic, though they may have taken longer to reveal this. They showed the most initiative, sometimes acting of their own accord, a quality that many witches and wizards disliked. They were the most picky about potential owners, their allegiance was usually hard won and they were the most difficult to tame and personalise.
Nimbus 2000: A state of the art racing broom that won’t be obsolete for an entire year. You get permission to have a broom at Hogwarts despite being a first year.
Pet Owl: A pet owl that carries your post. Can be any owl species of your choice.
Dragon-Hide Jacket: A Jacket made of dragon-hide that reflects minor spells. Makes you look pretty cool. You’ll grow into it.
Phoenix: A pet Phoenix. Able to carry immensely heavy loads, their tears have very powerful healing powers and they make for highly faithful pets.
+100cp Refresher Course: Are you afraid that you’ll drift away from who you were? At the end of every jump, your personality will reset to what it was when you left your homeworld. Your memories won’t be removed, but you’ll feel like you just played a really in-depth video game for ~10 years or so. This will mildly hamper skill retention (expect to lose between 5 and 10% of any progress gained over the course of an individual jump) and effects like Astral Layers from Psychonauts which spin off new personas or layers per jump will not work as advertised.
+100cp Shipping Ban: Your transportation options (Cars, Ships, Magic, Shoes…) will conform to the local dominant tech / magic level. You might have the Light of Terra, but if you’re in an Age of Sail setting, LoT is just a really (really) big boat. This scales everything. Weapons, propulsion, education level of NPC crews, etc.
+200cp Earlier Beginning: You begin each jump at age four, or the nearest equivalent, and remain until the jump’s normal start date. Your memories, personality, and experiences are fully intact from the beginning. Local powers mature naturally as you grow. Out-of-jump powers return at 2% per year until puberty and 12% per year thereafter, scaled proportionally for species with different maturation rates. Power returns qualitatively rather than absolutely. You retain only two years of plot armor against random childhood misfortune. Imported Companions receive the same effects. Your warehouse and any unimported Companions become available at the jump’s normal start date.
Harry Potter
Purchases
Perks
Items
Drawbacks and Additional CP
Descriptions