Sets

* Werewolves
* Ghosts
* Banshees
* Clairvoyants
* Veelas
* Goblins
* Giants
* Incomplete

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No Half-Werewolves Allowed.

### Lore

* Werewolf blood in both forms is toxic to vampires and is well known to be an effective agent against them.
* Vampire blood is toxic to werewolves and noted to be the only substance proven capable of killing a werewolf under the full moon.
* Werewolf hunting is still legal in some parts of the the world.
* Werewolves are scarce in concentrated communities within civilizations not only because of their need to hide their identities, but because there is plenty to suggest dittany (an ingredient in sealing werewolf bites) is expensive or difficult to obtain (even for wizards) or both. **Most werewolf victims, even if they agreed to be healed and suffer from lycanthropy, would die from blood loss**.
* Possession of silver and dittany in some countries is closely monitored because aiding a werewolf victim is illegal and punishable by life imprisonment.
* Werewolves have caused a number of red alert breaches of the International Statute of Secrecy over the years.
* Some countries that *don't* outlaw the aiding of and presence of werewolves often prohibit them from getting married, having any type of relationship with anyone, and going near Muggle inhabited locations instead. Werewolves are also prohibited from being near each other, since ruling powers fear rebellions (that have also occurred plenty of times.)

### Positive

* Werewolves may change form into a wolf and back at will, but are in control.
* Werewolves can morph certain body parts to be wolfish temporarily.
* Werewolves under the full moon are nearly immune to most types of magic.
* Werewolves in voluntary wolf form are less susceptible to weak spells.
* Werewolves have enhanced senses (hearing, sight, smell) in both forms.
* Werewolves can sense the direction of other animals around them in a moderate range.

### Negative

* Werewolves gain a level of uncontrollable superstrength in human form when enraged.
* Werewolves retain traits of wolfishness (including aggression, craving meat, etc.) after any voluntary transformations.
* Werewolves are of ill health and pallor during the few days after and before the full moon.
* Werewolves must change into their wolf form at the full moon, and become uncontrollable.
* Werewolves after a full moon transformation need a minimum of a day to recover.
* Werewolves prematurely age due to the difficult transformations and look older than their peers.
* Werewolves attack themselves if there are no humans to bite or animals to occupy it.
* Werewolves who bite a human in their wolf form will infect the person with lycanthropy.
* Werewolves who bite a human in their human form will give the person lupine tendencies.

### Traits

* Werewolves generally prefer to isolate themselves from society and tend to travel a lot.
* Werewolves who are peaceful tend to take up practices that help in controlling their anger.
* Werewolves are prone to changing identities to protect themselves.
* Some werewolves, especially those of the Dark side, have permanent wolfish qualities as a human.
* Werewolves almost always have a map of scars on their bodies due to solo transformations without wolfsbane.

### Notes

* I added the side effect for voluntary transformation because otherwise werewolves would be like Animagi. Since their transformations would be related to the disease, they'd pick up traits of normal wolves and slowly lose their human reasoning the longer they stayed in that form.
* Canon wise, werewolves don't have the option to shift at will. The page says there were contradicting sources. But we've never really followed canon. From some vampire characters' perspective (mainly drawing from Narkissa Vulpe), werewolves should have the potential to be roughly on the same threat level as vampires to be able to start that Muggle legend of them being mortal enemies.
	+ Found canon sources to support this idea. Remus Lupin went undercover for Dumbledore among the werewolves on Voldemort's side. With Remus' face being known since he participated in the first war and concealment spells not being an option w/ tight security, turning into a wolf without the full moon is a feasible disguise since unlike Animagi, werewolves don't have markings.

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### Positive

* Are weightless and are able to fly in any direction.
* Able to pass through solid objects, such as walls.
* Able to control liquids and gases to varying degrees.
* Able to possess a living human for a short period of time.
* Able to turn invisible.
* Able to move to different locations.
* Create disturbances in three elements (air, water, and fire).

### Negative

* Cannot affect physical objects or people.
* Their knowledge remains the same as when they died.
* Can be frightened by and might retreat from a Skurge Charm.
* Can be repelled by magical light.
* Cannot feel physical pleasure.
* Will be invisible and unable to do *anything* for some time after possessing someone.
* Can be forced back to their place of death, as well as be trapped in artifacts and bound by spells.

### Traits

* Afraid of death or have an extraordinarily strong connection to the locations they haunt.
* Very touchy when asked about their death.
* Hold eternal grudges.

### Notes

* I think possession has long since been easily reversed by the magical population and Hogwarts probably has wards for it. Ghosts need permission from the Head to be there and possessing a student is grounds for expulsion.
* A spell that turns the exhausted recently-possessed-someone ghost visible + one to strip away all of their active abilities.
* Most ghosts are harmless. Those that aren't are probably taken care of by the Ministry - there are plenty of myths on trapping ghosts in objects and places, permanently preventing them from using their powers, etc. The Spirit division is no doubt in charge of these situations.
* Ghosts of the second category (strong connection to place) can probably move on for good if the connection (unfinished business) is cut.
* Possession tends to be forceful and damages both the ghost and the target's psyches. There could be plots where there are humans specifically less prone to being damaged (who help attached ghosts to move on); if the person consents for whatever reason, it might not hurt either of them as well. People working in the Spirit Division could be these scenarios.

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### Positive

* Screams can be used to communicate with other Banshees.
* Screams at full power can shatter glass and temporarily deafen.
* Can physically touch spirits.
* Can sense death approaching those in a nearby area.
* Can hear the voices of those dead for up to an hour after death.

### Negative

* Constant screaming drives them to bouts of depression.
* When a nearby death occurs, they will scream involuntarily and drown out all sounds in the immediate area, draining them.
* They look gaunt and thin, as if near death.
* Speaking at normal volume makes people within earshot paranoid and hypervigilant.
* Subconsciously drawn to scenes where death has occurred or will occur in the near future.
* Whispers sometimes incite grief in whoever hears.
* Can upset people easily with words.

### Traits

* Passive part Banshees are prone to speaking in a very low voice.
* They often dislike noise, because they associate it with death.
* They can be sensitive towards any negative emotions, mostly centered on loss and death.
* They are drawn to those of Irish descent and grieving and suffering people.

### Notes

* They're half Spirit, which should give them some form of ability over other spirits. Thus: the ability to touch ghosts.
* Banshees are Dark creatures and should have more negatives.
* There aren't many details in about Banshees so I took from the wikipedia.

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Jaye already made a blog for clairvoyants. I feel like leaving them in three categories is limiting, given how 'clairvoyance' is a very expansive spectrum. I understand the need to safeguard against OP clairvoyants, so I figured whether wanting to breach the three categories or not, they should have critical negatives regardless of what type.

### Negative

* Clairvoyants are unable to correctly apply their abilities without years of training.
	+ Characters can be made with the training in their history. Self-taught ones can be very volatile.
	+ They **will** subconsciously use their powers willy-nilly until they try to focus it.
* Clairvoyants depending on their mental stamina will be tired out every time they use it.
* Clairvoyants who suppress their powers would be mentally self-harming and may be diagnosed with different mental disorders.
	+ They could suppress it, yes, but not for very long. If they don't use it at least once every while, it will harm them both physically and mentally. Clairvoyance is a *part* of them, and ignoring it has consequences.
	+ A technique most clairvoyants would use is to dial down their clairvoyance to almost barely anything. They'd still be using it, but the effect would be miniscule and wouldn't harm them. Their clairvoyance would be reduced to what would seem to be as greater intuition.
* Clairvoyants who tap into great reservoirs of knowledge will be overcome with it and may be knocked out.
* Clairvoyants will struggle to control what information they get and may be severely affected by it.
	+ Even the ones who've been training since childhood can get off track when searching for something.
* Clairvoyants can be hindered by mind magic.
* Clairvoyants are susceptible to migraines, headaches, etc.
* Clairvoyants are more prone to becoming Obscurials than most.

### Traits

* Clairvoyants tend to have enormous mind spaces.
* Clairvoyants are not typically athletic and will prefer to exercise their mind.
* Clairvoyants may struggle from mood swings.

### Lore

* Clairvoyance does not correlate with magical ability because many Squibs are credited with it. It's speculated that known Muggles who have it have a magic user somewhere up the family tree.
* Clairvoyants are often confused with Seers in the Muggle setting.
* Clairvoyance is called the "omnipresent magic" because it can be present in many people who never realize they have it due to them subconsciously using the 'dial down' technique.
* Clairvoyance 'hibernates' in most people and is commonly activated in adulthood. When activated any earlier, the user can pose a danger to others but most of all to themselves.
* Traumatic and/or incredibly emotional events are the most common triggers for clairvoyance to make itself available and known to the user.
* Most Muggle clairvoyants aren't unspeakably powerful. Squibs and other magical folk get the brunt of the gift.

### Notes

* Clairvoyants would be of essence to the magical world. They have this incredible gift to know things that they shouldn't know. Maybe the Department of Mysteries (Brain Room) could have a project to track them down and make sure they have the training they need to keep it under control.
* I based a lot of this from the limits I set on my own clairvoyant who was made before the blog.

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### Positive

* Magically attractive.
* Can start fires with their hands.
* Hair is as strong as spider's web if shed.
* Can leap two feet higher than average.
* Magically enhanced verbal persuasiveness.

### Negative

* Rarely go unnoticed in a crowd.
* Hands spontaneously catch fire when angered.
* Immediately become hostile when their hair is plucked or pulled.
* Harpy-like traits when deprived of physical needs.
* Can be paralyzed by the sight of their own reflection.
* Echoes, including repeating words back to them, badly disorient them.
* Tongues cannot be regrown when cut off, regardless of method.

## Traits

* Tend to be very capable swimmers.
* Usually end up being terrified of mirrors.

## Notes

* I got the "weightless jumping" from how full Veela sprouted wings.
* Mirrors? Narcissus.
* Added extra negatives because magical persuasiveness is one hell of an ability.

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### Positive

* Possess natural advanced intelligence and grasp concepts of magic easily
* Have an incredible affinity to nonverbal magic, better than most species
* Have an inborn ability to work with metal
* Can perform basic wandless magic without instruction

### Negative

* Struggle with wand-based spells (i.e. "point me!")
* Can only eat meat, roots, and fungi without suffering from indigestion and chronic flatulence
* Dislike sunlight and possibly fear it
* Are naturally winded and terrible runners

### Traits

* Smaller than a regular wizard
* Disproportionate hands and feet in comparison to height
* Ears are somewhere between a point and a round shape
* Often caught up in the feud between wizardkind and goblins

### Notes

* RPers should be cautioned about the distinction of Goblin culture and Goblin abilities. The creation of goblin armor and magic are well-kept secrets and are unlikely to be imparted to Goblin-wizard hybrids.
* They should also be required to include in their history (in general circumstances), part-goblins would suffer discrimination from either or both species.
* Z (Yorkie) did all the work. I just tried to make it more ~ aesthetic ~.

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### Positive

* Have superhuman strength; at their absolute limit, it is enough to roughhouse with a fully transformed werewolf on the full moon.
* Have magic resistant skin, particularly resistant against forceful and kinetic spells (i.e. Flipendo, Stupefy). Brute force spells don't work against them, at all.
* Are naturally physically superior

### Negative

* Vulnerable to eye damage
* Tend to have horrible eyesight, beginning in toddler years and gets increasingly worse as they age
* Become unreasonably aggressive when forced into social, mingling situations or group interactions
* Struggle from problems induced by superior, inhuman height (back pains, calf pains, spinal defects, etc.)
* May also have severe weight problems due to a clash of human hormones and giant heritage
* Are obviously affected by shows of violence and bloodshed (not unlike a vampire's bloodthirst)

### Traits

* Half giants are often "solo players." They do not do well in crowds, and prefer remote conversations.
* Half giants tend to appear older than how they really are from sheer body proportion.
* Half giants often are rebellious and willing to challenge authority as they see fit.

### Notes

* Half giants only have 2 particular abilities: effective immunity against purely offensive spells and unmatched strength. The possibilities of these alone are borderline overpowered. Adding any more to their set would be unwise.
* They are not immune to all forms of spells - only 'physical' ones. Mind magic, transfiguration, and manipulating their environment can and will harm them to varying degrees.
* Their eyes are ridiculously sensitive, even more so than normal giants. Bright lights and the like disorient them very easily.

- Dwarves, Legilimens, Occlumens

this is extra stuff and thoughts that aren't included officially in the vote.
* Limits. Werewolves and vampires multiply by a virus; naturally, there will be more of them. Around 20-30 on wiki are allowed before a block is placed.
	+ AI Note: There could be a mass epidemic and succeeding war IC where numbers increase greatly and are massacred.
	+ Ai Note 2: If a pregnant woman is infected, and the baby becomes immune to lycanthropy, since it's proven that lycanthropy doesn't affect cells involved with reproduction. They develop immunity shots from that baby, but still find no cure.
* With the increased allowed character amount (15) as opposed to the old (12ish), I don't really understand why people don't have the option use all their exotic spots for one type of exotic. It's doubtful anyone would do that, but it would be damn nice to have two (insert exotic) at the same time if we wanted.
	+ There are roughly 20 or so active users currently. That's 80 exotic spots. There are around 11 types of different exotics. tldr; even if half of the userbase invested all their spots in one race, they would be hitting the block limit.
* Sorting exotics should be taken more seriously. Vamp/wolves excluded, backstories should be observed

* Those that qualify for the Giant and Goblin powersets should be **7 on wiki (student and adult)** each at most. Both races are known to have rocky relationships with wizards.
* Banshees are **Dark creatures**. Mating with one would definitely be rare. Histories for half and part banshees should be closely monitored. At max the block would be placed after **7**.