Connections*: Choose a location (House), and gain +1D on all Status tests about news and rumors for that location.<br/><br/>Dexterous: Prerequisite - Agility 3.  Reroll 1's on Agility tests.<br/><br/>Eidetic Memory: Prerequisite - Cunning 2 (Memory 1B).  Memory Bonus dice are now Test dice and you receive a +3 to Memory rolls<br/><br/>Evaluation: Prerequisite - Awareness 3.  Test Cunning to gain an intuitive insight on an unknown object or piece of equipment.<br/><br/>Expertise*: Gain +1D with one Specialty<br/><br/>Face in the Crowd: Prerequisite Stealth 3 (Blend In 1B).  Blend in is a free action, also add Cunning Ranks as a bonus to Stealth (Blend in) tests.<br/><br/>Furtive: Prerequisite Stealth 3 (Sneak 1B). Reroll 1's, and add Agility ranks to all Sneak tests.<br/><br/>Gifted Athlete*: Prerequisite Athletics 3.  Reroll 1's on Athletics tests.<br/><br/>Gifted Teacher: Prerequisite Majors 4 Persuasion 3.  Using Persuasion Test, grant bonus test dice for a Majors/Minors/Others test to "students", equal to 1D per success.  Students may save these bonus dice to use in the future, making a Challenging (9) Cunning (Memory) test to recall dice.  Once spent, the bonus dice are gone.  This ability may also be used to impart knowledge of Magical Expertise, with each success granting +1b.<br/><br/>Hardy: Prerequisite Endurance 3 (Stamina 1B). Penalties from injuries and wounds are reduced by 1.<br/><br/>Keen Senses: Prerequisite Awareness 3. Reroll 1's for all Awareness tests, and add Cunning rank to Awareness tests.<br/><br/>Sinister: Gain +2 to Combat Defense or Intrigue Defense for the first round.<br/><br/>Talented*: Choose an Ability, gain +1 for all tests with that Ability<br/><br/>Well Studied*: Choose a specialty for Major, Minor or Other classes.  You receive +5 to that specialty.<br/><br/>Fate Qualities<br/>Animal Cohort: Prerequisite Care of Magical Creatures 3.  You gain the use of a loyal animal.  If it is fighting by your side you gain +3 to CD as it distracts your opponent.  You do not have to make Care of Magical Creatures rolls to control your animal.<br/><br/>Cadre: Prerequisite Persuasion 4, Status 3. You gain a group of ten students that are unwavering loyal to you.  They will automatically rally to you at the start of each skirmish until killed or betrayed.  If destroyed, the character looses this Quality and the Destiny Point invested in it.<br/><br/>Cohort: Prerequisite Status 3.  Create another character using character generation (and 14 points), save Status must be at least -1 to yours.  This character is your loyal follower and follows your commands to the best of their ability.  If the cohort dies, you lose this Quality and the Destiny Point invested in it.  When your Cohort is by your side and able o help, increase Combat and Intrigue Defense by 2.<br/><br/>Destiny: You may choose the outcome of being defeated.  Once you do, this Quality is lost and the Destiny Point is considered spent<br/><br/>Lucky: Once per in game week OR once per chapter, whichever comes first, reroll one test, take the best result.<br/><br/>Night Eyes: No penalties for low light conditions.<br/><br/>Parseltongue: You may speak to and understand serpents.<br/><br/>Pious: Prerequisite Will 3 (Dedication 1B).  Twice per chapter, you may pray to your deity to gain +1D.<br/><br/>Martial Qualities<br/>Accurate: Prerequisite Agility 3.  +1D against opponents with cover.<br/><br/>Acrobatic Defense: Prerequisite Agility 3 (Acrobatics 1B). Lesser action to add Acrobatics to Combat Defense.<br/><br/>Danger Sense: Prerequisite Awareness 3.  Reroll 1's for initiative tests, deny surprising opponent +1D to attack you.<br/><br/>Fast: +1 yard to Movement rate, Sprint is 5x movement rate instead of 4x.<br/><br/>Tough: Prerequisite Resilience 1B.  Add Resilience rank to Health.<br/><br/>Unarmed Combat I: Prerequisite Fighting 3.  Unarmed attacks deal base damage 1 higher than listed.<br/><br/>Unarmed Combat II: Prerequisite Unarmed Combat I, Fighting 3 (Unarmed 2B).  You can add Athletics ranks as bonus to all Unarmed tests.<br/><br/>Unarmed Combat III: Prerequisite Unarmed Combat II, Fighting 4 (Unarmed 3B).  If you have 3 degrees of success against an opponent, instead of damage you can opt to stun instead.   Compare test result against opponents Endurance Rank x4.  If greater, target is stunned, and can only perform Recover action until unstunned.<br/><br/>Social Qualities<br/><br/>Adept Negotiator: Prerequisite Deception 3.  No penalty from starting disposition as long as your disposition is unknown by the other party.<br/><br/>Authority: Reduce disposition penalties to Persuasion by 2.<br/><br/>Charismatic*: Prerequisite Persuasion 3.  Choose a Persuasion Specialty, gain +2 bonus to all tests with that Specialty.<br/><br/>Compelling*: Prerequisite Charismatic.  Gain +1 to Influence with Charismatic Specialty in Social Combat.<br/><br/>Dutiful: Prerequisite Will 3.  Opponents get -1D to try to influence you in Social Combat when using Convince, Intimidate, or Seduce.<br/><br/>Friends in High Places: +1B to all Persuasion tests with characters of Status 4 or greater.<br/><br/>Friends in Low Places: +1B to all Persuasion tests with characters of Status 2.<br/><br/>Respected: Prerequisite Reputation 2B.  Opponents get -1D to try to influence you in Social Combat when using Incite, Intimidate, and Taunt.<br/><br/>Stubborn: Prerequisite Will 3 (Dedication 1B).  Increase your Composure by your Dedication rank.<br/><br/>Treacherous: Add Cunning rank to all Deception tests.<br/><br/>Magic Qualities<br/><br/>Animagus: Requires Magical Expertise 3, Transfiguration 1B.  Choose one animal.  You may transform into that form and back out at will.  This choice may never be changed.<br/><br/>Animagus, Improved: Requires Magical Expertise 3, Transfiguration 2B, Animagus Quality.  In your chosen form you receive +1 to two physical abilities and other forms become available if chosen at character creation.<br/><br/>Death Eater: -5 to the DC of Unforgivable Curses and the Dark Mark.<br/><br/>Determined Caster: When casting without a wand OR without speaking, you receive +1B.  If doing both, you receive +2B.<br/><br/>Dumbledore's Army: -5 to the DC of Expecto Patronus and Protego.<br/><br/>Favored Spell: Choose any spell you have cast successfully.  The DC to cast that spell in the future is lowered by 5.<br/><br/>Form Integrity:+3 Passive Resistance against Transfiguration spells and +5 vs lycanthropy<br/><br/>Gift of the Dark Lord: Voldemort has, intentionally or otherwise, altered you.  Gain 3 points for abilities and the ability to speak parseltongue.  This counts as two qualities.<br/><br/>Legilimens: Requires Magical Expertise 4, Will 3.  You may attempt to "read" the mind/emotions of another character.  An affects roll must be made to do so.  Possessing this quality also grants a +3 bonus to passive resistance against Legilimens.<br/><br/>Magic Resistance: Fortitude 1B, Discipline 1B.  You have trained your body to fight unwanted magic.  Add your Fortitude to Health and Discipline to Composure against spell damage.<br/><br/>Metamorphagus:  You may change aspects of your appearance at will.  You receive a +5 to Deception (Act) checks to impersonate another.<br/><br/>The Sight: Requires Awareness 4, Will 3, Magical Projection 3.  You have the ability to see small glimpses of the future.  Anyone can make predictions.  The gift is in recognizing which are true.