Table of Contents Chapter 1: Mechanics
1 Chapter 6: Game Mastering (In progress)
Core Mechanics
1
Difficulty
1
Extended rolls, opposed rolls & Teamwork
1
Examples of Play NPC Index Character Sheets
Chapter 2: Character Creation
2
Getting started
2
Attributes
3
Sub-Attributes
3
Background Events
4
Talents
15
WandLore
16
House
19
Fate Points
19
Character Details
20
Advancement
20
Chapter 3: Combat
21
Actions
21
Damage, Injury, and Recovery
22
Dueling
23
Quidditch
23
Chapter 4: Magic
26
Magic
26
Transfiguration
27
Potions
29
Enchanting
30
Chapter 5: Items & Equipment
31
(These may not be completely accurate, -Ed)
Chapter 7: Indexes
32
Spell Index
32
Potion Index
37
Table of Contents Chapter 1: Mechanics
1 Chapter 6: Game Mastering (In progress)
Core Mechanics
1
Difficulty
1
Extended rolls, opposed rolls & Teamwork
1
Examples of Play NPC Index Character Sheets
Chapter 2: Character Creation
2
Getting started
2
Attributes
3
Sub-Attributes
3
Background Events
4
Talents
15
WandLore
16
House
19
Fate Points
19
Character Details
20
Advancement
20
Chapter 3: Combat
21
Actions
21
Damage, Injury, and Recovery
22
Dueling
23
Quidditch
23
Chapter 4: Magic
26
Magic
26
Transfiguration
27
Potions
29
Enchanting
30
Chapter 5: Items & Equipment
31
(These may not be completely accurate, -Ed)
Chapter 7: Indexes
32
Spell Index
32
Potion Index
37
1 Harry Potter RPG
-d100- Version v0.6
CORE MECHANIC The basic die type used for the Harry Potter RPG is the d10. You roll two to make a d100 roll, with one die forming the tens digit and the other the one. Occasionally, you have to roll a d5, which is just a d10 roll, where you halve the result, rounding up. When rolling for skills and other d100-based rolls, you want to eit her meet or roll under the score listed for the roll. This gives you a single Degree of Success that lets you do things with no frills attached, often succeeding with little to spare. The lower you roll, the more Degrees of Success you can acquire. Rolling 10 below the skill or attribute rating gives you one Degree of Success. If you would fail a roll, however, you could gain Degrees of Failure. These Degrees of Failure are measured in the same way as Degrees of Success, but you gain one for every 10 you roll above the rating. As an example, say you have a skill rated at 42 and you happen to roll a 4 on your d100 roll. This would give you 3 Degrees of Success, since 4 is 30 away from 42. If you had a skill rated at 25 and you rolled a 77, you would have 5 Degrees of Failure. A result of 00 on the dice (Both faces show the tens digit) is an automatic success and a result of 99 is an automatic failure. These automatic successes and failures benefit and suffer from the above Degrees of Failure and Degrees of Success as outlined above.
DIFFICULTY Sometimes, a roll is much harder than you anticipate or circumstances are working against you, or things could be going your way and you have great resources at your disposal. The Game Master is free to apply a penalty or bonus to a skill rating for a roll you make, anywhere from +60 (Very Easy) to -60 (Incredibly difficult). Bonuses and penalties are applied in incr ements of five.
EXTENDED ROLLS, OPPOSED ROLLS, AND TEAMWORK When you have time to work at something, you can make an extended roll. Extended rolls require multiple rolls of the dice and usually have an amount time in between each roll, sometimes being minutes, hours, or days. Commonly, extended skill rolls involve the Craft skill. Occasionally, another roll will oppose a roll. These opposed rolls require two participants, one aggressing and the other defending. Determining the winner of an opposed roll is simple, with both participants rolling. The winner is the one with a successful roll. If both participants are successful, than the winner is the one who scored the most Degrees of Success. If both scored the same amount of Degrees of Success, than the one who rolled the lowest is the winner. In the remote odds that both succeed, score the same amount of Degrees of Success, and matched their roll results, the defender wins. Whenever faced with a delicate or complicated roll, a group m ay be able to work together to get it done. When you have the time and are not under duress, a group may work together to complete a goal with teamwork. The group designates a leader of the group who is the only o ne who rolls. Anyone who helps the leader reduces the difficulty of the roll by 1 0 per helper.
1
2
Getting Started Character creation is a fairly easy process that uses a point buy system as well as the option for random character generation. The steps for character creation are: 1. Buy (or roll for) your Attributes 2. Determine Sub-Attributes 3. Pick your Parentage 4. Spend your points (Or roll) on the Background Events Chart 5. Spend your points on skills 6. Choose your Talents 7. Generate your Wand 8. Choose your House 9. Determine Fate Points 10. Add all modifiers from Wands, Talents, etc. 11. Determine Character details as required Once you’ve completed these steps get your DM to read through your character sheet and talk over your characters background. A blank character sheet is provided at the back of book for you to fill in.
2
3
ATTRIBUTES Each character has six Attributes, often added to your rankings in a Skill or forming their own subAttributes. These Attributes are rated from 5 to 35, with the lowest representing infirm or hideously untrained individuals and the highest representing the paragons of Wizarding kind. The six Attributes are as follows: Body – Used in tests of endurance and physical fortitude and c reates the Health sub-
attribute. Agility – Used in tests of manual dexterity and reflexes and creates the Reflexes sub-
attribute. Strength – Used in tests of physical power and brawn. Intelligence – Used in tests of mental power and spell learning and creates the Study sub-
attribute. Willpower – Used in tests of focus and maintaining composure and creates the Resist Magic
sub-attribute. Charisma – Used in tests of personal charm and manipulation.
Each stat can be generated by rolling 2d10 six times, adding each result to 5 for each Attribute. You could also buy up your Attributes, with each one starting at 5 and allowing you to place 60 points. Only one stat can be at 25 at character creation if you use the point buy method.
SUB-ATTRIBUTES Each character has four sub-attributes, derived from one of the primary stats. These sub-attributes are calculated by multiplying the stat in question by 2 and adding the result to 25, to a maximum of 99. Each of the sub-attributes are explained below: Health (Body) – Each damaging spell, each punch to the gut subtracts from your Health
score. If this hits 0, you're knocked out. Any more damage past 0 is referred to as Lethal Damage. You can have no more Lethal Damage than your Body attribute. If you do, you die. Used as a rating for resisting poisons and endurance rolls. Reflexes (Agility) – If you are going to be hit by something, such as a spell, or Muggle in a
truck , you roll Reflexes - often rolled versus someone else’s roll. Success (and often scoring more Degrees of Success than what is coming at you) means you evade it. You also a dd the tens digit to your initiative rolls. The tens digit is also the number of yards a character can move in a round of combat. Resist Magic (Willpower) – If you are hit by a spell, this is your natural self's ability to resist a
spell affecting you that you do not want to affect you. This is most often used against jinxes, hexes, curses, and debilitating potions and transfiguration spells. Roll Resist Magic vs. the opposed Casting skill roll, whoever succeeds and/or has the most Degrees of Success, wins. Study (Intelligence) – When you attempt to learn a new spell on your own and outside of
class, you roll this. Provided you have a week of time to learn and tutor yourself, you may roll Study. Success means you learn the spell, easy-peasy.
3
4
BACKGROUND You have to come from somewhere. Even if that somewhere is a cupboard under the stairs in your spiteful aunt and uncle’s home. Each character has a Background, which consists of two things that have happened to them before coming to Hogwarts School of Witchcraft and Wizardry. First, you must decide on your character’s parentage. You can be a witch from a Pureblood family, meaning that an overwhelming majority of your family is magical as are both your parents. You may come from a Halfblood family, where one parent is magic al and the other may be a Muggleborn witch or wizard or even possessing no magical talent at all. The third option is to be from a family where there is no magical talent at all, being Muggleborn. Purebloods receive a +20 to the skill rating of the following skills:
Wizarding World. Halfbloods receive a +10 to the skill rating of the following skills:
Wizarding World, Muggle World, and Technology. Muggleborn characters receive a +20 to the rating of the fo llowing skills:
Muggle World and Technology. In addition to these skill bonuses, a character also receives two rolls on the following chart to help inspire and build a background. You roll a d10, twi ce, subtracting -1 from each roll if you are a Muggleborn. If you wish to not roll for backgrounds, you may instead spend 10 points, with the result on the Background Events chart being its point cost. Once you have two or three background charts (A random Torment Event is always free, after all.) You may spend 15 points to get results from those charts, with results being point costs. Background Events Chart Result
Event Chart
Torment Event
Accident Event
Talent Event
Friendship & Love
Supernatural Event
Luxury Event
0 1
Torment Torment
Deep Torment
Near-Death
Enemy
2
Accident
Accident Prone
Injury
Magical Animal Ken Natural Flyer
3
Accident
Gremlins
Injury
Duelist
Spiteful Rival
4
Talent
Misplacement
Phobia
Transmuter
Friendly Rival
5
Talent
Anger Issues
Phobia
Hexer
Sociality
6
Black Sheep
Bad Health
Charmer
Good Pal
Famous Relative Friend of the Family Friend of the Family Honored Bloodline Honored Bloodline Artifact
Antisocial
Bad Health
Dark Artist
Inseparable
Supernatural Luck
Artifact
8
Friendship & Love Friendship & Love Supernatural
Animal Empathy Linked Wands Supernatural Beacon Bizarre Bloodline Empathic Link Artifact
Bullied
Parslemouth
Inheritance
Supernatural
Dark Secret
Potions Master Herbologist
Mentor
9
Crush
Luxury
Scars
The Gift
True Love
Speaker of the Dead Destiny
Inheritance
10
The Wrong Crowd The Wrong Crowd Magical Mishap
7
4
Bitter Falling Out
Windfall
5 Torment Event Table – Roll 1d10.
Result Event 1
Deep Torment – Something or someone has scared you for life and as such, inhibited their
ability to function socially. Perhaps they witnessed their parents die, or were abused from an early age, or have some sort of mental disorder. -5 from Charisma linked skill ratings and -10 to the skill rating of the Composure skill. 2
Accident Prone – You are hideously prone to accidents and injury. The GM has the ability to
make you reverse the use of a Fate Point. You must roll a 1d10. On the roll of an 8, 9, or 10 the use of the Fate Point is reversed. 3
Gremlins – Technological things tend to become brittle, more prone to glitches or sudden
failure of operation around you. Whenever you fail a test relating to m echanical objects, electronics and other technology by a degree or more, you roll a 1 d10. On a 7, 8, 9, or 10, the object breaks in some way. 4
Misplacement – You have always been forgetful when it comes to your belongings. Once per
session, the GM may declare that you have in fact lost an item that was on your person. This item can be plot relevant or something like your wand as you were heading to a duel. 5
Anger Issues – The character has a hard time controlling themselves when he or she gets
angry. When stressed and agitated, they must pass a Composure skill roll or fly into a rage either yelling at the source of their anger or trashing the surrounding environment. Being the type who usually has a penchant for causing trouble, your character gains +5 to Dueling and Fight skill ratings. 6
Black Sheep – Whether magical or Muggle, the child is an embarrassment to their family.
Perhaps Mum and Dad are wizard haters, or the character is one who broke a long line of house successions. Either way, they receive no help from home, but gain +5 to their Survival and Dark Arts skill ratings. 7
Antisocial – The child simply has a hatred of everyone and everything around them, driving
them to isolation and performing cruel acts with frightening ease. You gain an extra Degree of Failure on rolls involving compassion and empathy. You gain a +5 to your Intimidate and Con skill ratings. 8
Bullied – Someone makes life hell for you in school and even at home. It could be an older
brother or sister, or perhaps your school bully lives just down the road. They will go out of their way to torment you whenever they see you. To avoid this, you have learned to become stealthy and unnoticeable. You gain a +10 to your Stealth skill rating. 9
Dark Secret – You possess a dark secret, that if let out, could ruin you and perhaps your
family socially. What is your dirty little secret? You gain a +10 to your Gossip skill rating, but if your secret becomes public knowledge, you suffer a -5 to all Charisma linked skill ratings. 10
Scars – Somehow, something has caused you to have a series of very distinctive scars.
People see your scar and whisper about how you got it. Others get a f ree Degree of Success when making Gossip skill rolls pertaining to your scar (which they often do), but yo u do get +10 to your Intimidate skill rating.
5
6 Accident Event Table – Roll 1d10.
Result Event 1
Near-Death – Through your own accidental mishaps or no fault of your own, you nearly died.
You stop and analyze everything, trying to make sure that you will not die again anytime soon. You gain a +10 to your Perception S kill rating, but if something reminds you of how you nearly died, you must make a Composure skill roll at a -20 to keep functioning. 2, 3
Injury – You have sustained an injury, one that has crippled a limb, removed a hand, or
perhaps dislodged an eye. How did this happen? Any skills that use the injured part suffer a 10 to its rating. On the flipside, you gain +10 to your Medicine skills rating and +10 to your Persuasion skill rating when using your sickness as an excuse or cover. 4, 5
Phobia – You have got an intense, often nonsense fear that prevents you from functioning.
Perhaps you have a fear of heights that makes mandatory broom riding classes into a personal hell, or spiders cause you to scream and run in fear. When presented with your fear, you must make a Composure skill roll at a -10 to keep functioning or break down or run. 6, 7
Bad Health – You have been sick. You have always been a sick kid. Whatever your illness is, it
makes physical activity tough. The Health sub-attribute is just twice your Body score and you apply half your Physical attributes to linked skills. The infirmary is aware of your condition and will rush to your aid if need be. You also gain +5 to Perception and Medicine skill ratings. 8, 9
The Wrong Crowd – You have hung around with the wrong crowd and these were some real
rotten dragon eggs we are talking about here. You picked up some skills, but you have also developed quite the reputation as a delinquent. You gain +5 to your Stealth and Larceny skill ratings, but suffer a -10 to your Persuasion skill rating whenever you try to tell the truth. 10
Magical Mishap - Similar to Near-Death, you have sustained a magical injury. Perhaps you
were bitten by a werewolf, were the target of a jinx, curse, botched potion, or screwed up transfiguration spell. The injury has been healed, but sometimes it will ‘act up,’ causing you problems. Choose one spell with a duration or a potion. At the beginning of each adventure, you roll a 1d10. On a result of 8, 9, or 10, the spell or potions effect will happen during that adventure, often with adverse effects to you, your belongings, or your reputation.
6
7 Talent Event Table – Roll 1d10.
Result Event 1
Magical Animal Ken - You have a talent for communicating your desires to magical animals.
You gain +10 to your Animal Handling skill r ating when handling magical creatures, but suffer a -5 to your animal handling skill rating with normal animals. 2
Natural Flyer – You were born on a broomstick, flying comes as natural as walking to you.
You gain +10 to your Ride skill rati ng when flying a broom but a -5 to your A crobatics skill rating. 3
Duelist – You have got a keen eye and wand skills to back it up, making you an excellent
wizard duelist. You gain +10 to your Dueling skill rating, though your Fight skill rating suffers a -5 to its rating. 4
Transmuter – Changing the physical properties of things is simple, like blinking or breathing
though just adding properties is a little out of your reach. You gain +10 to your Casting skill rating for Transfiguration spells, though your Charms spells suffer a -5. 5
Hexer – Dark Magic comes disturbingly easy to you. Hexes, Jinxes, and Curse spells are like
best friends. You gain +10 to your Casting skill rating for Dark Magic, though you suffer a -5 to your Persuasion skill as people are less incline to believe someone so familiar with the dark side of magic. 6
Charmer – General magic generally is not a problem for you. You gain +10 to your Casting
skill rating for Charms spells, though your Transfiguration spells suffer a -5 to their Casting skill rating as changing something’s physical shape evades you. 7
Dark Artist – You possess knowledge of the Dark Arts and excel in the supposedly cursed
class, but do you use your knowledge for good, or for evil? You gain +10 to your Dark Arts skill rating, though suffer a -5 to your P ersuasion skill rating. 8
Potions Master – Mixing, chopping, and pouring are easy for you, making you a natural
alchemist, chemist, and potion maker. You gain +10 to your Potions skill rating while your Enchanting skill rating is reduced by -5. 9
Herbologist – The cultivation of mystic plants is second nature to you and your green thumb.
You gain +10 to your Herbology skill rati ng while you suffer a -5 to your Animal Handling skill rating. 10
The Gift – You possess the gift of prophecy. Whether others believe you or not is a different
matter. Once per game, you may have the GM relay a vague prediction to you that will somehow come true.
7
8 Friendship and Love Table – Roll 1d10.
Result Event 1
Enemy – You have pissed someone off. Your presence drives them to rage and plots of
making your life suck. How did this happen? Are they in a f eud with your family? Do they think that you do not deserve the luck you have been having? Whatever the reason, they hate your guts and will constantly go out of their way to make your life and the lives of your friends a nightmare. 2
Bitter Falling Out – You and a friend or a previous romance were once close. Now, this is not
the case. Something happened that caused the both of you to become bitter and hate the other with a passion. This functions similarly to the Bully result, meaning that this person will occasionally go out of their way to make trouble for you. 3
Spiteful Rival – You have a rival who is spiteful and will go out of their way to show you up.
Your success stings when they hear about it, and being even just is not enough for them. They will strive to outdo you, even going as far as making trouble for you and making you look like a goof. 4
Friendly Rival – Similar to Spiteful Rival, you have someone competing with you that desires
to out do you at everything, though they can help you out on oc casion. If you decide to go to this person for assistance, the GM rolls 1d10. On an even result, they will assist you, but an odd result means that they will use the opportunity to show you up. 5
Sociality – You have the skills to make quite a few new friends, and though the opportunity
has not come up yet, you can make quite the good impression. You add +5 to all your Charisma linked skill ratings when meeting with someone for the first time. 6
Good Pal – You have got the best of friends. They will help you when they can and within
reason. 7
Inseparable – You and your best friend are like twins, or maybe you are twins. For whatever
reason, you are going to be together through thick and thin. If you get in trouble, they can help. The relationship goes both way s, however. 8
Mentor – You have caught the eye of an older student who figures that you have some
talent and would make an excellent heir to their school legacy once you have been trained up a bit. The mentor is considered someone with Instruction 60 and possesses skills and abilities above that of a starting character. Once their sc hool career ends, the mentor leaves their legacy to the character; sometimes it is an artifact of power that they have made or it could be a unique spell or technique, or even charge of a gr oup of people. 9
Crush – You have a crush on someone. This is likely to lead to love or heartbreak, but it is too
early to tell. Either that or someone has a crush on you and will do anything to get your romantic attentions. 10
True Love – One person you have known since childhood and you have deep feelings for
them. They return such feelings and everything is wonderful. Perhaps you will even get married after your schooling is complete. Whenever you make a teamwork roll with your true love, you reduce the penalties by 20 rather than 10.
8
9 Supernatural Event Table – Roll 1d10.
Result Event 1
Animal Empathy – You and animals get on like peanut butter and jelly. You gain a +10 to
your Animal Handling skill rating. 2
Linked Wands – The core of this wizard's wand has a twin, which causes said wands, and this
the wizards and witches who hold them, to be eternally linked. 3
Supernatural Beacon – You tend to draw the strange and unknown to your doorstep, as if
these types of creatures and things were drawn to you. Every session the GM rolls a 1d10, on an 8, 9, or a 10, something strange interrupts your daily life in some way. This could be dangerous intrusion or a whimsical/helpful one 4
Bizarre Bloodline – Somewhere in your family tree is the blood of a magical creature.
Perhaps giant, troll, elf, or any other mystical being that could c onceivably mate with and want to mate with humans. Choose one of your Attributes. It gains a +5 to its rating and its maximum is 40 instead of 35 and may go higher than 99 for skills and sub-attributes. 5
Empathic Link – Your character has the special gift of psychic empathy. Your character may
choose a number of individuals up to their willpower tens digit multiplied by two. Your character has a one-way psychic link to these individuals, granting you awareness of their well-being even from great distances. When these people are in danger, your character just seems to know "Something is wrong" and gains a +10 to all rolls to c ome to their aid. 6
Artifact – A powerful magical item has fallen in to your possession, it is beyond your
understanding, and could be used for good or ill. Choose any sort of item you can imagine and a spell with a duration. You can use this item to cast the spell chosen with no Casting roll and its basic effects. 7
Supernatural Luck – Your luck cannot possibly be natural. Its nowhere near "bottled luck"
levels, but things just tend to work out slightly better than they might for other people. Whenever you spend a Fate Point, you may roll 1d10. If t he result is an 8, 9, or 10, you gain the benefits of having spent a Fate Point, but still retain the Fate Po int. 8
Parslemouth - You can speak to snakes. In the wizarding world, this is considered a rare
talent, often one marking the Parselmouth as a future dark wizard when their young. When dealing with snakes, you may use Persuasion instead of Animal Handling. You also gain a +10 to your Intimidation skill rating when speaking in Parseltongue to other people. 9
Speaker of the Dead – You have always had the ability to speak to the deceased. Ghosts
flock to you and you seem to have an easier time talking to them than others. You gain a +10 to Charisma linked skill ratings when talking to the restless dead, such as ghosts or vampires. 10
Destiny – Yours is a destiny that shall not be denied. It could benefit all of mankind or bring
the Wizarding world to ruin. For whatever reason, you will stay alive until you have fulfilled your destiny. After, you can die as quickly as anyone else.
9
10
Luxury Table – Roll 1d10.
Result Event 1
Famous Relative – a member of your family is particularly famous and it's rubbed off on you
and your skills and reputation. Choose one skill. It gains a +5 to its rating. 2, 3
Friend of the Family – Someone, likely a teacher at Hogwarts is a friend of your f amily.
Sometimes you can get away with things that others could not. If you would get in tr ouble, you can declare that your family friend finds you and vouches for you. 4, 5
Honored Bloodline – Yours is a truly ancient house, honored in Wizarding society. Your
reputation is impeccable. You gain a +10 to any Charisma linked skill rating when your bloodline would benefit you (Particularly with Purebloods). 6, 7
Artifact – Mum and dad have sent you off to school with an enchanted item, one that will
hopefully serve you well. This is similar to the Artifact result on the Supernatural Event table. 8, 9
Inheritance – You've received a load of cash to spend thanks to an inheritance from a distant
aunt or uncle (or even your dead parents.). Spend it wisely, they said. You receive double the starting money and double your quarterly allowances. 10
Windfall – Fortune favors you. Roll twice, ignoring further tens.
10
11
SKILLS The Harry Potter RPG is home to 30 skills that every witch and wizard would know and possibly use over the course of their school career. Skills have ratings, which are often their linked Attributes plus the skill points you place into them, along with whatever bonuses you gain from your Background and Traits. At creation, you may only have one skill at rating 60 or two skills at rating 50, with the rest at rating 40 or lower. Backgrounds and traits that add conditional bonuses (+10 when doing a specific something with this skill) do not count towards that limit. Yo u have 250 skill points to spend on skills. Skills are listed in alphabetical order with their linked Attributes in parentheses as well as descriptions. Skills that marked with an * are macro skills that can be purchased as several different skills, ex. Knowledge (Literature), Knowledge (American Culture), Craft (Woodcarving), or Craft (Painting). Acrobatics (Agility)
Description: Acrobatics is a character’s skill in jumping, gymnastics, and ability to squeeze into places. Animal Handling (Charisma)
Description: This skill covers the training and care of animals and magical creatures. Athletics (Body)
Description: Similar to Acrobatics, Athletics covers a character’s overall physical ability in certain areas. Athletics covers most endurance abilities, such as running, climbing, and swimming. Casting
Description: Casting is simply your ability to cast spells. Many subtypes of magic exist, such as Charms, Transfiguration, and Dark Magic. Special: A character starts out with a skill rating of 20 in Casting for no cost. Composure (Willpower)
Description: Composure is your ability to keep on track and remain steadfast in the face of adversity. Many social skill rolls may be opposed by Composure. Con (Charisma)
Description: When a character needs to lie believably and misdirect others, Con is the skill to use. Opposed: Perception Craft* (Agility)
Description: Craft covers just about any skill that can be used to make something, from mechanical devices, to woodworking, to painting. Special: This is a macro skill, meaning that you can have many different specialties and each one is a considered a Craft skill. When placing points into this skill, you must designate a specialty.
11
12 Dark Arts (Intelligence)
Description: Dark Arts is the sum of a character’s knowledge of the darker side of wizardry. This covers things like malicious magical creatures, dark wizards, and the lore of dark magic. Dueling (Agility)
Description: When witches and wizards battle, they use the Dueling skill. This duel consists of two or more wizards squaring off and casting spells at each other until one side yields, or dies. Enchant (Intelligence)
Description: Enchantment is the skill of weaving magic into physical objects and creating magical items with permanent effects. Fight (Agility)
Description: Fight is the skill that covers any and all non-magical combat. Fists, swords, guns, and bottles all make good weapons when one cannot use spells in a scrap. Games (Intelligence)
Description: This skill is essentially one’s ability to play and strategize at magical and non-magical games, like chess, checkers, and even these new fangled Muggle ‘video games’. Gossip (Charisma)
Description: Gossiping is the art of rumor mongering, a necessary skill in any sort of social environment. Often, it is most used to gain tidbits of information, but can also be used to spread lies and truths amongst the student body. Herbology (Intelligence)
Description: Herbology is one’s ability to raise and care for magical and normal plants, as many have uses in potions and medicine. Intimidate (Charisma OR Body)
Description: Intimidation is the art of threatening someone into doing what you want them too without them betraying you to proper authorities later on. Special: Characters can choose either Body or Charisma as the linked Attribute for this skill at creation. Body means you are better at threats of physical violence while Charisma-based intimidation uses blackmail and secrets to manipulate others. Opposed: Composure Instruction (Intelligence)
Description: Instruction is one’s skill at teaching others. When using this skill, t he teaching character can have the learner use Instruction in place of the skill that they would normally use. The teacher must have a higher skill rating in the skill in question to use Instruction. Say one character with Instruction at 64 is teaching another how to lie more convincingly, and the student’s Con skill is a paltry 35 and the teacher’s is a 52. The student may use the teacher’s skill rating of 64 for the purposes of determining if they succeed and thus gain skill growth by rolling at or under the skill rating of 64.
12
13 Knowledge* (Intelligence)
Description: Knowledge covers just about any specialty topic a character could possibly know, anything from foreign cultures, to literature, to Quidditch teams, to the sorted and varied histories of your bloodline. Special: This is a macro skill, meaning that you can have many different specialties and each one is a considered a Knowledge skill. When placing points into this skill, you must designate a specialty. Larceny (Agility)
Description: Larceny is the combined art of picking locks, pic king pockets, and generally being a hoodlum. Leadership (Charisma)
Description: Leadership is one’s ability to lead others effectively and putting their talents to use where they are needed most. When rolling Leadership, choose one person that can see and hear you and roll. Note any degrees of success. You may spend these Degrees of Success to add +10 per spent Degree of Success to that person’s skill rating for a specific skill of your choice. Any unspent Degrees of Success disappear when that person uses the skill you specify. Medicine (Intelligence)
Description: A character’s skill in Medicine is their ability to diagnose and treat wounds that someone may have sustained. When treating someone with the proper items and tools, yo u roll Medicine. Note the difference between your result and your skill rating. The character gains half of the difference in Health back. Muggle World (Intelligence)
Description: Muggle World is the skill that dictates one’s knowledge of Muggle customs, such as dress and etiquette. Muggle World is also used as one’s skill at blending in to the world of normal people. Perception (Willpower)
Description: Perception is your skill at noticing what is going on in the world around you, either with sight, scent, or touch. Perception is also used when searching an area as well as noticing lies. Perform (Charisma)
Description: When a character needs to sing, dance, or even play an instrument, they use the Perform skill. Persuasion (Charisma)
Description: Persuasion is the skill of using logic and sense to persuade others to help you or do things for you, or even telling the truth in a convi ncing manner. Opposed: Composure. Potions (Intelligence)
Description: Potions is the art of mixing arcane ingredients, brewing liquids and unguents, and otherwise creating consumable and usable items with temporary magical effects
13
14 Ride (Agility)
Description: When one finds themselves on a broom or Muggle transport like a bike or motorcycle, they use the ride skill when performing stunts and keeping control of the ridden object. Stealth (Agility)
Description: Stealth is one’s skill at hiding and sneaking around, often used when lurking out-ofbounds areas and avoiding the detection of others. Opposed: Perception Survival (Willpower)
Description: Survival is the skill used when you need to survive in a natural setting, such as a forest, highlands or desert. This may also be used to gather food, find shelter, and navigate through wilderness. Technology (Intelligence)
Description: If a witch or wizard needs to blend into Muggle soc iety for a time, they need to know how to use Muggle technology. The Technology skill covers most, if not all of the time periods latest science. This also functions as one’s working knowledge of Muggle technological innovations, such as the dishwasher, television, or over-under washer and dryer. Wizarding World (Intelligence)
Description: Similar to Muggle World, Wizarding World covers the culture and customs of the local Wizarding areas as well as one’s working knowledge of Wizarding soc iety at large.
TALENT Each student has some sort of talent, often something that his or her classmates do not have. This is handled by a player picking two talents and gaining a third when they choose their House at Hogwarts. Each talent may be chosen up to three times, with its benefits stacking. 14
15 Ambition – You have a goal in mind and the ability to stick t o it. Whenever you would work towards
that goal, you may add +5 to the rating for the roll. The goal must be a long term and one that is reasonably within the character’s grasp. Bravery – You do not scare easily. You gain a +10 to your Composure skill rating. Connections – You possess the ability to glean information from even the shortest conversations
with your network of friends. Add +10 to your Gossip skill rating when you are attempting to get information. Convincing – You possess a silver tongue. You gain +5 to your Con and Persuasion skill ratings. Cunning – Your mind is sharp and you always have a plan. Instead of using Charisma for Leadership,
you use your Intelligence instead. Determination – You will stop at nothing to reach your goals. Add your Willpower to the amount of
Lethal Damage you can take. Empathy – You understand others, sympathizing with even the harshest of experiences. Add +5 to
your Instruction and Medicine skill ratings. Friendship – Friends and acquaintances surround you. O nce per adventure, you may designate
someone as a friend who can help you do something. Knowledge – Yours is the mind of a great wizard. You add +5 to any Knowledge skill rating you may
possess. Leadership – Your mere presence is inspiring to others. You gain an additional Degree of Success
from a successful Leadership skill roll. Lightning Reflexes - You have finely honed reflexes which shall serve you well. Add +5 to your
Reflexes sub-attribute and add +2 to your Agility bonus to Initiative. Loyalty – Your loyalty to your friends, family, and house knows no bounds. If you would roll your
Composure skill to resist betraying the things you care about, you add +20 to the skill rating. Lucky – You are considered to be one lucky son of a witch. You gain an additional Fate Point.
Memory – Nothing escapes your memory. You possess a near photographic memory, allowing you to pick up things and remember them perfectly later on. Polyglot – You can speak many languages, having studied them or belonging to a non-native family.
Note the tens digit of your Intelligence attribute. You can speak that many additional languages in addition to your native tongue. Sharp Eyed – Like an eagle, you have keen vision. Whenever you roll a sight-based Perception roll,
you add +10 to your Perception skill rating. Warrior – You possess skill martial skill beyond that of others. You add +10 to your Fight skill rating.
Wits – Recalling things and applying them is a breeze for you. When making a Study or Instruction roll, you add +5 to the rating. Many other Talents exist, and will be codified later on.
WANDLORE
Each witch or wizard has a wand that they use to channel the mag ical energies of a spell. While casting without a wand is possible (-45 to the Casting skill rating) , it is often quite difficult. Wands come in all sorts of shapes and sizes, but tend to be long wooden sticks with magical components 15
16 within them. Each wand has a wood, core, length, and flexibility component to it. As long as it has these components, it can function. Sometimes this leads to sneaky wizards hiding their wands in canes, umbrellas, and walking sticks, which can come in handy when blending in. The wand often chooses the wizard, they say. Each wand is semi-sentient, often possessing quirks of personality and sometimes clashing with its owner. In the end, it is a partnership that will rival even the best of friendships. When creating a wand, you may roll a d10 four times, referring to each chart as you go along the steps. First, you determine the core of the wand, then its wood, then the length and then the flexibility. The following list is for common woods and cores, while the length and flexibility are part of the owner’s personality and faults. Length often points to your faults, as a shorter wand is attracted to those who lack something with their character and longer wands tend to choose larger individuals. Flexibility refers to the owner’s ability to adapt to change; with the most ridged wands belonging to inflexible owners and whippy wands belongs to adaptable individuals. Once your wand is determined, you can go out and weave magic into the world. Wands may be broken which can cause them to stop working, but as long as t he core is intact, it will keep functioning, meaning that it can be fixed. If you would happen to have your wand stolen from you, the thief takes a -20 to their Casting skill rating with it. If you happen to lose a duel with it, the winner can use your wand at no penalty, while you suffer a -10 to your Casting skill rating for a week as the wand sulks over its owner having lost. Result 1 2 3 4 5 6 7 8 9 10
Core Unicorn Hair Unicorn Hair Dragon Heartstring Dragon Heartstring Manticore Hair Basilisk Fang Sphinx Mane Kelpie Hair Veela Hair Phoenix Feather
Wood Ash Aspen Blackthorn Cherry English Oak Fir Pine Poplar Redwood Walnut
Length Quite Short Quite Short Short Short Average Average Long Long Very long Very long
Flexibility Extremely Springy Extremely Springy Flexible Flexible Average Average Quite Rigid Quite Rigid Inflexible Inflexible
Core Table
Result Core 1, 2
Unicorn Hair – Within your wand is a hair from the mane or tail of a unicorn, a rare and
powerful magical horse. Wands with this core are often harder to turn to the Dark Arts, are loyal, and the core can ‘die’ if seriously mishandled. Wands with this core give you a free re-roll with Casting skill rolls once per day, though you gain no extra effect from having Degrees of success and you take no penalties for having lost a duel. If you fail three casting rolls in a row, however, the core dies. 3, 4
Dragon Heartstring – Pulled from the heart of a dragon, wands of this core are often
powerful and temperamental, producing powerful spells, and allowing its owner to learn
16
17 quickly, though prone to accidents. Wands adds an additional Degree of Succ ess to Casting and +5 to Study rolls, but also add an additional Degree of Failure to Casting skill rolls. 5
Manticore Hair – Rare due to how dangerous the beast is, Manticore hair wands are
attracted to wizards and witches that have similar ferocious tendencies and, oddly, musical talent. Owner's gain +10 to Resist Magic versus Charms spells, and a +10 to the skill ratings of their Fight and Dueling skills. 6
Basilisk Fang – The fang of the deadly Prince of Serpents makes for a rare wand that is
reportedly quite vitriolic in temperament and demanding in nature. Owners tend to be sneaky and double jointed individuals and the core tends to favor Parselmouths over all others. The owner gains +10 to their Casting skill rating for D ark Magic, +10 to their Stealth skill rating and when using Acrobatics to squeeze into places or wriggle free from bonds. 7
Sphinx Mane – Wise and ferocious, the Sphinx is a paradoxical creature. The hair from the
mane of a sphinx makes for a patient wand, one that thinks before it acts, which has an impact on its owner, somewhat. Ideal owners are knowledgeable and are often perfectionists. The owner gains a +5 to all of their k nowledge skill ratings, +10 to their Fight skill rating, and a -2 to their Initiative. 8
Kelpie Hair – Like the shape shifting water-beast, the Kelpie hair wand is one that is as
mercurial as the source. As a core material, it is rather unpopular due to its ever-changing nature, causing wide fluctuations in power, but it adds a lot of potency to Transfiguration spells. At the beginning of the day, the player rolls 2d10, with the first result as the positive modifier and the second as the negative modifier. Total these modifiers and add them to your Casting skill rating. In addition, Transfiguration spells receive one additional Degree of Success. 9
Veela Hair – Imported from France, Veela hair wands are quite rare in Wizarding England. It
takes a very specific sort of witch or wizard to use the wand as the core is considered very temperamental, even more so that Dragon Heartstring, but this core allows the wand to weave long lasting enchantments and spells. Any spell that is cast with a Veela hair wand has its duration doubled and successful Enchanting skill rolls receive an additional Degree of Success. The wand is quite temperamental though, with even a failed spell causing the wand to ‘sulk,’ at its master’s lack of prowess. For the next hour, spells cast with the wand receive one less Degree of Success, to a minimum of one. 10
Phoenix Feather – The rarest core type, Phoenix feather wands are capable of a great range
of magic, though they are often the most picky about their owners and possess an independent streak, often casting spells on their own, bit are loyal to the bitter end. Phoenix feather wands give you a +10 to Casting skill rating and a -20 to Casting skill rating if you are not the owner. If you would fail Casting skill roll , the wand casts what it believes to be the most appropriate spell. These are often two very different things.
17
18
Wood Table
Roll
Wood
1
Ash – Ash wands belong to their true master and them alone. They should not be gifted or
handed down, as it would cause a great decrease in power. Wands of ash, like their owners, tend to be quite stubborn and cannot be swayed from beliefs or purposes. Ash wands double the non-owner penalty for using it. 2
Aspen – The white, fine-grained aspen makes for stylish wands. Aspen wands are known for
their Charm work as well as the propensity for dueling. Owners tend to be strong-minded and determined, often with a revolutionary streak. Aspen wands add +10 to Casting skill rating for Charms, and +5 to Dueling skill rating. 3
Blackthorn – Blackthorn is known as the warrior’s wood and with good reason. Owners of a
blackthorn wand tend to be loyal and hardy like their owners and possess great skill with working martial magic. Owners gain +10 to Casting skill ratings for Dark Magic and +5 to their Fight skill rating. 4
Cherry – Cherry wands are quite powerful, often dangerous in the wrong hands. Cherry
wood wands are somewhat rare. Users of a cherry wand add an additional Degree of Success to their Casting skill rolls. 5
English Oak – English oak wands often join with owners that have a powerful intuitions and
possess and affinity to the natural world. It has been said (with nothing more than anecdotal evidence) that Merlin’s wand was one of English oak. Owners gain +5 to their Animal Handling and Herbology skill ratings. 6
Fir – Fir wands are known as ‘Survivor’s Wands,’ due to their tendency to pick individuals
who are adept at evading danger. Fir wands are suited to Transfiguration magic and often pick owners that are focused, strong-minded, and even a little intimidating. Owners gain a +10 to Casting skill ratings for Transfiguration spells and add 4 to your total Lethal Damage rating. 7
Pine – Pine wands crave masters who are independent, intriguing, and perhaps a little
mysterious. Owners tend to die at ripe, old ages and find that their wand works wonders for innovation and new spells, as well as non-verbal casting. A pine wand has the penalty for non-verbal magic reduced to -15, instead of -25. 8
Poplar – Poplar wands produce consistent magic with even strength and uniform power.
What stands out is that they tend to choose owners who have a clear and conc ise moral vision, sticking by their principals. The owner of a poplar wand receives +10 to t heir Composure skill rating. 9
Redwood – Wands of redwood tend to attract owners who are believed to be lucky, but in
truth possess the uncanny ability to always land on their feet and snatch victory from the jaws of catastrophe. Owners of a redwood wand may, once per game, you can declare a failed roll to be a basic success. 10
Walnut – Walnut wands tend to find good homes in the hands of intelligent witches and
wizards and are often found in the hands of magical innovators and inventors. Wands possess versatility and adaptability in terms of magic, and are quite easy to work with. Owners add +5 to their Casting skill rating. Length Table
18
19 Roll
Length
1, 2
Quite Short – The wand is smaller than 8 inches.
3, 4
Short – The wand Is between 8 and 9 inches long.
5, 6
Average – The wand is between 10 and 11 inches long.
7, 8
Long – The wand is between 12 and 13 inches long.
9, 10
Very long – The wand is longer than 13 inches, often 15 or mo re.
Flexibility Table
Roll
Flexibility
1, 2
Extremely Springy
3, 4
Flexible
5, 6
Average
7, 8
Quite Rigid
9, 10
Inflexible
HOUSE Each student at Hogwarts belongs to one of four houses. The brave Gryffindors, the knowledgeable Ravenclaws, the cunning Slytherins, and the loyal Hufflepuffs. Houses often work and live together, sitting in the great hall during mealtimes, but inter-house cooperation is stressed as something everyone should work towards. Often times, this is the last or first decision of character creation. At first, you receive two Talents of your choice. Now you must choose a house and a third Talent very narrow list of Talents to draw from, each one being one thing that the house values. The list is as follows: Gryffindor: Bravery, Determination, and Leadership. Hufflepuff : Loyalty, Empathy, and Friendship. Ravenclaw : Memory, Knowledge, and Wits. Slytherin: Ambition, Cunning, and Convincing.
FATE POINTS Each character has a store of Fate Points. Spending these Fate Po ints allows you to do fantastic, often very lucky, things. If you feel the need to, you may declare that you spend a Fate Point for any one of the following actions: * Reroll a failed skill or sub-attribute roll. The new result stands. * Add +10 to you skill rating for the next roll. This is done before any dice are rolled. * Add a Degree of Success to a roll. This is done after dice are rolled. * You count as having rolled a 10 for Initiative. * Reduce the damage from an incoming attack by 10. To determine how many Fate Points your character has to start, roll 1d10. R esults of 1, 2, 3, or 4 mean that she has 1 Fate Point. Results of 5, 6, 7 or 8 mean that she has 2 Fate Points. Results of 9 or 10 mean that she has 3 Fate Points. If it is the Game Master’s wish to start everyone off with the same number of Fate Points, then everyone starts with 2 Fate Points. Spent Fate Points refresh and return to you at the beginning of a new game. 19
20
CHARACTER DETAILS These are the other background details of your character like family, what their various circumstances and conditions from the Background events table, appearances and other various details.
ADVANCEMENT Skills are raised at the end of every adventure if you put them to use and succeeded in their use. If you successfully used a skill, mark it off on the little box next to it. At the end of the current adventure, you may roll that skill with a d100. If you meet or exceed the skill rating, you may add the result of a 1d5 roll to the skill rating. At the end of the Summer Quarter, you gain the result of a 1d5 roll added to each Attribute with your Hogwarts House affecting the growth of three of them. Each House has two Favoured Attributes. Favoured Attributes have the better result of two 1d5 rolls added to them (if you roll a 2 and then a 3, you would add 3 to yo ur favoured Attribute). Gryffindor: Strength and Body. Hufflepuff : Body and Willpower. Ravenclaw : Intelligence and Willpower. Slytherin: Charisma and Agility.
20
21
COMBAT Sometimes, things get to the point where two sides heat up, boil over, and things become a mess. This is usually when combat starts. In the Harry Potter RPG, combat is usually done with spells, but other times fights are resolved with fists, weapons, and bullets. The latter does not happen as often as the former. When starting combat, everyone involved rolls for Initiative. This determines the turn order of those involved, seeing who goes first and who goes last. Rolling for initiative is done by rolling 1d10 and adding the tens digit of your Reflexes score, plus whatever bonuses you may have to Initiative. This sets up a turn order going from highest to lowest. Combat is measured in rounds; periods lasting from five to six seconds. Characters in combat take turns going from highest Initiative down to the lowest, which goes back to the highest when the round ends. Each round has two phases – the action phase and the clean-up phase. The action phase is when each participant acts in combat and the clean-up phase is when effects end and miscellaneous rolls are made. Each character gets a turn during the action phase, with a t urn consisting of two simple actions or one complex action. A player can choose to hold a single Simple Action until a certain initiative count or until a triggering action that the player specifies occurs (ex. – “I’m going to stun him if he goes for his wand.”). Below is a summary of actions and what sort of action they cost. Attack with the Fight Skill – Simple Action – The Fight skill is an all purpose melee and
ranged combat skill, making it invaluable if you ca nnot use your wand. You roll your Fight skill vs. The target’s Reflexes. Success means you get to inflict damage to the target, while failure means that you miss as they dodge your blows. Cast a Spell – Simple Action – You say the magic words and wave your wand the right way to
produce a magical effect in a fight. Spells that create physical effects aimed at someone, such as sparks, a blast of force, or a group of birds flying at their face is contested by the target’s Reflexes, while more subtle effects are opposed by the target’s Resist Magic. Either way, you are rolling your Casting skill. Move – Simple Action – Move a number of yards equal to the tens digit of your Reflexes
sub-attribute in a turn. Speaking no more than 10 Words – Simple Action – You character says something of
importance, be it some witty comment or perhaps a word of warning to allies or command creatures under your control. Move in Hazardous Terrain – Complex Action – You can move a number of feet equal to
equal to the tens digit of your Reflexes sub-attribute in terrain that the GM describes as hazardous, such as rumbling earth, underwater, or in over grown foliage. Run – Complex Action – Similar to the move action, but you roll your Athletics skill and add
your Degrees of Success to the total of twice the tens digit of your Reflexes to determine the number of yards you can move.
21
22 Speak 11 to 30 Words – Complex Action – When you need to get a mouthful out, this is how
long it takes. Using a Skill – Special – Sometimes you might need to roll a skill. If it does not involve an
extended roll, it takes a Simple or Complex action, as the GM dictates. Extended rolls typically need Complex Actions to be completed. Typical skills that require no action: Composure, Dueling, and Perception. Typical skills that require a Simple Action: Knowledge skills, Dark Arts, Acrobatics, Herbology, Leadership, Ride, Technology, and Athletics. Typical skills that require one or more Complex Actions: Animal Handling, Con, Intimidate, Medicine, and Persuasion. In combat, the Game Master is free to apply penalties and bonuses depending on the situation. For example, if you are attacking your surprised target, they receive a -50 to their Reflexes rating due to surprise. While an extreme example, most bonuses and penalties would range from +/-5 to +/-25. Common modifiers tend to stem from environment such as darkness or smoke and fire, physical fitness or sickness, and on-going magical effects.
Damage, Injury, and Recovery If someone hits you with a spell or fist, it does damage. Damage is the result of a dice roll, often with strength added to the result for melee attacks. The damage result is subtracted from your current Health score, down to a minimum of 0. If there is any damage leftover, it is subtracted from your Lethal Damage rating, with is equal to your Body attribute. For example, two first year girls are in a scr ap in a hallway, the fight has progressed far beyond wands, and both girls are punching and clawing at each other. O ne manages to hit the other, dealing 9 points of damage. The one that was hit has a Health sub-attribute of 55 and this is the first time she has been hit in the fight. Subtracting 9 from 55, she has 46 Health remaining and a Lethal Damage score of 15. If your Health rating goes to 0, you are to roll your Health rating during the clean-up phase of the round to stay conscious. Failure means you fall unconscious, while success means you can still act for a number of turns equal to yo ur Degrees of Success before falling unconscious. If by some happenstance your Lethal Damage rating is reduced to 0, then your character dies. Hopefully the death of a character is something that hardly ever happens. Recovery from injury is rather straightforward. Someone with the Medicine skill may roll it and if they are successful, they can apply half of the difference between their skill rating and their result as health recovered. The Game Master is free to apply rest and recovery times that are dependent on the injury, but most may be mended in a day or two, with more serious wounds requiring more rest and possible magical attention.
22
23
Dueling In a more formal situation, two wizards may meet on the field of battle and perform what is called a Wizard’s Duel. A most noble and ancient tradition, a duel is typically a one-on-one display of magical prowess in combat, though sometimes, circumstances would lead to two-on-one or even three-on-one ‘duels’. When initiating a formal duel (one that is not in the middle of combat), both duelists face each other and bow as a sign of respect and formality. They then assume their positions away from each other and assume a ready stance with their wands at the ready. This is when the Dueling skill comes into play. Before spells are thrown and people are hurt, participants in a duel roll their Dueling skill. If they score any Degrees of Successes, they may ask questions about their opponent as their character sizes them up and thinks on the best plan of attack. Common questions would include mechanical ones like “What is their Casting skill?”, “How high is their Resist Magic?”, and “What does their Reflexes look like?” Once each person is done asking questions and has a moment to make a decision, then Initiative is rolled. For the first round of an o fficial duel, participants may add the Degrees of Success from a successful Dueling skill roll to their Initiative roll. Many sanctioned duels tend to be to the first hit or disarm, though some continue well past that. After t he first hit, a duel functions as normal combat, going until someone yields, or is knocked out or killed.
Quidditch The game of Quidditch is similar to that of the Muggle sport of polo, except that it is played on broomsticks rather than horses. At Hogwarts, each house is represented by a team of seven players, often with a few more in reserve. Each team competes against the other in a tournament, with victorious houses gaining additional house points and prestige for the house. Each team has seven players, three Chasers, two Beaters, one Keeper, and one Seeker. Chasers have the duty of attempting to place the basketball-sized red ball called the Quaffle into one of the three goal hoops at either end of the field, which is called a pitch. The Keeper defends the hoops and blocks the Chaser’s attempts at scoring. The Beaters on either team have clubs with which they direct two black balls called Bludgers around, often at opponents. Bludgers are enchanted objects and are considered to be one of the nastier parts of the game, since getting hit by one is like taking a meaty troll fist to your ribcage. Finally, there is the Seeker. The Seeker is the one who attempts to find and grab a special enchanted ball called the Golden Snitch. The Seeker who catches the fast and wily yellow orb ends the game and scores bonus points for their team. Scoring is quite simple in Quidditch. Each successful passing of the Quaffle through the hoops at the opponent’s end of the pitch is ten points. The game continues until someone manages to catch the Snitch, and the team who catches it gains an extra one-hundred and fifty points. The team with the most points at the end of a game wins. Games tend to go on for a couple hours, but some have been known to go o n for days, even weeks, with reserve players switching out at intervals so others can get some rest. If there are player characters interested in being players of their house’s Quidditch team, they can participate in a special mini-game, pitting two teams against each other. One team, generally the player’s, is controlled by the player and the other by the Game Master. Each take turns 23
24 going back and forth attempting to score or take out the other team’s players and ending the game when one team manages to find the Snitch. Teams have four attributes of their own, each one relating to the positions of a team: Chaser, Beater, Keeper, and Seeker. Each one is typically rated at around 75, going higher or lower, depending on the team’s skill and power. The Chaser attribute is used to score points, intercept the Quaffle, and occasionally run interference plays. The Beater attribute is rolled when you want to target one of the other team’s players for attack and defend their team. Keeper often opposes the Chaser attribute to prevent scoring and the Seeker attribute helps to determine when the game ends. A round in Quidditch is typically an hour, split up between the two teams attempting to gain control of the Quaffle. Whomever has the Quaffle is said to be in Possession. Each round is split into three phases: Determining Possession, Action Phase, and t he Seeker Phase. The Determining Possession Phase is used to decide who goes first in the Action Phase. The Action phase allows the contestants to make two actions in a round, with the team who possesses the Quaffle going first. These actions depend on what the player wishes to do in a round. The Seeker Phase helps to determine when the game ends and who the winner might be. Determining Possession in the first round is simply done with an opposed roll of each team’s Keeper attribute, following the opposed roll rules. The team with possession is the team who gets to act first in the Action Phase. Each Action involves an opposed roll by both team. A summary of actions and their consequences follows. Score – Make an opposed roll with your Chaser attribute vs. the opponent’s Keeper attribute.
Success means that your team has scored ten points. Failure means that the Keeper has defended the goals. With either result, both teams roll their Chaser attribute to determine who has Possession afterwards. Intercept – Used to remove the Quaffle from the other team’s possession. Make an opposed
roll of both team’s Chaser attribute. If you succeed, you have possession of the Quaffle. If you fail, the opponent’s team retains possession. Interference – Your team’s Chasers begin to interfere with the other team’s plays. Make an
opposed Chaser roll against one team’s attribute, chosen by you. If you succeed, then the targeted attribute is reduced by 10 for the round. Failure is just wasted effort. Attack – Similar to the interference action, you target one stat of your opponent’s team and
they roll that attribute vs. your Beater attribute. If you succeed, you deal 2d10 + 5 damage to one of that attribute’s members. Failure means that you have missed. Block – The block action assigns your Beaters to keep guard on one of your other members.
If the opponent would make an Attack action against that section of your team, you may roll your Beater attribute instead of the one they target. You cannot block your Beaters with your Beaters, since they would already be defending themselves from Bludger attacks and enemy action.
24
25 The Seeker Phase occurs when the Action Phase has been resolved. In it, both teams roll their Seeker attribute, attempting to be the first to score ten Degrees of Success. Those ten Degrees of Success represent the spotting, chasing, and eventual catching of the Golden Snitch. Outside conditions may hamper the Seekers, raising the Degrees of Success required to get the Snitch from one (light rain) all the way up to an additional ten Degrees of Success (Storm of the century happening. Why the game has not been called off is anyone’s guess.) required. Team creation is simple. For each attribute, you add the result of a 2 d10 roll to 65. Sometimes, you are going to need to know the a team member’s Health, so generating names for players and Body attributes of 2d10 + 10 (as most Quidditch teams are formed from older students) may come in handy. If a player character holds a po sition on the team, add +5 to that attribute, as Fate seems to favour a player character more than NPCs.
25
26
MAGIC The world of Hogwarts is one filled with magical spells, mystic po tions, and enchanting beasts. Since it is a school of Witchcraft and Wizardry, your character shall be learning many of these spells and perhaps inventing new ones as their school career goes on. Wand-based magic, that is to say most spells, requires three things: Incantation, Wand Movement, and Intent. Each of these three factors contributes to how difficult a spell is to learn and cast on the first day of hearing about it. Incantation refers to the series of magic words that one uses to cast a spell, most of the time these words can be quite easy to pronounce correctly, but other times they can be much more difficult. You can attempt to cast a spell without using the Incantation part, but you take a -25 to your Casting skill rating for doing so. Wand movement is the second requirement for spell casting. With a wand, your character makes the proper movement required to cast a spell. Most movements are simple and easy to remember, while others require finesse and skill to get right. You can cast a spell without a wand, but in doing so, you take a -50 penalty to you Casting skill rating. Intent is one of the most important parts of spell casting. Without it, there would be no magic. Intent draws from your character’s emotions and desires. Some spells draw from very specific emotions and desires that make them harder to cast. Spells belong in one of three categories: Charms, Transfiguration, and Dark Magic. Charms spells focus on altering the physical properties of an object or person without physically changing them. Transfiguration is about altering the physical properties of anything while changing them, sort of an inverse to Charms. Dark Magic is the area of hexes, jinxes, and curses, spells that require negative intent and emotion to use. Jinxes are spells that annoy and harass, hexes debilitate, and curses cripple and maim. Dark Magic often has specific counter-spells to specific spells, which function as the spell in all but name and incantation, but reverse the effects. Each spell has a Name, Type, Difficulty, Duration, Effect, and Resistance. Name describes the spell’s name, calling it the Fire-Making spell or Full Body-Bind curse and includes the spell’s Incantation. Type refers to if the spell Is a Charm, Transfiguration spell, or Dark Magic. Difficulty refers to the spell’s ease of use when you first learn it in the form of a penalty to the Casting skill roll. Difficulty decreases by 5 for each Degree of Success on a Study or Instruction roll and each time you successfully use it. Duration describes how long the spell’s effects last, with instant spells happening immediately with no lasting effects. Effect spells out just how the spell’s effects work in game terms. Resistance refers to if the spell can be dodged with Reflexes and if it can be resisted with Resist Magic. If both entries are there, one rolls Reflexes first and then Resist Magic. The following is a list of Charms and Dark Magi c that a student is likely to pick up on their fi rst year at Hogwarts School of Witchcraft and Wizardry with a few select spells chosen from the second year that first year students might be able to pick up at a -10 to the Study roll or requiring a second year or older mentor with Instruction. These spells are marked with an *. Transfiguration spells require more specialized rules than these ones due to their complexity. An Index of spells can be found at the end of the book. 26
27
Transfiguration The third branch of magic, Transfiguration, deals with spells that alter the physical shape of something into something else. While it sounds simple in theory, Transfiguration is one of the toughest, most complex branches of magic that one can encounter, especially during their school careers. Transfiguration consists of four sub-categories: Transformation, Vanishment, Conjuration, and Untransfiguration. Transformation is the broadest of the categories, consisting of turning one thing into something else and switching features. Simple transformations are learned from first year onward, with switching feature starting up at third year. The vanishment branch consists of one spell that banishes things away into nothingness, but that one spell gets to be quite hard depending on what one is Vanishing. The Conjuration branch is quite similar to vanishment, being the art of bringing things into being. There’s a great many restrictions on what one can conjure. Studies pertaining to this branch start in the seventh year. Untransfiguration studies are learned along with every other spell since the first year, making them varied and useful. Human Transfiguration does exist, but is quite difficult. If one turns into an animal and is not an animagus, for example, their intelligence is shifted down to that creature’s level. It is highly recommended that you do not do these things unless you have a foolproof way of turning back, unless you wish to be a ferret for the rest of your (now ferret length) lifespan. Transfiguration is governed by many natural and societal laws. Most specifically, you cannot use magic to conjure food, create love, turn things into lasting gold, make lasting conjurations, or return the dead back to life. These are things governed by Gamp’s Law of Elemental Transfiguration. Spells of Transfiguration require special built formulas for calc ulating their difficulty since each spell is unique in and of itself. It is often much easier to turn an inanimate objects into another inanimate object that is of similar size than it is for you to turn a needle into a dragon. Determine what the spell does and tally up the total modifiers for the Casting skill roll. This done on the fly, since your target may change but the result is always the same. If both target and result are the same feature and of the end result is cosmetic (turning one rat into another the same rat, just a different shade), then one can ignore the modifiers for Result. More in-depth cosmetic changes (Such as the changing of size or gender) would require the Size and Composition modifiers as needed. Target:
-0
Simple Object (Things that lack moving or small parts)
-5
Complex Object (Things that have many small, complex, or moving parts)
Size:
Composition:
-10
Lower Animal (Invertebrates like insects and mollusks)
-20
Higher Animal (Vertebrates like birds and pigs)
-25
Magical Creature
-30
Human
-0
Same size
-5
Similar size
-10
Vastly Different size
-0
Same material
-5
Similar materials 27
28
Result:
Other:
-10
Hideously Different Materials
-0
Simple Object
-5
Complex Object
-10
Lower Animal
-20
Higher Animal
-25
Magical Creature
-30
Human
-10
Half-Transfiguration (The end result is half one thing, half another.)
-25
End result is alive where it wasn’t before.
-20
Sentience is lost or gained
For example; one can make a spell that allows them to turn something into a needle. Starting off with a matchstick, the target is an Object (-0), both the target and result are same size (-0), but are made of vastly different materials (-10), and the end result is also an Object (-0). The total difficulty modifier for such a spell would be -10. If you were to turn a human into a needle, the target is human (-30), of a vastly different size (-10) , made of hideously different materials (-10), and the end result is still an object (-0) which means sentience is lost (-20). The total modifier this time is -70, which is well beyond the skills of a first year student. Each Transfiguration spell has a duration of Instant, meaning that the spell, unless reversed the spell is permanent.
28
29
Potions Potions are magical liquids brewed in cauldrons that when drunk, give the imbiber temporary magical abilities. Requiring several special ingredients, a cauldron, flame, and a wand, each special potion requires time to brew and otherwise be concocted. A young, enterprising witch or wizard can potentially stand to make a great deal of money from his or her more beauty-obsessed classmates by brewing and maintaining a stock of boil-cure potions. Potion creation usually results in one of three types of liquids: Elixirs, P hilters, and Poisons. An elixir is a potion that is designed to heal and otherwise improve oneself, often in a sweet tasting and aromatic liquid. Philters are potions meant to enchant and enhance the drinker, ranging from potions that grant one immunity to fire and potions that give one a temporary enhancement to their physical strength. Poisons are the exact opposite of elixirs, being drinks meant to harm and otherwise hinder the drinker. Poison antidotes fall under the branch of elixirs. Making a potion is quite simple. First you must determine the amount you wish to make and the liquid’s potency. Potency is often used to determine the effects of a potion and is a number between one and ten. These are both added to the base potion’s Degrees of Success. To successfully brew a potion, you make an extended Potions skill roll, the duration of time in between each roll depends on the potion in question, not to mention have the proper ingredients. If at any point during the creation of a potion that you roll more Degr ees of Failure than you have Degrees of success, the potion goes off, creating a liquid that do es the opposite of what you wish to do. A boil-cure potion becomes one that causes intense acne similar to the Pimple Jinx and a strength-enhancing philter becomes a weakening poison. Below is a list of potions that f irst year students are expected to learn and master, as well as modifiers for the amount of potion (That is, however many uses) you wish to make. Amount
Additional Degrees of Success Required
1
0
2-3
2
4-6
4
7-8
6
9-10
8
11+
10+
An index of potions can be found at the back of the book.
29
30
Enchanting Enchanting is the art of weaving spells into objects, granting them permanency and the creation of many magical items. Many students do not pick up on this subject as it is not o ffered, though some enterprising young spellcasters tend to branch out into this field for themselves, often with an entrepreneurial bent. The creation of an enchanted item take time, days or weeks depending on the level of spellcraft. The time for the extended Enchanting skill roll is measured in a single day per spell you are weaving into an object. Enchanting is done by making an extended Enchanting skill roll with the target amount of Degrees of Success equal to four t imes the Degrees of Success for a spell effect you wish to add to an object, with things that you handcrafted yourself only requiring three times the Degrees of Success. If I were adding a Levitation Charm to a broom to make a flying broomstick, I would require at least four degrees of success to get it to float and go one yard per turn. No Firebolt, but it will get you to where you need to go (but very, very slowly).
30
31
ITEMS AND EQUIPMENT Many items are required for the young witch or wizard to have a successful academic career, and to do that, one requires money. In the Wizarding World, there are three types of coins: Gold Galleons, Silver Sickles, and Bronze Knuts. For the Muggleborn, one does not have to worry, since the greatest goblin-run bank in all of the United Kingdom will exchange Muggle money for that of the wizards. Each coin is about the size of an American silver dollar, and tends to work out to some somewhat odd exchange rates between coins. One Galleon is worth 17 Sickles which are worth 493 Knuts. Seventeen Sickles to a Galleon and twenty-nine Knuts to a Sickle. From British Pounds Sterling to Wizarding money, one Galleon is worth approximately £24.65, one Si ckle worth £1.46, and one Knut is worth £0.05. New Students receive a list of items that are required by the school with little exceptions. In terms of uniform: three sets of plain work robes in black, o ne pointed hat (black) for day wear, one pair of protective gloves (dragon hide or similar), and one winter cloak, black with silver fastenings. In terms of course books: - The Standard Book of Spells, Grade 1, by Miranda Goshawk - A History of Magic, by Bathilda B agshot - Magical Theory, by Adalber Waffling - A Beginner’s Guide to Transfiguration, by Emeric Switch - One Thousand Magical Herbs and Fungi, by Phyllida Spore - Magical Drafts and Potions, by Arsenius Jigger - Fantastic Beasts and Where to Find Them, by Newt Scamander -The Dark Forces: A Guide to Self-Protection, by Quentin Trimble And other miscellaneous equipment: - One wand - One cauldron, pewter, standard size 2 - One set of glass or crystal phials - One telescope - One set of brass scales Students are also allowed to bring a pet owl, cat, or toad. This rule is generally the most permissive of all, as students can bring any other small species of animal, if they are aware that it might get lost, eaten, or trampled if they are not careful. First years, however, are not allowed to bring their own brooms on campus. Each starting character has roughly 4d10+5 Galleons to spend, or a flat 25, their choice. Pureblood characters add an extra 5 Galleons to their name, while Halfbloods add 2 and Muggleborn add no additional Galleons. Whenever the semester rolls around, you often receive a package from home, containing goodies and some spending money for incidentals that can be ordered through catalog. One can buy used items at half price, being a decent way to save money for Muggleborn and less wealthy families.
31
32
Indexes Spell Index Dancing Feet Spell (Tarantallegra)*
Type: Charm Difficulty: -15 Duration: 30 Seconds per Degree of Success. Effect: The target (Person or object) dances wildly for the duration. Roll 1d5 for each turn they are affected. On a 1 the target dances fo rward, 2 to the right, 3 backwards, 4 to the left, and 5 they dance in place. Resistance: Reflexes, Resist Magic. Disarming Charm (Expelliarmus)*
Type: Charm Difficulty: -5 Duration: Instant. Effect: The target immediately drops whatever they are holding at the time. Resistance: Reflexes, Resist Magic. Engorgement Charm (Engorgio)*
Type: Charm Difficulty: -10 Duration: Instant Effect: The target (Person or object) suddenly swells up in size, increasing their Body by +5 per Degree of Success and reducing their Reflexes by a similar amount. Object triple in size. Resistance: Reflexes, Resist Magic. Fire-Making Spell (Incendio)
Type: Charm Difficulty: -5 Duration: 30 Seconds per Degree of Success. Effect: The target (Person or object) ignites. Unless they spend a Complex action to make a Reflexes roll to put out the flames, they take 3d10 damage per round. Resistance: Reflexes. Freezing Charm (Immobilus)*
Type: Charm Difficulty: -10 Duration: 1 minute per Degree of Success. Effect: The target is frozen in place for the duration. They cannot make any rolls based on Physical attributes but they may speak. Also functions to freeze Muggle devices like engines and alarms. Resistance: Reflexes, Resist Magic
32
33
Full Body-Bind Curse (Petrificus Totalus)
Type: Dark Magic Difficulty: -15 Duration: 10 minutes per Degree of Success. Effect: The target is rendered immobile as their arms and legs lock together. Resistance: Reflexes, Resist Magic General Counter-Spell (Finite [Single] or Finite Incantatum [Area])*
Type: Charm Difficulty: -10, -20 for Area Duration: Instant Effect: The target is freed from whatever magic that is c urrently affecting them. The caster’s Degrees of Success are compared to the Degrees of Success for a spell that is currently affecting the target. If the caster has more Degrees of Success, then the tar get has all their spells ended. Can be cast for an area of effect version, in which the caster must exceed the highest Degrees of Success out of every on-going spell in the room. Resistance: Generally Reflexes. Jelly-Legs Curse (Locomotor Wibbly)
Type: Dark Magic Difficulty: -15 Duration: 1 minute per Degree of Success. Effect: The target is rendered immobile as their legs fail them. They take a -2 to their Speed per Degree of Success. If the target’s Speed is reduced to 0 or lower, they cannot move. Resistance: Reflexes, Resist Magic Knockback Jinx (Flipendo)
Type: Dark Magic Difficulty: -5 Duration: Instant. Effect: The target is sent backwards one yard per Degree of Success. Upon reaching the end on their traveling distance, they must roll Reflexes at a -10 to stay upright or fall prone. If the spell sends the target into a solid object, such as a wall, they take 1d10 damage + 3 for each yard that they would have otherwise travelled if they were unimpeded. Resistance: Reflexes Leg-Locker Curse (Locomotor Mortis)
Type: Dark Magic Difficulty: -15 Duration: 10 minutes per Degree of Success. Effect: The target is rendered immobile as their arms and legs lock together. They may move at a quarter of their normal speed and may not take actions that rely on the use of their legs. Resistance: Reflexes, Resist Magic
33
34
Levitation Charm (Wingardium Leviosa)
Type: Charm Difficulty: -15 Duration: Instant Effect: The target is levitated off the ground as long as the caster maintains the spell and keeps their wand pointed at the target. They may, as a simple action, direct the target to move a number of yards in a round equal to the degrees of success scored when casting the spell. Resistance: Reflexes, Resist Magic Locking Spell (Colloportus)
Type: Charm Difficulty: -5 Duration: Instant Effect: A door is magically locked. The door can be unlocked with a key or the spell can be countered with the Unlocking Spell. Resistance: None Memory Charm (Obliviate)*
Type: Charm Difficulty: -25 Duration: Instant Effect: The target has one memory per Degree of Success removed as the caster wishes. Failure to cast the spell properly often results in the target receiving some variety of memory problem, be it total amnesia or periodic bouts of forgetfulness. Resistance: Reflexes, Resist Magic Mending Charm (Reparo)
Type: Charm Difficulty: -5 Duration: Instant. Effect: Seamlessly repairs a broken object. Resistance: None Pimple Jinx (Fumunculus)
Type: Dark Magic Difficulty: -15 Duration: Instant Effect: The target breaks out in boils and takes a -5 per degree of success to all Charisma lined skills until either the counter curse is performed or they receive a boil-cure potion. Resistance: Reflexes, Resist Magic
34
35
Severing Charm (Diffindo)
Type: Charm Difficulty: -10 Duration: Instant Effect: Most anything, such as a fabric or ro pe is cut. If handled improperly, it may do 2d10 damage + 2 per Degree of Success to a person. Resistance: Reflexes Smokescreen Spell (Subfitio)
Type: Charm Difficulty: -10 Duration: 10 minutes per Degree of Success. Effect: Creates a magical cloud of smoke that obscures sight. If you use it as cover to slip away, everyone takes a -30 to their Perception skill rating. If you use the spell as cover, you gain an extra Degree of Success to your Reflex rolls. Resistance: None Softening Charm (Spongify)
Type: Charm Difficulty: -5 Duration: 10 minutes per Degree of Success. Effect: An area becomes bouncy and soft, adding +5 per Degree o f Success to the skill rating if you use the area as part of an Acrobatics skill roll. Resistance: None Sparks Spell (Verdillious)
Type: Charm Difficulty: -5 Duration: Instant. Effect: The wand spouts sparks of some color. The sparks do little to injure (1 damage per Degree of Success) and may impair vision (-10 to Perception skill rating), but they may cause fires when used at a point-blank range. Resistance: Reflexes Stickfast Hex (Colloshoo)
Type: Dark Magic Difficulty: -10 Duration: 5 minutes per Degree of Success. Effect: The target is rendered immobile as feet stick to the floor. Resistance: Reflexes, Resist Magic
35
36
Tickling Hex (Titillando)
Type: Dark Magic Difficulty: -19 Duration: 5 minutes per Degree of Success. Effect: The target is tickled mercilessly by phantom hands, receiving a -5 per Degree of Success to all skill ratings and Reflexes. Resistance: Reflexes, Resist Magic Tongue-Tying Spell (Mimble Wimble)
Type: Dark Magic Difficulty: -15 Duration: Instant. Effect: The target is rendered unable to incant properly and takes a -25 to their next Casting skill roll. Resistance: Reflexes, Resist Magic Unlocking Spell (Alohomora)
Type: Charm Difficulty: -5 Duration: Instant Effect: Unlocks a locked door or a door locked with the Locking Spell. Resistance: None Wand-Extinguishing Charm (Nox)
Type: Charm Difficulty: -0 Duration: Instant. Effect: This spell extinguishes the light created by the Wand-Lighting Charm. Resistance: None Wand-Lighting Charm (Lumos)
Type: Charm Difficulty: -0 Duration: 10 minutes per Degree of Success. Effect: The tip of your wand lights up, providing l ight in darkness. Resistance: None
36
37
Potion Index Antidote to Common Poisons
Base DoS: 3 Ingredients: Bezoar, mistletoe berries, and powdered unicorn horn. Time: 10 minutes Effect: Each degree of potency adds +5 to a bo dy roll to resist most natural toxins and venoms. Cure for Boils
Base DoS: 2 Ingredients: Horned slugs, porcupine quills, and snake fangs. Time: 20 minutes Effect: Counteracts a Pimple Jinx with Degrees of Success matching or lower than its potency. Cures regular acne. Forgetfulness Potion
Base DoS: 4 Ingredients: Lethe river water, mistletoe berries, and v alerian sprigs. Time: 30 minutes Effect: The imbiber forgets the last five minutes of time per degree of potency. Herbicide
Base DoS: 1 Ingredients: Flobberworm mucus, horklump juice, and spines of a lionfish. Time: 20 minutes Effect: Each degree of potency allows the herbicide to kill o ff one yard of plant life. Magical plants take 4d10 points of damage. Sleeping Draught
Base DoS: 3 Ingredients: Flobberworm mucus, lavender, and valerian sprigs. Time: 30 minutes Effect: The imbiber falls into a deep, dreamless sleep for half an hour per degree of potency. Swelling Solution
Base DoS: 1 Ingredients: Bat spleens, dried nettles, and pufferfish eyes. Time: 20 minutes Effect: Mimics the effects of an Engorgement Charm upon contact using potency for the Degrees of Success scored on the Casting roll
37