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Hogwarts RPG Species: Phoenix
Dec 20th, 2009 by ambrose

The mighty phoenix, the symbol of rebirth, is a giant magical bird who, at the end of it’s life, bursts into flames and is reborn from the ashes. Immortal, noble, and highly magical, their tears have healing properties.

Attributes

  • STR: 5
  • WIL: 6
  • INT: 3
  • SOC: 4

Abilities

  • (+4)Phoenix Tears(Medium Spell, Social based, roll greater than 10 to succeed) A phoenix’ tears have healing properties, and can heal almost any injury instantly.
  • (+3)Teleport(Medium Spell, Will based, Roll greater than 11 to succeed) A phoenix has the ability to vanish in a burst of flame and reappear instantly elsewhere.
  • (+3)Phoenix Song(Medium Spell, Social Based, Roll greater than 9 to succeed)  A phoenix’s song has magical powers to uplift the courage of the good and strike fear into the hearts of the wicked. Good characters gain a +1 to Will, and evil characters take a -1 penalty to will.
  • (+3)Peck(Medium Attack, Strength based, roll greater than 12 to succeed) Not known for striking directly unless they are defending a mortal champion, a phoenix will strike weak points of evil creatures(For 1-2 damage) in order to assist an innocent or noble person.
Hogwarts RPG Species: Niffler
Nov 24th, 2009 by ambrose

Gentle, useful, and friendly, but difficult to train, Nifflers are long snouted burrow dwelling creatures with the ability to detect treasures. They are usually very affectionate and gentle, but if left alone can destroy a dwelling while instinctively seeking out jewels and gold.

Attributes

  • STR: 2
  • WIL: 1
  • INT: 2
  • SOC: 4

Abilities

(+2)Seek:Treasure(Easy Spell, INT Based, Roll greater than 6 to cast) This spell allows the niffler to detect the most direct path to any treasure within 25 feet. This path is “As the crow flies” and it is up to the niffler to decide how to overcome any obstacles in his path, but the niffler will, except in cases of threat, head toward the treasure as quickly(And excitedly) as possible.

My First Successful Spammer? Somebody likes me!
Nov 19th, 2009 by ambrose

So, I totally think that this is a fantastic time to expound my personal philosophy as to optimism and pessimism. I can look at the spam comment I didn’t check for 2 days as a lapse in my personal attention to this site… or I can say “Hey! That means enough of these dickheads tried to spam me for 1 of them to actually pull it off! At least spammers like me…”

Anything can be an invaluable boost to your self esteem, provided you are unstable enough to see it as such.

Hogwarts RPG Creature-Characters: Nonhuman and Demihuman PC’s and NPC’s
Nov 11th, 2009 by ambrose

Since the bulk of the Hogwarts RPG posts for the past several weeks have been fantastic beasts, I think it’s about time I explain how the creatures can be used to create more interesting kinds of characters. Here I have two methods, one for Player characters, and one for non-player characters. for more on character creation for the Hogwarts RPG, see  Characters: Students, Houses, Teams and Classes.

To create a nonhuman or demihuman Player Character, first you must get approval from the Headmaster.

  • Player Characters: Nonhuman

If the headmaster says that you can create a nonhuman or demihuman character, you can use a fairly simple form to decide how your character’s attributes can be bought. First of all, nonhumans only get 1d6 points to spend on their base attributes(Strength, Willpower, Intelligence, and Social), which start out at the base level in the creature description. However, all special abilities known to that type of creature are automatically included in the characters description as “Experiences.”

When playing a nonhuman character, one usually has limited access to certain kinds of magic, with restrictions ranging from a lack of opposable thumbs to social controls and legal issues. If your character’s species has some kind of special restriction, such as a house-elf’s slavery or a vampire’s inability to cross water or go out in sunlight, these characteristics must be truly dealt with in play.

  • Player Characters: Demihuman

Demihumans, or Half-Breeds, are part human, part creature beings who tend to disply more humanlike characteristics than non-humanlike characteristics. Examples would be Hagrid, Professor Flitwick, Madame Maxine, Fleur and Gabrielle Delacour, and by a twist of fate, Bill Weasley. Demihumans have the same method of generating attributes as normal humans, but rather than simply assigning points, after the abilities have been assigned adjust them based on the following chart.

Creature Score Modifier
0 -2
1 -1
2-3-4 0
5 1
6 2

Additionally, they have a 50% chance of inheriting any traits that the nonhuman species posesses, as long as it fits in with basic humanoid physiology.

Demihumans also have a special skill(Experience-Type), social based, called “Heritage Masking.” It represents how well the character can resist attempts to guess his or her ancestry in situations where the need should arise. This skill is a percentile based skill with simple success or failure rules. This also is the skill that determines whether a student can be accepted into Hogwarts in spite of being half-breed, and a demihuman student is required to spend 3 of his starting experience points in this skill.

  • Non-Player Characters: Both

Non- and Demi- human non player characters are much more common in most games than non- or demi-human player characters. When the GM wants to make a nonhuman or demihuman non-player character he need only start with a base creature and adjust it to meet the needs of his NPC. Some guidelines are.

  1. For nonhumans, one can easily use the PC method to create down-to-earth kinds of NPC’s, but if you want to have an NPC be the “King of all Dragons” or the “Cleverest among Leprechauns” or the like, the character should be MUCH more powerful than an average creature of that type.
  2. For demihumans, it is often useful to think of the species as starting places and to pick the one that affects the character more(Based on his own backstory) is often beneficial.
  3. At the end of the day, the mechanics are the same. If in doubt, or it isn’t important to have great stats, just make an educated guess.
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