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Hogwarts RPG: Defense Against the Dark Arts(Yes, I know people have been waiting)
Aug 1st, 2009 by ambrose

Revisions and Errata: I have updated the posts on Ancient Runes and on Part 5 to include some things that I forgot.

Defense Against the Dark Arts

The cursed post, held by no teacher for more than one year since Tom Riddles was denied the professorship, Defense against the Dark Arts is one of the most danger-fraught classes, which is why many of the adventurous students of Hogwarts consider it their favorite subject. Unfortunately, the first two years of Harry’s education, he was instructed by incompetent and ill-willed teachers, Professors Quirrell and Lockhart. The class teaches countercurses and imparts knowledge of dark spells and creatures for the benefit of students should they ever find themselves in need of such knowledge(wink).

  1. Curse of the Bogies(Easy Spell, Will based, Roll greater than 8 to cast) This curse causes the person afflicted to babble uncontrollably until the spell is dispelled.
  2. Finite Incantatem(Easy Spell, Will based, *Special roll to cast*) This spell causes a previously cast spell to discontinue its effect. *For the purposes of the game, a wizard casting this spell must make a second will based check to see if the spell works. This should be an opposed roll against the numerical difficulty of the curse.*
  3. Expelliarmus(Easy Spell, Will based, Roll greater than 6 to cast) The expelliarmus spell is a spell that causes a wizard to drop his wand. Although the exact method isn’t mentioned, it must cause some form of physical discomfort due to impact. Therefore, on a critical hit(12 on 2d6) this spell does 2 damage and knocks the target unconsious.
  4. Knowledge:Boggart(Intelligence Based, Roll greater than 6 to succeed) This skill gives basic knowledge about boggarts, creatures that thrive on fear and take the form of whatever unfortunate soul it encounters fears most.
  5. Protego(Easy Spell, Will based, Roll greater than 8 to cast) This spell negates the effect of an incoming spell, with the exception of the Unforgivable Curses. This spell must be cast before the incoming curse to be effective, with only a 33%(2 or less on 1d6) chance of succeeding if cast at the same time as an incoming spell. This effect increases to 100% if cast the turn prior.
  6. Riddiculus(Medium Spell, Will Based, Roll greater than 10 to succeed) This spell forces a boggart to become something silly and ridiculous, which will cause it to flee if cast enough times.
  7. Knowledge: Kappa(Intelligence based, roll greater than 7 to succeed) This skill gives basic knowledge about Kappas, water spirits of east Asia who strangle men to death in swamps.
  8. Knowledge: Hinkypunks and Hags(Intelligence Based, roll greater than 9 to succeed) This skill gives basic knowledge about hinkypunks and hags, monster in the form of old crones.
  9. Knowledge:Werewolves(Intelligence Based, Roll greater than 11 to succeed) This skill gives basic knowledge about werewolves and the best ways to identify and defend against them.
  10. Patronus Charm(Hard Spell, Will based, Roll greater than 14 to cast)
  11. Homorphus Charm(Hard Spell, Intelligence based, roll greater than 16 to cast) This spell causes a werewolf to revert to it’s human form for a short time, OR allows a wizard to stave off the transformation for a short time. This effect lasts for 30 minutes.
  12. Knowledge:Vampires(Intelligence based, roll greater than 13 to succeed) This skill gives basic knowledge about vampires, unlucky men afflicted with a thirst for blood.
Hogwarts RPG: Part Two
Jul 2nd, 2009 by ambrose

Chapter Two: Characters
Whether we be old and bald
Or young with scabby knees,
Our heads could do with filling
With some interesting stuff,
For now they’re bare and full of air,
Dead flies and bits of fluff,
In the Hogwarts RPG, the most versatile and fun to play characters are students. Almost all the characters you will play will be students and the game is oriented toward playing students. The reason for this is that growing up in a world of such amazing power offers far more choices for good or ill than participating as a professor, or auror, or ministry employee, or Stan Shunpike of the Knight Bus. As students, you are offered several choices and will be affected by several events outside your control(Tradition and the adult world, to name a few) in the creation of your character. Still you have many options to use when creating your character.
Step Zero: Conceptualize.
Each character in the Harry Potter universe has a consistent moral compass, however skewed (Such as the cases of Professor Snape, Draco Malfoy, and Even Lord Voldemort). Each character has fears, desires, anxieties, joys, and even hobbies. Fred and George Weasly valued laughter and family above school and authority, for example, and consistently chose according to this. Remember that you are taking on an important role at Hogwarts. The most important role, as a matter of fact, for if there were no students, the teachers would be elsewhere, finding other kinds of jobs or guiding other students at other schools. It is therefore important that you know your character has his own thoughts and feelings.
Some suggestions I might make to get you started are: Is your character Muggle Born or Wizard Born? Which house did his or her parents belong to? Did he or she agree with his or her parents choices? Does he or she have any favorite pastimes or hobbies? Does he or she have any relatively unusual talents? Who are his or her friends? What is his or her physical appearance like? Does he or she like animals, or have any pets? What are his or her aspirations or goals?
Be careful how you create your character’s personality, as well. It will affect what opportunities are available to him or her, what house he or she belongs to, et cetera. This is a very important step, don’t skip it!

I am a Chaotic Good Human Wizard Now!
Jun 28th, 2009 by ambrose

Once again, Thanks to Vulcan Steve. I had to roll back my wordpress install, so I’m reposting. I had an alignment shift!

I Am A: Chaotic Good Human Wizard (3rd Level)

Ability Scores:
Strength-15
Dexterity-15
Constitution-17
Intelligence-18
Wisdom-17
Charisma-16

Alignment:
Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard’s strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

Give Peace a Chance: Negotiating Peace Treaties in Role Playing Games
Mar 8th, 2009 by ambrose

As I sit here, petting my kitten, listening to Dark Side of the Moon, watching The Wizard of Oz, and pondering the nature of love and kindness, it occurs to me that a lot of attention is payed to the conflict in RPG’s, while very little is often paid to negotiation. While I enjoy a good beatdown as much as the average capitalist pig, I think that the peace negotiations process has been undervalued in role playing game source materials. After all, how many times, do guys like me meet Slobodon Milosovic and say, “Man, I understand that you’re upset, but all that genocide was a bitch move. Let’s see if we can’t work something out here twixt you and the Croats. BTW, we’re probably going to kill you for war crimes.” Never, huh? I can’t even think of something appropriate to say here, probably because I don’t watch enough C-SPAN to bullshit that well. Sure, you can just use a skill check, or even a series of skill checks, but then it is just a dice game and there’s no story or any adequate outcome. This is too bad, because mechanics can solve this problem with negotiating peace treaties. The problem with negotiating peace treaties is most of us don’t know, offhand, how much more or less difficult it is to negotiate terms of surrender of various degrees of extravagance. We can take a reasonable guess and maybe get close, but can’t really say one way or another.

But your character might. So here’s a homeopathic remedy for the peace-negotiation RP blues, that ought to be flexible and supplementable enough to work for any GM’s educated guesses.

The Nnaccs(Nnaccs is Not a Character but a Country System)

Country stats in the Nnaccs include the four baselines Territorialness, Nationalism, Economic Commitment, and Diplomatic Prowess, and Flexibility, a universal stat that affects the four baselines. Baselines represent the country’s emphasis on this aspect of its national identity, and how much it is willing to sacrifice on that point without a check. These scores range from 0-30(Either choose as GM, or as a party if the characters are the rulers, or roll 5d6) and take a great deal of difficulty to change. Flexibility represents the country’s willingness to alter its stance based on current factors, like losses in the war, public unrest, or the death of a leader. Flexibility ranges from 0 to -20 and can be chosen from the following rubric.

Public Discontent Economic Loss Military Loss Political Urgency
Public unrest is nonexistent, support for the war is universal. -0 Economic losses are nonexistent, or have not even neared depletion of surplus. -0 Military victory is well within the grasp of the regular armed forces, who have good morale and supplies. -0 Political needs are not demanding in any way. -0
Public unrest is not widespread and is largely handled by propaganda and other nonviolent means. -1 Economic surplus is nearly depleted and manufacturing losses are cause for concern. -1 Military victory can be attained by the regular armed forces with relative ease, but morale is low on some fronts. -1 The country finds itself needing supplies from a country allied with a country it is at war with. -1
Pubic unrest is not widespread, but is handled in part by incarceration which is considered inhumane. -2 Economic surplus has been depleted and people are worried about the effects they see beginning. -2 Military victory can be attained using a few reservists or a limited conscription process, but morale is low on many fronts. -2 The country needs to reopen trade with a country it is at war with, or political support for the war is dwindling. -2
Public unrest is widespread, and is handled primarily via incarceration which is considered inhumane. Violence may also be used to discourage protest. -3 Economic surplus has been completely depleted and people are forced to ration any scarce supplies. -3 Military victory will not be attained without widespread conscription, and morale is low on many fronts, and weapon-related supplies are dwindling. -3 The country needs to reopen trade with many of its current enemies, or political leaders are plotting a coup d’etat. -3
Public unrest is a serious issue for the government and handled at the discretion of military police, who use any force they wish without audit. -4 Goods are scarce and people are actually becoming ill and dying from malnutrition or lack of medical facilities. -4 Military victory will not be attained without widespread conscription, morale is extremely low, and weapon-related supplies are difficult to find. -4 The country needs to reopen trade with many of its current enemies and political leaders planning a coup d’etat -4
Public unrest is almost universal, and domestic forces cannot keep discontents at bay. -5 People are regularly dying due to lack of adequate living conditions. -5 Military victory cannot be attained, weapons are limited to primitive types, and morale is dismal. -5 The country is desperate for supplies only its enemies can provide, and political leaders have attempted a coup d’etat. -5

After describing each country in this way, a peace treaty is drawn up by the country with the higher flexibility score, tagging each term with whichever baseline stat most effects it. The terms are rated from 1-5 on severity, and the severity is then added to the baseline stat, and for each term there is a roll of -1×1d6, minus flexibility. The total is subtracted from the baseline stat + term severity, and if the result is less than 0, the term is accepted without argument. If the result is greater than 0, the negotiation process begins, where each team role plays the concessions and tradeoffs that can be agreed upon, and the roll is made again based on the new severity, minus 1.

So, peace negotiation mechanics work in this order

  1. Describe the countries in terms of its baseline stats and compute flexibility.

  2. The country with the higher flexibility designs a peace treaty, and the GM rates the terms on severity and the baseline stat they rely on.

  3. Add the baseline stat and the severity, subtract flexibility and subtract 1d6.

  4. If the result of #3 is less than 0, the term is automatically accepted.

  5. If the result of #3 is greater than 0, the term is negotiated in role-play.

  6. Repeat steps #3 and #4 or #5 with the new severity and a -1 modifier.

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