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Hogwarts RPG Species: Leprechauns
Nov 3rd, 2009 by ambrose

Originally fairies from Ireland, Leprechauns have the ability to create convincing false coinage that lasts for 1d6 hours. They are intelligent and varied creatures, but tend toward slightly eccentric, mischievous behaviours.

Attributes

5 Health

  • STR: 4
  • WIL: 7
  • INT: 4
  • SOC: 3

Abilities

(+3)Conjure Gold(Medium Spell, Will Based, Roll greater than 11 to succeed) This spell allows the leprechan to conjure what, for all non-magical methods of detection, appears to be gold coinage similar to wizards gold. 2d6*10 gold coins appear, and they disaappear in 1d6 hours.

(+3)Evasion Illusion(Medium Spell, Intelligence Based, Roll greater than 10 to cast) this allows the leprechaun to do whatever it needs to to escape an otheriwise inescapable situation and reappear within 20 feet on a successsful use.

(+3)Shillelagh(Strength Based, Roll greater than 11 to succeed) A leprechaun who finally needs to defend himself with strength has probably already lost and surrendered some of his fake gold, however, if he has no choice but to fight or die, he an conjure a shillelah that deals 1d3 damage.

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 Five
Jul 16th, 2009 by ambrose

Step Three: Schedule Classes

In almost all RPG’s, a characters special skills are enumerated by category. In the Hogwarts RPG, we instead use 2 skill types, “Classes” and “Experiences.” Classes are skills that you can pick up by taking a class in that field, such as Defense Against the Dark Arts or Potions. They are leveled up on a scale of 1 to 7(For each year at Hogwarts) using points recieved in game. More on character advancement later. Experiences are skills that are taken as a result of backstory(Step Zero Again!) or significant in game occurences and rarely change. For instance, being versed in muggle cleaning could be an attribute of the Weasley boys, since that was a punishment they received for their various mischiefs. Another example would be Harry Potter’s abnormal resistance to Voldemort’s curses. These are on a scale of 1 to 4 OR can be given a percentage value(17, 33, 50, 66, 84, 100), and typically involve a bonus or skill that would only be used in a specific and somewhat unusual situation.

To use a class, choose an ability from that class and roll 2d6. Add the relevant stat(Ex. Expelliarmus(Easy Spell, Will based, Roll greater than 6 to cast)) and the number of years your student has taken the class. If the number is equal to or higher than the listed difficulty, you are successful.

GM Sidenote: Experiences are a little tricky for new gamers, because as a game designer, I cannot possibly imagine the breadth of experience that a schoolful of wizarding children would have. I therefore include examples and rough scales, but not lists or mechanics. The GM must guage the validity and extent of the experience and how he is willing to allow it to affect his game. Here are some examples from before

Experience Example: Muggle Cleaning

  1. The character was told to clean with muggle methods, by someone who had only a vague idea what those methods entailed.
  2. The character is fascinated by muggles and study’s the innocuous details of their lives, but often fails to understand their method of cleaning without magic.
  3. The character was raised by muggles and had a normal set of daily chores, and thus has some experience cleaning using muggle means.
  4. The character was responsible for more than appropriate amounts of housework and has learned muggle cleaning thoroughly.

Experience Example: Spell Resistance(Imperius Curse)

  • 17% The character can resist the Imperius Curse 17%(1 on 1d6) of the time because of repeated exposure.
  • 33% The character can resist the Imperius Curse 33%(1-2 on 1d6) of the time because of familiarity.
  • 50% The character can recognize the effects of the Imperius Curse in others as well as resist the curse 50%(1-3 on 1d6) of the time, due to repeated exposure and familiarity.
  • 66% The character has recieved limited training in recognizing and defending agains the Imperius Curse, and can resist 66%(1-4 on 1d6) of the time.
  • 84% The character has recieved special training as an Auror, Order of the Pheonix Member, or scholar(professor) of the dark arts and can resist 84%(1-5 on 1d6) of the time.
  • 100% The character has a supernatural ability that allows him to ignore the effects of the Imperius Curse, either from a specific source or universally.
Hogwarts RPG: Part Three
Jul 6th, 2009 by ambrose

Step One: Assign your student’s ability scores.

In the Hogwarts RPG(as most other RPG’s), characters have two sets of stats that determine how well they perform at a given task. We use 4 stats: Physical, Intellect, Will, and Social that range from 1 to 9. You decide how to rank these scores by rolling 4 six sided die, adding the result of each roll, and assigning points to each stat until you reach zero. A normal human average is considered a 3 in each stat, with anything six or above seeming bizarrely high to others(Such as Hermione’s intellect, which is a 6 in game terms). Be careful in how you assign these scores, because they are very difficult to change for the better, and can oftentimes be changed for the worse. Such is the danger of High School.

Physical: A student’s physical stat determines the students physical ability to perform tasks without any kind of magical assistance. Cleaning house without magic, swimming in the lake, shoving a wand up a troll’s nose, whatever, this stat handles physical strength, stamina, and speed. Characters with high physical stats include Oliver Wood, Crabbe and Goyle, and of course, Hagrid.

Intellect: The student’s intellect reflects his ability to learn and reason, including the ability to learn spells. Solving the potions riddle guarding the mirror of Erised was a feat of intellect, as was brewing a Polyjuice Potion. Examples of characters with high intellect scores are Hermione Granger, Luna Lovegood, Lord Voldemort, and Albus Dumbledore.

Will: Will is the measure of a students strength of character, and how difficult it is to make him deviate from that path. Determination would also be a good way to describe this stat. Please take into account that this does not mean that the character’s will will be good, remember Lord Voldemort was willing to cut his soul into pieces in order to become immortal. Characters with high will scores would be personified by Harry Potter and Lord Voldemort.

Social: The students social stat is his innate degree of social standing, based on physical attractiveness, social acceptableness, and known history. Characters from the books with high social stats would be Cho Chang, Cedric Diggory, or Draco Malfoy.

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