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Hogwarts RPG Appendix B: Random Hogwarts Rooms
Oct 8th, 2009 by ambrose

Primary d6 Secondary d6 Result Primary d6 Secondary d6 Result
1 1 A classroom occupied by students studying DADA(1d6+1 year) 4 1 A broom closet occupied by a kneazle, a normal cat, and a family of 1d6 half-kneazles.
1 2 A classroom occupied by students studying potions(1d6+1 year) 4 2 A broom closet occupied by a family of 1d6+2 kneazles.
1 3 A classroom occupied by students studying transfiguration(1d6+1 year) 4 3 A trophy room with boarded up display cases.(50% chance the trophies have been vandalized, 50% chance the trophies are cursed)
1 4 A classroom occupied by students studying charms(1d6+1 year) 4 4 A small house-elf dormitory filled with grubby pillows and half-used candles.
1 5 A classroom occupied by students studying divination(2d3+1 year) 4 5 A stash of 1d6 objects created by some mischievous students with various small enchantments.
1 6 A classroom occupied by students studying ancient runes(2d3+1 year) 4 6 A room containing a troll, very upset at being forgotten there for a long while.(16.66% chance he is grateful for his release and has INT 3, otherwise he is an aggressor)
2 1 A classroom occupied by students studying arithmancy(2d3+1 year) 5 1 A bathroom containing a huge array of lavish perfumes and soaps, with 1d3 random potions interspersed.
2 2 A classroom occupied by students studying care of magical creatures(2d3+1 year) 5 2 A closet containing a boggart.
2 3 A classroom occupied by students studying herbology(1d6+1 year) 5 3 A bathroom in an extreme state of disrepair, with a toilet that has obviously been used as a cauldron and several others used for potted plants.
2 4 A completely unoccupied and empty classroom. 5 4 A room that randomly transports you to another part of the grounds(Headmaster Discretion)
2 5 A smallish room filled with objects stolen by some unknown creature over the years.(Roll for minor treasures(Appendix C)) 5 5 A potion supply room with 1d6 complete, usable potions and 3d6 random herbs with a 50% of being usable in potions.
2 6 A room filled with magically affected mice(Roll Mutations(Below)) 5 6 A large dining room with several unfamiliar family crests upon the wall.
3 1 A room filled with magically affected spiders(Roll Mutations(Below) 6 1 A broom closet with nonmagical brooms.
3 2 A small broom closet occupied by a very confused looking goblin. He appears to be mute, but unhurt. 6 2 A broom closet with magical brooms of usable conditions
3 3 A small broom closet occupied by a very confused goblin. He cannot seem to stop talking. 6 3 A private storage room for visitor’s effects.
3 4 A large but unoccupied classroom with dust and cobwebs covering the plain desks and a single, large window for illumination. 6 4 An empty classroom containing 25 desks.
3 5 A medium size office that appears to have been ransacked(16.66% chance of being occupied by a small but destructive creature) 6 5 An occupied class(1d6+1 year)DADA, Potions, Charms, Transfiguration, or Herbology
3 6 A trophy room filled with long-forgotten remembrances of famous students.(33.33% chance of being haunted by 1d3 forgotten students) 6 6 An occupied class(2d3+1 year)Divination, Arithmancy, Ancient Runes, or Care of Magical Creatures

To use, roll 1d6 per animal or small group on animals. On a 6, roll a special quality from this chart twice, on all others roll one special quality from the chart.

Can randomly beco

Primary d6(1-2 Size, 3-5 Color, 6 Ability) Secondary d6 Result
Size 1 The animals are 1/4 normal size.
Size 2 The animals are 1/2 normal size.
Size 3 The animals are 2x normal size.
Size 4 The animals are 3x normal size.
Size 5 The animals are 6x normal size.
Size 6 The animals are 12x normal size.
Color 1 The animals are bright blue.
Color 2 The animals are iridescent/mother of pearl.
Color 3 The animals are silver and glow.
Color 4 The animals have turned totally black and leave sooty footprints when they walk.
Color 5 The animals seem to change color depending on their own mood.
Color 6 The animals seem to change color depending on the closest character’s mood.
Ability 1 Can speak
Ability 2 Can become invisible at will
Ability 3 Can levitate
Hogwarts RPG: Potions
Jul 30th, 2009 by ambrose

Sorry for the lull, I recently had a death of someone very close to me and have been unavailable.

Potions:

Taught by professor Snape througout most of the series, potions was the class all but the Slytherins dreaded attending. Given Snape’s disciplinary policy, I would imagine that some students only dreaded the punishment for not attending more than attendance. However, the subtle art of potion making can achieve effects mere spells cannot, bottle fame, glory, or even put a stopper in death.

Brewing potions can require from 1 to any number of checks, but a good guideline is to use 1 check for easy potions, 3 checks for meduim potions, and 6 checks for hard potions. If a character fails more than one check to create a potion, the potion is useless unless otherwise noted.

  1. Boil Cure Potion(Easy Potion, Intelligence Based, Roll Greater than 5 to create) This potion cures minor abrasions and disfigurements, such as boils and minor wounds. Imbibing the potion gives the improves the users health by 1d2(Flip a coin, heads=2, tails=1) points and gives his skin the appearance of being unblemished. It takes one hour to create.
  2. Forgetfulness Potion(Easy Potion, Intelligence Based, Roll greater than 7 to create) This potion causes the person imbibing it to become forgetful. Any intelligence based checks relating to memory or spells suffer a -1 penalty. Alternatively, the can be made to forget a specific period of time as long as it was within the past three days. The forgetfulness potion takes 1 hour per day for 2 days to brew.
  3. Swelling Solution(Easy Potion, Intelligence Based, Roll greater than 7 to create) Swelling solution causes the user to become swollen from head to toe, immobilizing them. It takes 1 hour to brew.
  4. Sleeping Draught(Easy Potion, Intelligence Based, Roll greater than 8 to create) A simple sleeping draught is an effective way to induce sleep on any creature that imbibes it. A person slipped a sleeping draught will sleep for 2d6 hours, and it takes 1 day to make.
  5. Hair-Raising Potion(Easy Potion, Intelligence Based, Roll greater than 8 to create) The hair-raising potion causes the user’s hair to stand on end. As a side effect, the user becomes nervous and jumpy, interpreting benign influences as assaults. It takes 1 day to create.
  6. Wit Sharpening Potion(Medium Potion, Intelligence Based, Roll greater than 10 to create) A wit sharpening potion increases intelligence by 1 point for 1 hour. It takes 3 days to create.
  7. Draught of Peace(Medium Potion, Intelligence Based, Roll greater than 11 to create) The draught of peace is one of the most powerful sleeping potions, because it makes the user more difficult to wake. A person imbibing a draught of peace must make a will-only(Will +2d6) check versus a difficulty of 11 to awaken, and is allowed to roll to awake after the first 8 hours have passed. It takes one week to make.
  8. Strengthening Solution(Medium Potion, Intelligence Based, Roll greater than 13 to create) A strengthening solution causes the taker to become stronger for one hour. increase strength and health by one point for the duration of the spell. It takes 4 days to brew.
  9. Skele-Gro(Hard Potion, Intelligence Based, Roll greater than 14 to create) Skele-gro mends bones, and in large enough quantities, can regrow them. It takes 2 weeks to create.
  10. Polyjuice Potion(Hard Potion, Intelligence Based, Roll greater than 15 to create) Polyjuice potion is a complex potion that gives the user the ability to transform into a different person for a short time. It must be prepared using a small part of that person, like hair or toenails. It takes one month to brew, and requires rare ingredients.(Boomslang skin, gillyweed)
  11. Veritaserum(Hard Potion, Intelligence Based, Roll greater than 16 to create) The most powerful truth potion known to wizard kind, veritaserum makes it nearly impossible for a person to lie. It takes one month to brew and is thoroughly policed by the Ministry of Magic.
  12. Felix Felicious(Hard Potion, Intelligence Based, Roll greater than 17 to create) Felix Felicious is difficult to make and disastrous and dangerous to get wrong, but the rewards are great. When rollingĀ  a check, consider all results maximized(1d6 is always a value of 6, 2d6 is always 12, et cetera). Felix Felicious takes 3 months to brew and if any check is failed, the mixture has a 33% chance of becoming poisonous.
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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