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50 Things I am not allowed to do at Hogwarts
Oct 1st, 2009 by ambrose

I saw a couple of these on that cesspool of technical ignorance, myspace, a few months ago and forgot all about them until I decided to take up the Hogwarts RPG again. I found a whole  list!

50 Things I Am Not Allowed To Do At Hogwarts

  1. I will not poke Hufflepuffs with spoons, nor will I insist that their House colors indicate that they are “covered in bees”.
  2. No matter how good a fake Australian accent I can do, I will not imitate Steve Irwin during Care of Magical Creatures class.
  3. Growing marijuana or hallucinogenic mushrooms is not “an extra credit project for Herbology”.
  4. “I’ve heard every possible joke about Oliver Wood’s name” is not a challenge.
  5. I am not allowed to attempt to breed a liger.
  6. I will not go to class skyclad.
  7. The Giant Squid is not an appropriate date to the Yule Ball.
  8. I will not use Umbridge’s quill to write “I told you I was hardcore”.
  9. I will stop referring to showering as “giving Moaning Myrtle an eyeful”.
  10. Polishing my wand in the common room is acceptable. “Polishing my wand” in the common room is not.
  11. If a classmate falls asleep, I will not take advantage of that fact and draw a Dark Mark on their arm.
  12. House elves are not acceptable replacements for Bludgers.
  13. Starting a betting pool on the fate of this year’s Defense Against the Dark Arts teacher is tasteless and tacky, not a clever money-making concept.
  14. I will not start every Potions class by asking Professor Snape if today’s project is suitable for use as a sexual lubricant.
  15. Adding the name “Bueller” to Professor Binns’ roster is not funny.
  16. “Springtime for Voldemort” is not an acceptable suggestion for the class play.
  17. Seamus Finnegan is not “after me Lucky Charms”.
  18. I will not refer to the Weasley twins as “bookends”.
  19. I will not refer to the Patil twins as “bookends”.
  20. The Slytherin prefect is named Draco Malfoy, not “Rocky Horror.”
  21. It is exceptionally tasteless to tell Professor Lupin that “Once you go Black, you never go back.”
  22. I will not call Lucius Malfoy “Jareth”.
  23. I will not bring a Magic Eight Ball to Divination class.
  24. I am not to refer to the Potions classroom as “Kitchen Stadium”.
  25. I will not tell Ron and Hermione to “Get a room” whenever they start to fight.
  26. The Forbidden Forest is forbidden for a reason.
  27. I am not a tribble Animagus.
  28. I am allowed to have a toad, rat, cat, or owl. I am not allowed to have a reticulated python, snow leopard, Tasmanian devil, or piranha.
  29. I do not weigh the same as a duck.
  30. Remus Lupin does not want a flea collar.
  31. Sirius Black is not #24601.(Les Miserables)
  32. I will not lick Trevor.
  33. I will stop asking the Arithmancy teacher what the square root of -1 is.
  34. I am not being repressed.
  35. Calling Lucius Malfoy “Luscious Mouthful” is just plain gross.
  36. I will not change the password to the prefects’ bath to “Makes getting clean almost as much fun as getting dirty”.
  37. There is no such thing as an Invisibility Thong.
  38. I am not a Pinball Wizard.
  39. Asking “How do you keep a Gryffindor in suspense?” and walking away is only funny the first time.
  40. I will not offer to pose nude for Colin Creevey.
  41. I will not offer to pose nude for Dean Thomas.
  42. It is a bad idea to tell Professor Snape he takes himself too seriously.
  43. It is a bad idea to tell Professor McGonagall she takes herself too seriously.
  44. Sir Cadogan is not one of the knights who say “NI”.
  45. I will not offer to prepare tandoori owl.
  46. I will stop asking when we will learn to make “Love Potion Number Nine”.
  47. I will not ask Dumbledore to show me the pointy hat trick.
  48. I will not greet Professor McGonagall with “What’s new, pussycat?”
  49. There is not now, nor has there ever been, a fifth House at Hogwarts, and I am not a member of that house, nor am I its founder.
  50. I will not take out a life insurance policy on Harry Potter.
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: 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 rolling  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 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!

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