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Hogwarts RPG: Combat Without Combat
Oct 3rd, 2009 by ambrose

I’ve been wrestling with the combat mechanics of the Hogwarts RPG, mostly because combat(in an in-game sense) isn’t really meant to be a matter of life and death. So I thought, and the obvious answer was subdual damage. But that just seems like an excuse to replace “Killed” with “K.O.ed” for a PG rating and that feels like a cop out. So I brainstormed for a bit, and came up with a couple of ideas, the first of which will be playtested next week, but here it is.

To do this, begin with standard Health values, whatever the character has. This Health is considered, for the purposes of all spells that do not deal direct damage, is the fatigue of the student in the face of the spells cast upon him. Each time a spell is cast at the student, subtract one, until the Health value drops to 5 or below.

At this point, the character starts making yield rolls of 1d6 versus the health value. If the roll is higher, the student is overcome and yeilds to the opponent. However, if the character has WIL or STR at 5 or greater, he can reroll once on each yeild check, provided the hit is not a critical hit. A yeild does not imply anything greater than the effect of the spell cast at the player, simply that the effect was so extreme as to be disabling for the normal duration of the spell.

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.
Feedback Please? Personal Issues and the Hogwarts RPG
Jul 31st, 2009 by ambrose

First of all, I’d love to thank Dice Monkey for all his kind words about the Hogwarts RPG project. I really appreciate support, especially right now. As I stated yesterday, I recently lost a loved one. What I did not state was that I was totally responsible for his well being and that he, quite literally, died in my arms. Before you ask, it was my cat, and he had diabetes and I did not know. I loved my cat, and he has been with me through some of the worst times in my life in the past year, poverty, near-homelessness, (me)eating less than 3 times a week to afford to live. I loved my cat, and through all that, he never went hungry. People tell me not to blame myself, and that is not what I need to hear anymore. There is little way I could have known, unless I had seen him with symptoms, most of which are also symptoms of being a cat. Nonetheless, I have come to doubt my ability to cater to the needs of others. This would be OK if I wrote novels targeted at the counterculture, but I’m not trying to do that anymore. It caused me nothing but rejection and isolation, and alienated everyone I cared about. Now I am content to put pen to paper only for schoolwork, gaming, and the occasional short fiction. Of course, this brings about it’s own issue, whether people like what I do. Whether people want to use what I create is one measure of the value of my work. I will work on anything until I am satisfied, but sometimes I still get C’s. I think it’s a fact of existence, I think, that some things we will work hard at and not live up to the expectations, or even the needs, of others.

Now that I am creating a derivative of what is rightly one of the most popular works of fiction of all time, I have come to realize that I have a dillema as a designer. There is little in-action or academic description for many of the spells students learn at Hogwarts. Fantastic resources like the Harry Potter Lexicon and their Encyclopedia of Spells and in many cases offer well though descriptions of what the spell probably does, based on context, but often there is no canon data besides the name of the spell. When I have encontered these spells, the trademark example being the Curse of the Bogies, I have endeavored to research independently to make up my own effects for these spells in thematic keeping with the spells of the Harry Potter Universe.

So, the point I have been beating at is, Do *you* think that this is an acceptable? Unacceptable? Favorable? Blasphemy? My feelings will not be hurt if you hate it. I’ll just fix it, and that is that.

BTW, you can just put a fake name and e-mail in the comments if you don’t want me to know who you are. I don’t believe in logging my individual visitors, and I won’t be able to find out who you are.

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.
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