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Hogwarts RPG Species: Fire Crab
Oct 5th, 2009 by ambrose

A fire crab is a large crustacean native to Fiji in the South Pacific. They have a jeweled, shell and can shoot flames from it’s hindquarters if threatened. In spite of this, it’s hard and beautiful shell have rendered it so profitable to collecgt that it has been listed as a protected species, and although a wizard can keep a fire crab as a pet or for research, but one must obtain a special license.

Attributes

5 Health

  • STR: 4
  • WIL: 1
  • INT: 1
  • SOC: 1

Abilities

(+1)Pinch(Strength Based, Roll greater than 8 to succeed) The fire crab pinches you doing one damage in the yield system only.)

(+3)Explode(Strength Based, Roll greater than 9 to succeed) The fire crab’s hindquarters explode, dealing 2 damage and burning those behind it.

Hogwarts RPG Species: Kneazle
Oct 2nd, 2009 by ambrose

So, before I publish stock stats for a hyperintelligent cat, I’d like to apologize for the addition of banner advertising to the site temporarily. I went out of my way to be unobtrusive about it, but my roommate owes me 420 dollars. Blame her.

Kneazle

A Kneazle is a magical creature, similar to a cat in appearance. They have spotted, speckled or flecked fur, large ears and a lightly plumed tail, like a lion. They make excellent pets if they like a witch or wizard. They are very intelligent, independent and occasionally aggressive, and have an uncanny ability to detect suspicious and distrustful people. They can also safely guide their owner home.

Attributes

3 Health

  • STR: 1
  • WIL: 5
  • INT: 4
  • SOC: 1

Ability:

(+3) Detect Lies(Intelligenece Based, Roll greater than opposed Social roll to succeed): A kneazle has an uncanny ability to detect liars, and can easily spot all but the best decievers. The Headmaster rolls this skill whenever a lie is told within earshot of a kneazle in game.

(+1) Spot Device(Intelligence Based, Roll greater than 10 to succeed) Kneazles are very perceptive, intelligent creatures and gain a bonus to spot concealed devices, such as the knot on the whomping willow.

(+3) Social: A kneazle has a social score of 4 when dealing with other animals, but a social score of one when dealing with humans.

Hogwarts RPG: Arithmancy
Aug 17th, 2009 by ambrose

Arithmancy

The magical art of describing a thing using the numeric equivalent of its name is called Arithmancy. A form of numerology, it is concerned in large part with telling the future, which makes it an odd choice for Hermione. However, it can also be used to reveal what is hidden about the properties of an object, which draws curious and reasoning minds to the class.

  1. Numerology(Easy Skill, Intelligence Based, 7 or greater to succeed) This skill allows a wizard to interpret the effects of a person’s significant numbers on their destiny or character.
  2. Name Reduction(Medium Spell, Intelligence Based, 9 or greater to succeed) Casting this spell reduces a name to it’s lowest numerical equivalent, so it can be interpreted by the wizard.
  3. Numerological Harmony(Hard Skill, Intelligence Based, 13 or greater to succeed) Manipulating objects, dates, and times to improve ones luck can be done with the numerological harmony skill. It grants a +1 to all rolls for 1d6 hours.
Hogwarts RPG: Charms Part 1
Aug 16th, 2009 by ambrose

Charms

The day to day spells used by many wizards are taught in Profressor Flitwick’s charms class. Charms can have a variety of effects, ranging from hexes like Densuago, which makes your teeth grow out of control, to levitation and conjuring objects. This class is required at Hogwarts, and rightly so, since it’s uses are so widespread and dramatic.

  1. Lumos(Easy Spell, Will Based, 5 or greater to succeed) This spell creates a light of variable intensity, ranging from a 10′ radius to a 50′ radius.
  2. Wingardium Leviosa(Easy Spell, Will Based, 6 or greater to succeed) This spell allows the wizard to lift a heavy object from a long distance, and move it at will.
  3. Alohomora(Easy Spell, Will Based, 7 or greater to succeed) This spell unlocks doors that are not otherwise protected from the spell by a ward or magical lock.
  4. Scour(Easy Spell, Social based, 8 or greater to succeed) Scour is a universal spell for cleaning an object or area.
  5. Conjure(Medium Spell,  Intelligence Based, 9 or greater to succeed) This spell creates a temporary item or effect to aid the wizard. It can create flowers, small amounts of gold, shoot up colored flares, and small amounts of mundane craft materials, that exist for up to 3 minutes.
  6. Immobulus(Medium Spell, Will Based, 10 or greater to succeed) This spell causes the target to become entangled with conjured ropes.
  7. Accio(Medium Spell, Will Based, 11 or greater to succeed) This spell causes an object that the wizard is familiar with or knows the location of to spring immediately to his hand.
  8. Tarantella(Medium Spell, Will Based, 12 or greater to succeed) This spell causes the target to wiggle and dance wildly and uncontrollably.
  9. Priori Incantatem(Hard Spell, Social Based, 13 or greater to succeed) When aimed at a wand, this causes the wand to reveal the spell it last cast.
  10. Duplicate(Hard Spell, Intelligence Based, 14 or greater to succeed) This spell creates a new object identical to an object already posessed by the wizard, and it’s effects are permanent.
  11. Obliviate(Hard Spell, Will Based, 15 or greater to succeed) This spell erases the memory of it’s target. If the roll is failed critically(i.e. 2 or 3 on 2d6) the spell has a 50% chance to backfire on the caster, and a 50% chance to be too effective and cause permanent damage.
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