Character Creation
All characters in this game start as First-Year students at a
school for young Wizards and Witches.
Aptitudes
All Aptitudes have an initial rating of 0. You have five points
to distribute between Athletics, Knowledge and Intrigue. You may
gain an additional point by choosing one Aptitude at -1.
Athletics governs all physical abilities such as running, jumping, climbing and sneaking. It's also the attribute used when characters fight, fly broomsticks or play Quidditch.
Knowledge affects your characters' ability to remember facts, figures and arcane bits of information. Most skills deal with subjects such as the Care of Magical Creatures and History of Magic. The Muggle Studies skill allows pureblood Wizards and Witches to use normal academic fields such as History or Science. Muggle-Studies also deals with mundane skills such as Computer Use or Driving.
Intrigue affects the character's social aptitude and their ability to deceive and to sense when others are deceiving them. Intrigue also deals with your ability to move stealthily and spy on others.
Magic is the attribute that directly affects the character's spell-casting ability. It is modifed by skill levels in various schools of magic, as well as based upon the type of wand that the chracter uses. The Magic attribute is the only one of the four attributes that has a set value that is not modified with starting points. The Magic attribute is equal to the character's number of years in wizard school. At the time of the book Harry Potter and the Goblet of Fire, Harry's Magic rating is 4.
All First-Year students receive a starting Magic rating of +1.
Skills
Characters have a number of Skill Points to distribute within
each attribute equal to that attribute. So a Wizard with an
Athletics rating of +3 would have 3 points to distribute between
Fighting, General Athletics and Quidditch.
The limit for any one skill is equal to the rating of the corresponding attribute.
Athletics Skills
Athletics Skills deal with strength, speed, coordination and
overall physical fitness. They are divided into two main areas
(Fighting and General Athletics), with a third category reserved for
the various positions of Quidditch.
Fighting
Fighting should be uncommon but it is to be expected (boys will
be boys and girls will be girls and all of that). The Specialties
within the Fighting Skill are grouped according to specific martial
abilities that are taught in school. To this end, these Skills may
also be used competitively (for example, in a Fencing exhibition or
an Archery contest).
General Athletics
General Athletics covers the basic group of Athletic Skills.
Note that the Fly skill involves both flying creatures (ie:
Hippogriffs) and broomsticks.
Quidditch (advanced Skill)
The advanced Skill of Quidditch enables you to play on your House's
Quidditch team. You should Specialize in at least one position
(provided you have the pre-requisite Skills). Most Quidditch players
focus on one particular position.
Knowledge Skills
Knowledge Skills deal with facts, figures, names and dates. Most
Knowledge Skills can be found in a properly-equipped library. When
researching Muggle Studies in a library, take note that a Wizard
library will have much less available than a Muggle library.
Similarly, a Muggle Library will have almost no useful information
about the world of Magic.
Ancient Runes
This class teaches students to recognize and decipher ancient
scripts, sigils and hieroglyphs.
Astronomy
The study of the heavens and celestial bodies. Astronomy is a
pre-requisite for Divination as students are expected to know all the
planets and major constellations.
Care of Magical Creatures
A hands-on class where students learn about the habits of magical
creatures and how to care for them.
History of Magic
History of Magic delves into both ancient and modern magical
history, famous figures and noteworthy events.
Library Use
Not a class-taught skill per se, but more the ability to research
information from books, scrolls and other texts. This skill is
most-often used when searching for information that the character
doesn't otherwise possess.
Muggle Studies
Class taken by wizarding folk to study non-magical people.
Quidditch
The Knowledge Skill of Quidditch involves the history, strategies
and famous figures of Quidditch.
Intrigue Skills
Intrigue Skills deal with subterfuge, deception, stealth and
persuasion - skills in which members of House Slytherin excel.
Intrigue Skills do not have individual Specialties.
Allure
Using your personal magnetism and charm to convince others to do
what you want.
Bluff
The ability to fast-talk or otherwise fool someone, as well as
knowing when someone is pulling a fast one on you.
Gossip
Gossip is used primarily when spreading rumors. Handy when
passing notes, using codes and innuendo and separating fact from
rumor.
Ingratiate
Also known as "brown-nosing," this is the art of flattery and
sucking up to adults and older kids.
Prank
This ability allows you to pull off pranks and practical jokes
successfully without getting caught. Prank also covers feats of
mundane "magic" (card tricks, palming small objects, etc.).
Sneak & Spy
The ability to move silently and stealthily so as not to be
noticed and also to notice things at a distance or under difficult
cirumstances (such as listening to a conversation from behind a
closed door).
Magical Skills
Magical Skills include the ability to cast various kinds of
spells, to brew potions, to use divination and numerology to forsee
the future and defensive techniques against Dark Magic.
Arithmancy
The ancient study of the magical properties of numbers.
Charms
Charms are a type of magic spell concerned with enchanting or
conjuring an object. Charm spells are in some ways the opposite of
Curses: many Charms seem to have in inherent positive tone (e.g.
Cheering Charm) while Curses have an inherent negative one
(Teeth-Enlarging Curse).
Defense Against the Dark Arts (advanced Skill)
Magic lessons that teach students how to defend themselves against
evil creatures.
Divination (advanced Skill - pre-requisites: Astronomy +1,
Magic +3)
Magical art of foretelling the future.
Draughts & Potions
The study of various potions and elixers and how to brew them.
Herbology
Herbology is the study of magical plants and fungi, including how
to care for them and use their magical properties. Some magical
plants form important ingredients in potions, others have magical
effects on their own.
Transfiguration (advanced Skill)
Transfiguration is magic which changes one object into another. It is
possible to change inanimate objects into animate ones and vice
versa. Some Transfiguration spells alter a part of something, such as
changing a person's ears from normal into rabbit ears.
Houses
When enrolled at the school, students are "sorted" into the
various Houses by the Sorting Hat. The Hat will look at the student
and place him in a House that suits his or her inner nature. The
four Houses are:
House Gryffindor
Members of Gryffindor are courageous and bold. Gryffindors will
receive a +1 bonus to any action involving bravery or daring. If you
are in this House you will gain experience when you accomplish a feat
of heroism.
House Ravenclaw
Members of Ravenclaw are wise and honorable. Ravenclaws will
receive a +1 bonus whenever displaying wisdom or honor. If you are
in this House you will gain experience when you accomplish a goal
through wise decision-making.
House Hufflepuff
Members of Hufflepuff are loyal and hard working. Hufflepuffs
gain a +1 bonus to any action where they show their loyalty or
determination. If you are in this House you will gain experience
whenever you succeed through your perseverance or fair play.
House Slytherin
Members of Slytherin are cunning and ambitious. Slytherins gain
a +1 bonus whenever they do something sneaky and duplicitous. If you
are in this House you will gain experience whenever you get ahead by
using treachery or cunning.
In this game, characters may not choose House Slytherin as their House - they're the "bad guys" (or at least the antagonists) of most stories. It's also highly recommended that you keep all the characters within one House. Feel free to mix Houses together or have Slytherin PC's, if that's your wish.
Unique Situations
All characters in this game are individuals and so all characters
may choose one Unique Situation from the list below. Unique
Situations marked with an asterix (*) are especially rare or powerful
and should be cleared with the Headmaster before the game begins.
Most characters will have either a Muggle Upbringing or Magical Upringing. Skill Bonuses from Unique Situations do not count against the maximum rating of that Skill.
Characters can take an additional Unique Situation by sacrificing two of their five starting Skill points (leaving that character 3 Skill points to distribute between Athletics, Knowledge and Intrigue).
Animagus*
You are an Animagus, allowing you to change your form into that of an
animal.
Bookworm
You know your way around a library, giving you a +2 to your
Library Use Skill.
Born to Fly
You are a natural on a broomstick and gain a +1 to your Fly and
Quidditch Skills.
Class Clown
You're a practical joker at heart and get a +2 bonus to your
Prank Skill.
Enchanted Item
You possess a rare or even unique magical item of some kind, like
a Cloak of Invisibility or Gloves of Giant Strength. Discuss the
particulars of your gift with the Headmaster.
Hand-me-downs
Your familiar, broomstick, robes, etc. once belonged to an older
sibling and have been passed on to you. You don't have to spend any
money on school supplies.
Giant's Blood
You have the blood of Giants in your veins, giving you a
larger-than-average size and a +2 to the Fighting and General
Athletics Skills (except Dodge). Because of your large size, you are
also a bit clumsier than normal people. You have a -2 penalty to
your Dodge and Sneak Skills. Note that Hagrid is actually a
half-Giant, hence his considerable size and strength.
House-Elf
Your family has its own House-Elf.
Magical Affinity
You have an Affinity for a particular field of magic (Herbology,
Divination, etc.) and gain a +2 bonus to that field.
Magical Upbringing
You grew up in a Wizard/Witch household and are accustomed to the
presence of magical creatures, spells and the like. Gain +1 in both
History of Magic and Care of Magical Creatures.
Muggle Upbringing
You grew up in a Muggle household and are familiar with Muggle
history, technology and culture. Gain +4 in Muggle Studies.
Parselmouth
You have the rare ability to speak to serpents.
Prestigious Family
Your family (or just one member) is extremely well-regarded and
respected by the Wizard community.
Tattletale
You're a budding journalist and you love listening to (and
spreading) rumors. You get +2 to your Gossip skill.
Veela Blood
As part-Veela, you gain a +2 to your Allure Skill.
Wealthy
You start with extra Galleons, Sickles and Knuts - enough to buy
the finest schools supplies available.
School Supplies
All Wizards and Witches start school in possession of several
items: robes, textbooks for that year, a wand, a broomstick and a
familiar (either an owl, cat, toad or rat).
Clothing
Every student must purchase two sets of robes; one for normal
use, one for formal occassions. Pointed black hats are also worn as
part of the school uniform. Dragonhide gloves are also required for
laboratory work. A sturdy winter cloak is also necessary for those
cold walks outside.
Equipment
Students are also expected to bring the following items:
cauldron, scales, quills, ink, parchment and a bookbag.
Textbooks
Every student is required to purchase a number of textbooks to
coincide with their courses. Used textbooks cost about half as much
as new books and usually come with their own annoations and
pre-underlined passages. Unfortunately, they're not quite as sturdy
as new books and may feature such unpleasant "features" as ripped-out
pages or blacked-out sentences.
Year 1 Textbooks
Year 2 Textbooks
Year 3 Textbooks
Year 4 Textbooks
Wands
Wands are classified by four different characteristics:
After choosing the characteristics of your wand, you should decide what kinds of spells work well with it (and what spells don't work so well). Give your wand a +1 bonus to one kind of magic and a -1 penalty to another.
You may also choose to purchase a wand that gives no bonus or penalty.
Casting with an unfamiliar wand is done at -2. Casting with a broken wand is done at -4 and will result in a Mishap if the result is 5 or lower. Casting without a wand is next to impossible but may be attempted at a -10 to the roll.
Broomsticks
A personal broomstick is necessary for flying instruction and
also for playing Quidditch. Some broomsticks are built for endurance
or for comfort. The most expensive ones are built for speed and
agility.
Types of Brooms (in order of quality)
Broomstick Servicing Kit
A black leather case containing Fleetwood's High Finish Handle
Polish, tail-twig clippers, compass, and a Do-it-Yourself Broomcare
Handbook.
Familiars
All students are permitted to bring a familiar with them to the
school. Accepted familiars are toads, rats, cats and owls. Owls are
the most expensive but come in handy when the student needs to
deliver a message. Students without owl familiars of their own may
use public post-owls for mailing documents.
Wizard Money
Characters start with enough money to buy school supplies (nothing fancy!).
Quidditch
A Quidditch match involves the following:
Chasers try to score with the Quaffle (a skill check...must be at least a Bumbling Success). If the Chasers pass the Quaffle to one another, it will give them a +1 to any scoring attempt made (this bonus is lost if control of the Quaffle is lost).
The Keeper needs to match or exceed an opposing Chaser's skill check to block the shot. A successful Quaffle score earns that team 10 points.
Beaters keep the Bludgers away from the Chasers and Seeker. Unless blocked, both Bludgers will get to attack the Chaser and Seekers. On a Bumbling Success, one Bludger is blocked but the other gets free and may attack the Seeker or a Chaser.
On a Success, both Bludgers are blocked. On a Critical Success, the Bludgers are automatically knocked toward the other team's Seeker.
The Seeker must get a Brilliant Success to grab the Snitch - Seekers gets a +1 bonus every round until the Snitch is captured. If attacked by a Bludger, the Seeker must roll their Fly skill to avoid the Bludger or they lose their chance to grab the Seeker. If both Bludgers attack and aren't avoided, the Seeker is "out" for the next round.
Reaching 250 points or capturing the Snitch will end the match.
System Mechanics
Roll a d20, add or subtract the appropriate modifiers, consult
the chart:
Even if the result is not a Success, there should be SOMETHING that happens Bumbling Successes should be somewhat comical, Flops should be disappointing (but not stop the action outright) and Bludges should provide for VERY interesting plot complications. Of course, one Brilliant Success should make up for all the bad die rolls…
Opposed Skills
If the character is being directly opposed by someone or
something, then use the opposing skill as a negative modifer to the
character's die roll. Fighting, General Athletics, Quidditch, Bluff
and Sneak & Spy are Opposed Skills.
Example: Winston (General Athletics +1) is being chased by a rather large troll (General Athletics +3). Winston rolls a 13 and adds +1 for his General Athletics skill for a total of 14. Now, he must now subtract the troll's skill of 3, leaving him with an 11. Success! Winston makes it to the dungeon door and slams it shut behind him.
Hasty Manuevers
Usually, actions are resolved in order of the skill involved.
But if you really need to get your action off early you can take a
penalty on your next die roll. This penalty is then applied to your
skill when determined the order of actions.
Example: Winston (Magic +1) and Cynthia (Magic +1) are in dueling class. Winston knows Cynthia is experienced at dueling (she has a Dueling specialty of +1) so he accepts a -3 penalty to his die roll in order to get his spell off before Cynthia can react (giving him a Magic score of +4 when determining which action happens first).
Using Magic
Magic is handled exactly like any other die roll and magic spells
can be cast in haste. If dueling and your opponent has the drop on
you, you may cast a counter-curse, but at a negative modifer
depending on the magic rating of your opponent. If the
counter-curse's result is equal to or higher than the spell to be
countered, then that spell is countered successfully.
Example: Xavier and Penny are engaged in a Wizard's Duel. Xavier and Penny are both third-year students (Magic rating +3). Xavier decides that he wants to get his spell off before Penny can react so he casts an Engorgement Charm with a haste penalty of -3. Penny opts for a more defensive strategy and casts a counter-curse.
Xavier rolls a 13 - an excellent result, but suffers a -3 penalty to his Magic score for casting his spell in haste His final score is 10 (13-3). A bumbling success…
Penny rolls a 10. Because Xavier's Magic score is the same as Penny's, they effectively cancel one another our. The counterspell is the same result as Xavier's (Bumbling Success) and so Xavier's Engorgement Charm fizzles out.
Combat
Simply roll your Fighting skill and subtract your opponent's
opposing Fighting skill. If successful, you accomplish whatever you
want to happen (just like when using any other skill). If your
character is hurt (in a fight or after doing something hazardous),
you may suffer a penalty to your future actions until healed - but
this is up to the players and the Headmaster.