harry potter and the roleplaying game

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    Table of Contents

    Chapter 1: Mechanics 1

    Core Mechanics 1

    Difficulty 1

    Extended rolls, opposed rolls & Teamwork 1

    Chapter 2: Character Creation 2

    Getting started 2

    Attributes 3

    Sub-Attributes 3

    Background Events 4

    Talents 15

    WandLore 16

    House 19

    Fate Points 19

    Character Details 20

    Advancement 20

    Chapter 3: Combat 21

    Actions 21

    Damage, Injury, and Recovery 22

    Dueling 23

    Quidditch 23

    Chapter 4: Magic 26

    Magic 26

    Transfiguration 27

    Potions 29

    Enchanting 30

    Chapter 5: Items & Equipment 31

    Chapter 6: Game Mastering (In progress)

    Examples of Play

    NPC Index

    Character Sheets

    Chapter 7: Indexes 32

    Spell Index 32

    Potion Index 37

    (These may not be completely accurate, -Ed)

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    1

    1

    Harry Potter RPG

    -d100- Version v0.6

    CORE MECHANIC

    The basic die type used for the Harry Potter RPG is the d10. You roll two to make a d100 roll, with

    one die forming the tens digit and the other the one. Occasionally, you have to roll a d5, which is just

    a d10 roll, where you halve the result, rounding up.

    When rolling for skills and other d100-based rolls, you want to either meet or roll under the

    score listed for the roll. This gives you a single Degree of Success that lets you do things with no frills

    attached, often succeeding with little to spare. The lower you roll, the more Degrees of Success you

    can acquire. Rolling 10 below the skill or attribute rating gives you one Degree of Success. If you

    would fail a roll, however, you could gain Degrees of Failure. These Degrees of Failure are measured

    in the same way as Degrees of Success, but you gain one for every 10 you roll above the rating.

    As an example, say you have a skill rated at 42 and you happen to roll a 4 on your d100 roll.

    This would give you 3 Degrees of Success, since 4 is 30 away from 42. If you had a skill rated at 25

    and you rolled a 77, you would have 5 Degrees of Failure.

    A result of 00 on the dice (Both faces show the tens digit) is an automatic success and a

    result of 99 is an automatic failure. These automatic successes and failures benefit and suffer from

    the above Degrees of Failure and Degrees of Success as outlined above.

    DIFFICULTY

    Sometimes, a roll is much harder than you anticipate or circumstances are working against you, or

    things could be going your way and you have great resources at your disposal. The Game Master isfree to apply a penalty or bonus to a skill rating for a roll you make, anywhere from +60 (Very Easy)

    to -60 (Incredibly difficult). Bonuses and penalties are applied in increments of five.

    EXTENDED ROLLS, OPPOSED ROLLS, AND TEAMWORK

    When you have time to work at something, you can make an extended roll. Extended rolls require

    multiple rolls of the dice and usually have an amount time in between each roll, sometimes being

    minutes, hours, or days. Commonly, extended skill rolls involve the Craft skill.

    Occasionally, another roll will oppose a roll. These opposed rolls require two participants,

    one aggressing and the other defending. Determining the winner of an opposed roll is simple, withboth participants rolling. The winner is the one with a successful roll. If both participants are

    successful, than the winner is the one who scored the most Degrees of Success. If both scored the

    same amount of Degrees of Success, than the one who rolled the lowest is the winner. In the remote

    odds that both succeed, score the same amount of Degrees of Success, and matched their roll

    results, the defender wins.

    Whenever faced with a delicate or complicated roll, a group may be able to work together to

    get it done. When you have the time and are not under duress, a group may work together to

    complete a goal with teamwork. The group designates a leader of the group who is the only one who

    rolls. Anyone who helps the leader reduces the difficulty of the roll by 10 per helper.

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    2

    2

    Getting Started

    Character creation is a fairly easy process that uses a point buy system as well as the option for

    random character generation.

    The steps for character creation are:

    1. Buy (or roll for) your Attributes

    2. Determine Sub-Attributes

    3. Pick your Parentage

    4. Spend your points (Or roll) on the Background Events Chart

    5. Spend your points on skills

    6. Choose your Talents

    7. Generate your Wand

    8. Choose your House

    9. Determine Fate Points10.Add all modifiers from Wands, Talents, etc.

    11.Determine Character details as required

    Once youve completed these steps get your DM to read through your character sheet and talk over

    your characters background.

    A blank character sheet is provided at the back of book for you to fill in.

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    3

    ATTRIBUTES

    Each character has six Attributes, often added to your rankings in a Skill or forming their own

    subAttributes. These Attributes are rated from 5 to 35, with the lowest representing infirm or

    hideously untrained individuals and the highest representing the paragons of Wizarding kind.

    The six Attributes are as follows:

    Body Used in tests of endurance and physical fortitude and creates the Health sub-

    attribute.

    Agility Used in tests of manual dexterity and reflexes and creates the Reflexes sub-

    attribute.

    Strength Used in tests of physical power and brawn.

    Intelligence Used in tests of mental power and spell learning and creates the Study sub-

    attribute.

    Willpower Used in tests of focus and maintaining composure and creates the Resist Magic

    sub-attribute.Charisma Used in tests of personal charm and manipulation.

    Each stat can be generated by rolling 2d10 six times, adding each result to 5 for each Attribute. You

    could also buy up your Attributes, with each one starting at 5 and allowing you to place 60 points.

    Only one stat can be at 25 at character creation if you use the point buy method.

    SUB-ATTRIBUTES

    Each character has four sub-attributes, derived from one of the primary stats. These sub-attributes

    are calculated by multiplying the stat in question by 2 and adding the result to 25, to a maximum of99.

    Each of the sub-attributes are explained below:

    Health (Body) Each damaging spell, each punch to the gut subtracts from your Health

    score. If this hits 0, you're knocked out. Any more damage past 0 is referred to as Lethal

    Damage. You can have no more Lethal Damage than your Body attribute. If you do, you die.

    Used as a rating for resisting poisons and endurance rolls.

    Reflexes (Agility) If you are going to be hit by something, such as a spell, or Muggle in a

    truck , you roll Reflexes - often rolled versus someone elses roll. Success (and often scoring

    more Degrees of Success than what is coming at you) means you evade it. You also add the

    tens digit to your initiative rolls. The tens digit is also the number of yards a character can

    move in a round of combat.

    Resist Magic (Willpower) If you are hit by a spell, this is your natural self's ability to resist a

    spell affecting you that you do not want to affect you. This is most often used against jinxes,

    hexes, curses, and debilitating potions and transfiguration spells. Roll Resist Magic vs. the

    opposed Casting skill roll, whoever succeeds and/or has the most Degrees of Success, wins.

    Study (Intelligence) When you attempt to learn a new spell on your own and outside of

    class, you roll this. Provided you have a week of time to learn and tutor yourself, you may

    roll Study. Success means you learn the spell, easy-peasy.

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    4

    BACKGROUND

    You have to come from somewhere. Even if that somewhere is a cupboard under the stairs in your

    spiteful aunt and uncles home. Each character has a Background, which consists of two things that

    have happened to them before coming to Hogwarts School of Witchcraft and Wizardry.

    First, you must decide on your characters parentage. You can be a witch from a Pureblood

    family, meaning that an overwhelming majority of your family is magical as are both your parents.

    You may come from a Halfblood family, where one parent is magical and the other may be a

    Muggleborn witch or wizard or even possessing no magical talent at all. The third option is to be

    from a family where there is no magical talent at all, being Muggleborn.

    Purebloods receive a +20 to the skill rating of the following skills:

    Wizarding World.

    Halfbloods receive a +10 to the skill rating of the following skills:

    Wizarding World, Muggle World, and Technology.

    Muggleborn characters receive a +20 to the rating of the following skills:

    Muggle World and Technology.

    In addition to these skill bonuses, a character also receives two rolls on the following chart to help

    inspire and build a background. You roll a d10, twice, subtracting -1 from each roll if you are a

    Muggleborn. If you wish to not roll for backgrounds, you may instead spend 10 points, with the

    result on the Background Events chart being its point cost.

    Once you have two or three background charts (A random Torment Event is always free, after all.)

    You may spend 15 points to get results from those charts, with results being point costs.

    Background Events ChartResult Event Chart Torment Event Accident

    Event

    Talent Event Friendship &

    Love

    Supernatural

    Event

    Luxury

    Event

    0 Torment

    1 Torment Deep Torment Near-Death Magical

    Animal Ken

    Enemy Animal

    Empathy

    Famous

    Relative

    2 Accident Accident Prone Injury Natural Flyer Bitter Falling Out Linked

    Wands

    Friend of

    the Family

    3 Accident Gremlins Injury Duelist Spiteful Rival Supernatural

    Beacon

    Friend of

    the Family

    4 Talent Misplacement Phobia Transmuter Friendly Rival Bizarre

    Bloodline

    Honored

    Bloodline

    5 Talent Anger Issues Phobia Hexer Sociality Empathic

    Link

    Honored

    Bloodline

    6 Friendship &

    Love

    Black Sheep Bad Health Charmer Good Pal Artifact Artifact

    7 Friendship &

    Love

    Antisocial Bad Health Dark Artist Inseparable Supernatural

    Luck

    Artifact

    8 Supernatural Bullied The Wrong

    Crowd

    Potions

    Master

    Mentor Parslemouth Inheritance

    9 Supernatural Dark Secret The Wrong

    Crowd

    Herbologist Crush Speaker of

    the Dead

    Inheritance

    10 Luxury Scars Magical

    Mishap

    The Gift True Love Destiny Windfall

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    Torment Event Table Roll 1d10.

    Result Event

    1 Deep Torment Something or someone has scared you for life and as such, inhibited their

    ability to function socially. Perhaps they witnessed their parents die, or were abused from an

    early age, or have some sort of mental disorder. -5 from Charisma linked skill ratings and -10

    to the skill rating of the Composure skill.2 Accident Prone You are hideously prone to accidents and injury. The GM has the ability to

    make you reverse the use of a Fate Point. You must roll a 1d10. On the roll of an 8, 9, or 10

    the use of the Fate Point is reversed.

    3 Gremlins Technological things tend to become brittle, more prone to glitches or sudden

    failure of operation around you. Whenever you fail a test relating to mechanical objects,

    electronics and other technology by a degree or more, you roll a 1d10. On a 7, 8, 9, or 10,

    the object breaks in some way.

    4 Misplacement You have always been forgetful when it comes to your belongings. Once per

    session, the GM may declare that you have in fact lost an item that was on your person. This

    item can be plot relevant or something like your wand as you were heading to a duel.

    5 Anger Issues The character has a hard time controlling themselves when he or she gets

    angry. When stressed and agitated, they must pass a Composure skill roll or fly into a rage

    either yelling at the source of their anger or trashing the surrounding environment. Being

    the type who usually has a penchant for causing trouble, your character gains +5 to Dueling

    and Fight skill ratings.

    6 Black Sheep Whether magical or Muggle, the child is an embarrassment to their family.

    Perhaps Mum and Dad are wizard haters, or the character is one who broke a long line of

    house successions. Either way, they receive no help from home, but gain +5 to their Survival

    and Dark Arts skill ratings.

    7 Antisocial The child simply has a hatred of everyone and everything around them, driving

    them to isolation and performing cruel acts with frightening ease. You gain an extra Degree

    of Failure on rolls involving compassion and empathy. You gain a +5 to your Intimidate and

    Con skill ratings.

    8 Bullied Someone makes life hell for you in school and even at home. It could be an older

    brother or sister, or perhaps your school bully lives just down the road. They will go out of

    their way to torment you whenever they see you. To avoid this, you have learned to become

    stealthy and unnoticeable. You gain a +10 to your Stealth skill rating.

    9 Dark Secret You possess a dark secret, that if let out, could ruin you and perhaps your

    family socially. What is your dirty little secret? You gain a +10 to your Gossip skill rating, butif your secret becomes public knowledge, you suffer a -5 to all Charisma linked skill ratings.

    10 Scars Somehow, something has caused you to have a series of very distinctive scars.

    People see your scar and whisper about how you got it. Others get a free Degree of Success

    when making Gossip skill rolls pertaining to your scar (which they often do), but you do get

    +10 to your Intimidate skill rating.

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    6

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    Accident Event Table Roll 1d10.

    Result Event

    1 Near-Death Through your own accidental mishaps or no fault of your own, you nearly died.

    You stop and analyze everything, trying to make sure that you will not die again anytime soon.

    You gain a +10 to your Perception Skill rating, but if something reminds you of how you

    nearly died, you must make a Composure skill roll at a -20 to keep functioning.2, 3 Injury You have sustained an injury, one that has crippled a limb, removed a hand, or

    perhaps dislodged an eye. How did this happen? Any skills that use the injured part suffer a -

    10 to its rating. On the flipside, you gain +10 to your Medicine skills rating and +10 to your

    Persuasion skill rating when using your sickness as an excuse or cover.

    4, 5 Phobia You have got an intense, often nonsense fear that prevents you from functioning.

    Perhaps you have a fear of heights that makes mandatory broom riding classes into a

    personal hell, or spiders cause you to scream and run in fear. When presented with your fear,

    you must make a Composure skill roll at a -10 to keep functioning or break down or run.

    6, 7 Bad Health You have been sick. You have always been a sick kid. Whatever your illness is, it

    makes physical activity tough. The Health sub-attribute is just twice your Body score and you

    apply half your Physical attributes to linked skills. The infirmary is aware of your condition

    and will rush to your aid if need be. You also gain +5 to Perception and Medicine skill ratings.

    8, 9 The Wrong Crowd You have hung around with the wrong crowd and these were some real

    rotten dragon eggs we are talking about here. You picked up some skills, but you have also

    developed quite the reputation as a delinquent. You gain +5 to your Stealth and Larceny skill

    ratings, but suffer a -10 to your Persuasion skill rating whenever you try to tell the truth.

    10 Magical Mishap - Similar to Near-Death, you have sustained a magical injury. Perhaps you

    were bitten by a werewolf, were the target of a jinx, curse, botched potion, or screwed up

    transfiguration spell. The injury has been healed, but sometimes it will act up, causing you

    problems. Choose one spell with a duration or a potion. At the beginning of each adventure,

    you roll a 1d10. On a result of 8, 9, or 10, the spell or potions effect will happen during that

    adventure, often with adverse effects to you, your belongings, or your reputation.

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    Talent Event Table Roll 1d10.

    Result Event

    1 Magical Animal Ken - You have a talent for communicating your desires to magical animals.

    You gain +10 to your Animal Handling skill rating when handling magical creatures, but suffer

    a -5 to your animal handling skill rating with normal animals.

    2 Natural Flyer You were born on a broomstick, flying comes as natural as walking to you.You gain +10 to your Ride skill rating when flying a broom but a -5 to your Acrobatics skill

    rating.

    3 Duelist You have got a keen eye and wand skills to back it up, making you an excellent

    wizard duelist. You gain +10 to your Dueling skill rating, though your Fight skill rating suffers

    a -5 to its rating.

    4 Transmuter Changing the physical properties of things is simple, like blinking or breathing

    though just adding properties is a little out of your reach. You gain +10 to your Casting skill

    rating for Transfiguration spells, though your Charms spells suffer a -5.

    5 Hexer Dark Magic comes disturbingly easy to you. Hexes, Jinxes, and Curse spells are like

    best friends. You gain +10 to your Casting skill rating for Dark Magic, though you suffer a -5

    to your Persuasion skill as people are less incline to believe someone so familiar with the

    dark side of magic.

    6 Charmer General magic generally is not a problem for you. You gain +10 to your Casting

    skill rating for Charms spells, though your Transfiguration spells suffer a -5 to their Casting

    skill rating as changing somethings physical shape evades you.

    7 Dark Artist You possess knowledge of the Dark Arts and excel in the supposedly cursed

    class, but do you use your knowledge for good, or for evil? You gain +10 to your Dark Arts

    skill rating, though suffer a -5 to your Persuasion skill rating.

    8 Potions Master Mixing, chopping, and pouring are easy for you, making you a natural

    alchemist, chemist, and potion maker. You gain +10 to your Potions skill rating while your

    Enchanting skill rating is reduced by -5.

    9 Herbologist The cultivation of mystic plants is second nature to you and your green thumb.

    You gain +10 to your Herbology skill rating while you suffer a -5 to your Animal Handling skill

    rating.

    10 The Gift You possess the gift of prophecy. Whether others believe you or not is a different

    matter. Once per game, you may have the GM relay a vague prediction to you that will

    somehow come true.

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    8

    8

    Friendship and Love Table Roll 1d10.

    Result Event

    1 Enemy You have pissed someone off. Your presence drives them to rage and plots of

    making your life suck. How did this happen? Are they in a feud with your family? Do they

    think that you do not deserve the luck you have been having? Whatever the reason, they

    hate your guts and will constantly go out of their way to make your life and the lives of yourfriends a nightmare.

    2 Bitter Falling Out You and a friend or a previous romance were once close. Now, this is not

    the case. Something happened that caused the both of you to become bitter and hate the

    other with a passion. This functions similarly to the Bully result, meaning that this person will

    occasionally go out of their way to make trouble for you.

    3 Spiteful Rival You have a rival who is spiteful and will go out of their way to show you up.

    Your success stings when they hear about it, and being even just is not enough for them.

    They will strive to outdo you, even going as far as making trouble for you and making you

    look like a goof.

    4 Friendly Rival Similar to Spiteful Rival, you have someone competing with you that desires

    to out do you at everything, though they can help you out on occasion. If you decide to go to

    this person for assistance, the GM rolls 1d10. On an even result, they will assist you, but an

    odd result means that they will use the opportunity to show you up.

    5 Sociality You have the skills to make quite a few new friends, and though the opportunity

    has not come up yet, you can make quite the good impression. You add +5 to all your

    Charisma linked skill ratings when meeting with someone for the first time.

    6 Good Pal You have got the best of friends. They will help you when they can and within

    reason.

    7 Inseparable You and your best friend are like twins, or maybe you are twins. For whatever

    reason, you are going to be together through thick and thin. If you get in trouble, they can

    help. The relationship goes both ways, however.

    8 Mentor You have caught the eye of an older student who figures that you have some

    talent and would make an excellent heir to their school legacy once you have been trained

    up a bit. The mentor is considered someone with Instruction 60 and possesses skills and

    abilities above that of a starting character. Once their school career ends, the mentor leaves

    their legacy to the character; sometimes it is an artifact of power that they have made or it

    could be a unique spell or technique, or even charge of a group of people.

    9 Crush You have a crush on someone. This is likely to lead to love or heartbreak, but it is too

    early to tell. Either that or someone has a crush on you and will do anything to get yourromantic attentions.

    10 True Love One person you have known since childhood and you have deep feelings for

    them. They return such feelings and everything is wonderful. Perhaps you will even get

    married after your schooling is complete. Whenever you make a teamwork roll with your

    true love, you reduce the penalties by 20 rather than 10.

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    9

    9

    Supernatural Event Table Roll 1d10.

    Result Event

    1 Animal Empathy You and animals get on like peanut butter and jelly. You gain a +10 to

    your Animal Handling skill rating.

    2 Linked Wands The core of this wizard's wand has a twin, which causes said wands, and this

    the wizards and witches who hold them, to be eternally linked.3 Supernatural Beacon You tend to draw the strange and unknown to your doorstep, as if

    these types of creatures and things were drawn to you. Every session the GM rolls a 1d10,

    on an 8, 9, or a 10, something strange interrupts your daily life in some way. This could be

    dangerous intrusion or a whimsical/helpful one

    4 Bizarre Bloodline Somewhere in your family tree is the blood of a magical creature.

    Perhaps giant, troll, elf, or any other mystical being that could conceivably mate with and

    want to mate with humans. Choose one of your Attributes. It gains a +5 to its rating and its

    maximum is 40 instead of 35 and may go higher than 99 for skills and sub-attributes.

    5 Empathic Link Your character has the special gift of psychic empathy. Your character may

    choose a number of individuals up to their willpower tens digit multiplied by two. Your

    character has a one-way psychic link to these individuals, granting you awareness of their

    well-being even from great distances. When these people are in danger, your character just

    seems to know "Something is wrong" and gains a +10 to all rolls to come to their aid.

    6 Artifact A powerful magical item has fallen in to your possession, it is beyond your

    understanding, and could be used for good or ill. Choose any sort of item you can imagine

    and a spell with a duration. You can use this item to cast the spell chosen with no Casting roll

    and its basic effects.

    7 Supernatural Luck Your luck cannot possibly be natural. Its nowhere near "bottled luck"

    levels, but things just tend to work out slightly better than they might for other people.

    Whenever you spend a Fate Point, you may roll 1d10. If the result is an 8, 9, or 10, you gain

    the benefits of having spent a Fate Point, but still retain the Fate Point.

    8 Parslemouth - You can speak to snakes. In the wizarding world, this is considered a rare

    talent, often one marking the Parselmouth as a future dark wizard when their young. When

    dealing with snakes, you may use Persuasion instead of Animal Handling. You also gain a +10

    to your Intimidation skill rating when speaking in Parseltongue to other people.

    9 Speaker of the Dead You have always had the ability to speak to the deceased. Ghosts

    flock to you and you seem to have an easier time talking to them than others. You gain a +10

    to Charisma linked skill ratings when talking to the restless dead, such as ghosts or vampires.

    10 Destiny Yours is a destiny that shall not be denied. It could benefit all of mankind or bringthe Wizarding world to ruin. For whatever reason, you will stay alive until you have fulfilled

    your destiny. After, you can die as quickly as anyone else.

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    10

    Luxury Table Roll 1d10.

    Result Event1 Famous Relative a member of your family is particularly famous and it's rubbed off on you

    and your skills and reputation. Choose one skill. It gains a +5 to its rating.

    2, 3 Friend of the Family Someone, likely a teacher at Hogwarts is a friend of your family.

    Sometimes you can get away with things that others could not. If you would get in trouble,

    you can declare that your family friend finds you and vouches for you.

    4, 5 Honored Bloodline Yours is a truly ancient house, honored in Wizarding society. Your

    reputation is impeccable. You gain a +10 to any Charisma linked skill rating when your

    bloodline would benefit you (Particularly with Purebloods).

    6, 7 Artifact Mum and dad have sent you off to school with an enchanted item, one that will

    hopefully serve you well. This is similar to the Artifact result on the Supernatural Event table.

    8, 9 Inheritance You've received a load of cash to spend thanks to an inheritance from a distant

    aunt or uncle (or even your dead parents.). Spend it wisely, they said. You receive double the

    starting money and double your quarterly allowances.

    10 Windfall Fortune favors you. Roll twice, ignoring further tens.

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    SKILLS

    The Harry Potter RPG is home to 30 skills that every witch and wizard would know and possibly use

    over the course of their school career. Skills have ratings, which are often their linked Attributes plus

    the skill points you place into them, along with whatever bonuses you gain from your Background

    and Traits. At creation, you may only have one skill at rating 60 or two skills at rating 50, with the

    rest at rating 40 or lower. Backgrounds and traits that add conditional bonuses (+10 when doing a

    specific something with this skill) do not count towards that limit. You have 250 skill points to spend

    on skills.

    Skills are listed in alphabetical order with their linked Attributes in parentheses as well as

    descriptions. Skills that marked with an * are macro skills that can be purchased as several different

    skills, ex. Knowledge (Literature), Knowledge (American Culture), Craft (Woodcarving), or Craft

    (Painting).

    Acrobatics (Agility)

    Description: Acrobatics is a characters skill in jumping, gymnastics, and ability to squeeze intoplaces.

    Animal Handling (Charisma)

    Description: This skill covers the training and care of animals and magical creatures.

    Athletics (Body)

    Description: Similar to Acrobatics, Athletics covers a characters overall physical ability in certain

    areas. Athletics covers most endurance abilities, such as running, climbing, and swimming.

    Casting

    Description: Casting is simply your ability to cast spells. Many subtypes of magic exist, such as

    Charms, Transfiguration, and Dark Magic.

    Special: A character starts out with a skill rating of 20 in Casting for no cost.

    Composure (Willpower)

    Description: Composure is your ability to keep on track and remain steadfast in the face of adversity.

    Many social skill rolls may be opposed by Composure.

    Con (Charisma)Description: When a character needs to lie believably and misdirect others, Con is the skill to use.

    Opposed: Perception

    Craft* (Agility)

    Description: Craft covers just about any skill that can be used to make something, from mechanical

    devices, to woodworking, to painting.

    Special: This is a macro skill, meaning that you can have many different specialties and each one is a

    considered a Craft skill. When placing points into this skill, you must designate a specialty.

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    Dark Arts (Intelligence)

    Description: Dark Arts is the sum of a characters knowledge of the darker side of wizardry. This

    covers things like malicious magical creatures, dark wizards, and the lore of dark magic.

    Dueling (Agility)

    Description: When witches and wizards battle, they use the Dueling skill. This duel consists of two or

    more wizards squaring off and casting spells at each other until one side yields, or dies.

    Enchant (Intelligence)

    Description: Enchantment is the skill of weaving magic into physical objects and creating magical

    items with permanent effects.

    Fight (Agility)

    Description: Fight is the skill that covers any and all non-magical combat. Fists, swords, guns, and

    bottles all make good weapons when one cannot use spells in a scrap.

    Games (Intelligence)

    Description: This skill is essentially ones ability to play and strategize at magical and non-magical

    games, like chess, checkers, and even these new fangled Muggle video games.

    Gossip (Charisma)

    Description: Gossiping is the art of rumor mongering, a necessary skill in any sort of social

    environment. Often, it is most used to gain tidbits of information, but can also be used to spread lies

    and truths amongst the student body.

    Herbology (Intelligence)

    Description: Herbology is ones ability to raise and care for magical and normal plants, as many have

    uses in potions and medicine.

    Intimidate (Charisma OR Body)

    Description: Intimidation is the art of threatening someone into doing what you want them too

    without them betraying you to proper authorities later on.

    Special: Characters can choose either Body or Charisma as the linked Attribute for this skill at

    creation. Body means you are better at threats of physical violence while Charisma-based

    intimidation uses blackmail and secrets to manipulate others.

    Opposed: Composure

    Instruction (Intelligence)

    Description: Instruction is ones skill at teaching others. When using this skill, the teaching character

    can have the learner use Instruction in place of the skill that they would normally use. The teacher

    must have a higher skill rating in the skill in question to use Instruction. Say one character with

    Instruction at 64 is teaching another how to lie more convincingly, and the students Con skill is a

    paltry 35 and the teachers is a 52. The student may use the teachers skill rating of 64 for the

    purposes of determining if they succeed and thus gain skill growth by rolling at or under the skill

    rating of 64.

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    Knowledge* (Intelligence)

    Description: Knowledge covers just about any specialty topic a character could possibly know,

    anything from foreign cultures, to literature, to Quidditch teams, to the sorted and varied histories

    of your bloodline.

    Special: This is a macro skill, meaning that you can have many different specialties and each one is a

    considered a Knowledge skill. When placing points into this skill, you must designate a specialty.

    Larceny (Agility)

    Description: Larceny is the combined art of picking locks, picking pockets, and generally being a

    hoodlum.

    Leadership (Charisma)

    Description: Leadership is ones ability to lead others effectively and putting their talents to use

    where they are needed most. When rolling Leadership, choose one person that can see and hear

    you and roll. Note any degrees of success. You may spend these Degrees of Success to add +10 per

    spent Degree of Success to that persons skill rating for a specific skill of your choice. Any unspent

    Degrees of Success disappear when that person uses the skill you specify.

    Medicine (Intelligence)

    Description: A characters skill in Medicine is their ability to diagnose and treat wounds that

    someone may have sustained. When treating someone with the proper items and tools, you roll

    Medicine. Note the difference between your result and your skill rating. The character gains half of

    the difference in Health back.

    Muggle World (Intelligence)

    Description: Muggle World is the skill that dictates ones knowledge of Muggle customs, such as

    dress and etiquette. Muggle World is also used as ones skill at blending in to the world of normal

    people.

    Perception (Willpower)

    Description: Perception is your skill at noticing what is going on in the world around you, either with

    sight, scent, or touch. Perception is also used when searching an area as well as noticing lies.

    Perform (Charisma)

    Description: When a character needs to sing, dance, or even play an instrument, they use thePerform skill.

    Persuasion (Charisma)

    Description: Persuasion is the skill of using logic and sense to persuade others to help you or do

    things for you, or even telling the truth in a convincing manner.

    Opposed: Composure.

    Potions (Intelligence)

    Description: Potions is the art of mixing arcane ingredients, brewing liquids and unguents, and

    otherwise creating consumable and usable items with temporary magical effects

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    Ride (Agility)

    Description: When one finds themselves on a broom or Muggle transport like a bike or motorcycle,

    they use the ride skill when performing stunts and keeping control of the ridden object.

    Stealth (Agility)

    Description: Stealth is ones skill at hiding and sneaking around, often used when lurking out-of-bounds areas and avoiding the detection of others.

    Opposed: Perception

    Survival (Willpower)

    Description: Survival is the skill used when you need to survive in a natural setting, such as a forest,

    highlands or desert. This may also be used to gather food, find shelter, and navigate through

    wilderness.

    Technology (Intelligence)

    Description: If a witch or wizard needs to blend into Muggle society for a time, they need to know

    how to use Muggle technology. The Technology skill covers most, if not all of the time periods latest

    science. This also functions as ones working knowledge of Muggle technological innovations, such

    as the dishwasher, television, or over-under washer and dryer.

    Wizarding World (Intelligence)

    Description: Similar to Muggle World, Wizarding World covers the culture and customs of the local

    Wizarding areas as well as ones working knowledge of Wizarding society at large.

    TALENT

    Each student has some sort of talent, often something that his or her classmates do not have. This is

    handled by a player picking two talents and gaining a third when they choose their House atHogwarts. Each talent may be chosen up to three times, with its benefits stacking.

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    Ambition You have a goal in mind and the ability to stick to it. Whenever you would work towards

    that goal, you may add +5 to the rating for the roll. The goal must be a long term and one that is

    reasonably within the characters grasp.

    Bravery You do not scare easily. You gain a +10 to your Composure skill rating.

    Connections You possess the ability to glean information from even the shortest conversations

    with your network of friends. Add +10 to your Gossip skill rating when you are attempting to getinformation.

    Convincing You possess a silver tongue. You gain +5 to your Con and Persuasion skill ratings.

    Cunning Your mind is sharp and you always have a plan. Instead of using Charisma for Leadership,

    you use your Intelligence instead.

    Determination You will stop at nothing to reach your goals. Add your Willpower to the amount of

    Lethal Damage you can take.

    Empathy You understand others, sympathizing with even the harshest of experiences. Add +5 to

    your Instruction and Medicine skill ratings.

    Friendship Friends and acquaintances surround you. Once per adventure, you may designate

    someone as a friend who can help you do something.

    Knowledge Yours is the mind of a great wizard. You add +5 to any Knowledge skill rating you may

    possess.

    Leadership Your mere presence is inspiring to others. You gain an additional Degree of Success

    from a successful Leadership skill roll.

    Lightning Reflexes - You have finely honed reflexes which shall serve you well. Add +5 to your

    Reflexes sub-attribute and add +2 to your Agility bonus to Initiative.

    Loyalty Your loyalty to your friends, family, and house knows no bounds. If you would roll your

    Composure skill to resist betraying the things you care about, you add +20 to the skill rating.

    Lucky You are considered to be one lucky son of a witch. You gain an additional Fate Point.

    Memory Nothing escapes your memory. You possess a near photographic memory, allowing you to

    pick up things and remember them perfectly later on.

    Polyglot You can speak many languages, having studied them or belonging to a non-native family.

    Note the tens digit of your Intelligence attribute. You can speak that many additional languages in

    addition to your native tongue.

    Sharp Eyed Like an eagle, you have keen vision. Whenever you roll a sight-based Perception roll,

    you add +10 to your Perception skill rating.

    Warrior You possess skill martial skill beyond that of others. You add +10 to your Fight skill rating.

    Wits Recalling things and applying them is a breeze for you. When making a Study or Instruction

    roll, you add +5 to the rating.

    Many other Talents exist, and will be codified later on.

    WANDLORE

    Each witch or wizard has a wand that they use to channel the magical energies of a spell. While

    casting without a wand is possible (-45 to the Casting skill rating), it is often quite difficult. Wandscome in all sorts of shapes and sizes, but tend to be long wooden sticks with magical components

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    within them. Each wand has a wood, core, length, and flexibility component to it. As long as it has

    these components, it can function. Sometimes this leads to sneaky wizards hiding their wands in

    canes, umbrellas, and walking sticks, which can come in handy when blending in.

    The wand often chooses the wizard, they say. Each wand is semi-sentient, often possessing

    quirks of personality and sometimes clashing with its owner. In the end, it is a partnership that will

    rival even the best of friendships.When creating a wand, you may roll a d10 four times, referring to each chart as you go along

    the steps. First, you determine the core of the wand, then its wood, then the length and then the

    flexibility. The following list is for common woods and cores, while the length and flexibility are part

    of the owners personality and faults. Length often points to your faults, as a shorter wand is

    attracted to those who lack something with their character and longer wands tend to choose larger

    individuals. Flexibility refers to the owners ability to adapt to change; with the most ridged wands

    belonging to inflexible owners and whippy wands belongs to adaptable individuals. Once your wand

    is determined, you can go out and weave magic into the world.

    Wands may be broken which can cause them to stop working, but as long as the core is

    intact, it will keep functioning, meaning that it can be fixed. If you would happen to have your wand

    stolen from you, the thief takes a -20 to their Casting skill rating with it. If you happen to lose a duel

    with it, the winner can use your wand at no penalty, while you suffer a -10 to your Casting skill rating

    for a week as the wand sulks over its owner having lost.

    Result Core Wood Length Flexibility

    1 Unicorn Hair Ash Quite Short Extremely Springy

    2 Unicorn Hair Aspen Quite Short Extremely Springy

    3 Dragon Heartstring Blackthorn Short Flexible

    4 Dragon Heartstring Cherry Short Flexible

    5 Manticore Hair English Oak Average Average6 Basilisk Fang Fir Average Average

    7 Sphinx Mane Pine Long Quite Rigid

    8 Kelpie Hair Poplar Long Quite Rigid

    9 Veela Hair Redwood Very long Inflexible

    10 Phoenix Feather Walnut Very long Inflexible

    Core Table

    Result Core

    1, 2 Unicorn Hair Within your wand is a hair from the mane or tail of a unicorn, a rare and

    powerful magical horse. Wands with this core are often harder to turn to the Dark Arts, are

    loyal, and the core can die if seriously mishandled. Wands with this core give you a free

    re-roll with Casting skill rolls once per day, though you gain no extra effect from having

    Degrees of success and you take no penalties for having lost a duel. If you fail three casting

    rolls in a row, however, the core dies.

    3, 4 Dragon Heartstring Pulled from the heart of a dragon, wands of this core are often

    powerful and temperamental, producing powerful spells, and allowing its owner to learn

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    quickly, though prone to accidents. Wands adds an additional Degree of Success to Casting

    and +5 to Study rolls, but also add an additional Degree of Failure to Casting skill rolls.

    5 Manticore Hair Rare due to how dangerous the beast is, Manticore hair wands are

    attracted to wizards and witches that have similar ferocious tendencies and, oddly, musical

    talent. Owner's gain +10 to Resist Magic versus Charms spells, and a +10 to the skill ratings

    of their Fight and Dueling skills.6 Basilisk Fang The fang of the deadly Prince of Serpents makes for a rare wand that is

    reportedly quite vitriolic in temperament and demanding in nature. Owners tend to be

    sneaky and double jointed individuals and the core tends to favor Parselmouths over all

    others. The owner gains +10 to their Casting skill rating for Dark Magic, +10 to their Stealth

    skill rating and when using Acrobatics to squeeze into places or wriggle free from bonds.

    7 Sphinx Mane Wise and ferocious, the Sphinx is a paradoxical creature. The hair from the

    mane of a sphinx makes for a patient wand, one that thinks before it acts, which has an

    impact on its owner, somewhat. Ideal owners are knowledgeable and are often

    perfectionists. The owner gains a +5 to all of their knowledge skill ratings, +10 to their Fight

    skill rating, and a -2 to their Initiative.

    8 Kelpie Hair Like the shape shifting water-beast, the Kelpie hair wand is one that is as

    mercurial as the source. As a core material, it is rather unpopular due to its ever-changing

    nature, causing wide fluctuations in power, but it adds a lot of potency to Transfiguration

    spells. At the beginning of the day, the player rolls 2d10, with the first result as the positive

    modifier and the second as the negative modifier. Total these modifiers and add them to

    your Casting skill rating. In addition, Transfiguration spells receive one additional Degree of

    Success.

    9 Veela Hair Imported from France, Veela hair wands are quite rare in Wizarding England. It

    takes a very specific sort of witch or wizard to use the wand as the core is considered very

    temperamental, even more so that Dragon Heartstring, but this core allows the wand to

    weave long lasting enchantments and spells. Any spell that is cast with a Veela hair wand has

    its duration doubled and successful Enchanting skill rolls receive an additional Degree of

    Success. The wand is quite temperamental though, with even a failed spell causing the wand

    to sulk, at its masters lack of prowess. For the next hour, spells cast with the wand receive

    one less Degree of Success, to a minimum of one.

    10 Phoenix Feather The rarest core type, Phoenix feather wands are capable of a great range

    of magic, though they are often the most picky about their owners and possess an

    independent streak, often casting spells on their own, bit are loyal to the bitter end. Phoenix

    feather wands give you a +10 to Casting skill rating and a -20 to Casting skill rating if you arenot the owner. If you would fail Casting skill roll, the wand casts what it believes to be the

    most appropriate spell. These are often two very different things.

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    Wood Table

    Roll Wood

    1 Ash Ash wands belong to their true master and them alone. They should not be gifted or

    handed down, as it would cause a great decrease in power. Wands of ash, like their owners,tend to be quite stubborn and cannot be swayed from beliefs or purposes. Ash wands

    double the non-owner penalty for using it.

    2 Aspen The white, fine-grained aspen makes for stylish wands. Aspen wands are known for

    their Charm work as well as the propensity for dueling. Owners tend to be strong-minded

    and determined, often with a revolutionary streak. Aspen wands add +10 to Casting skill

    rating for Charms, and +5 to Dueling skill rating.

    3 Blackthorn Blackthorn is known as the warriors wood and with good reason. Owners of a

    blackthorn wand tend to be loyal and hardy like their owners and possess great skill with

    working martial magic. Owners gain +10 to Casting skill ratings for Dark Magic and +5 to

    their Fight skill rating.

    4 Cherry Cherry wands are quite powerful, often dangerous in the wrong hands. Cherry

    wood wands are somewhat rare. Users of a cherry wand add an additional Degree of Success

    to their Casting skill rolls.

    5 English Oak English oak wands often join with owners that have a powerful intuitions and

    possess and affinity to the natural world. It has been said (with nothing more than anecdotal

    evidence) that Merlins wand was one of English oak. Owners gain +5 to their Animal

    Handling and Herbology skill ratings.

    6 Fir Fir wands are known as Survivors Wands, due to their tendency to pick individuals

    who are adept at evading danger. Fir wands are suited to Transfiguration magic and often

    pick owners that are focused, strong-minded, and even a little intimidating. Owners gain a

    +10 to Casting skill ratings for Transfiguration spells and add 4 to your total Lethal Damage

    rating.

    7 Pine Pine wands crave masters who are independent, intriguing, and perhaps a little

    mysterious. Owners tend to die at ripe, old ages and find that their wand works wonders for

    innovation and new spells, as well as non-verbal casting. A pine wand has the penalty for

    non-verbal magic reduced to -15, instead of -25.

    8 Poplar Poplar wands produce consistent magic with even strength and uniform power.

    What stands out is that they tend to choose owners who have a clear and concise moral

    vision, sticking by their principals. The owner of a poplar wand receives +10 to theirComposure skill rating.

    9 Redwood Wands of redwood tend to attract owners who are believed to be lucky, but in

    truth possess the uncanny ability to always land on their feet and snatch victory from the

    jaws of catastrophe. Owners of a redwood wand may, once per game, you can declare a

    failed roll to be a basic success.

    10 Walnut Walnut wands tend to find good homes in the hands of intelligent witches and

    wizards and are often found in the hands of magical innovators and inventors. Wands

    possess versatility and adaptability in terms of magic, and are quite easy to work with.

    Owners add +5 to their Casting skill rating.

    Length Table

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    Roll Length

    1, 2 Quite Short The wand is smaller than 8 inches.

    3, 4 Short The wand Is between 8 and 9 inches long.

    5, 6 Average The wand is between 10 and 11 inches long.

    7, 8 Long The wand is between 12 and 13 inches long.

    9, 10 Very long The wand is longer than 13 inches, often 15 or more.

    Flexibility Table

    Roll Flexibility

    1, 2 Extremely Springy

    3, 4 Flexible

    5, 6 Average

    7, 8 Quite Rigid

    9, 10 Inflexible

    HOUSE

    Each student at Hogwarts belongs to one of four houses. The brave Gryffindors, the knowledgeable

    Ravenclaws, the cunning Slytherins, and the loyal Hufflepuffs. Houses often work and live together,

    sitting in the great hall during mealtimes, but inter-house cooperation is stressed as something

    everyone should work towards.

    Often times, this is the last or first decision of character creation. At first, you receive two

    Talents of your choice. Now you must choose a house and a third Talent very narrow list of Talents

    to draw from, each one being one thing that the house values. The list is as follows:

    Gryffindor: Bravery, Determination, and Leadership.

    Hufflepuff: Loyalty, Empathy, and Friendship.

    Ravenclaw: Memory, Knowledge, and Wits.

    Slytherin: Ambition, Cunning, and Convincing.

    FATE POINTS

    Each character has a store of Fate Points. Spending these Fate Points allows you to do fantastic,

    often very lucky, things. If you feel the need to, you may declare that you spend a Fate Point for any

    one of the following actions:

    * Reroll a failed skill or sub-attribute roll. The new result stands.

    * Add +10 to you skill rating for the next roll. This is done before any dice are rolled.

    * Add a Degree of Success to a roll. This is done after dice are rolled.

    * You count as having rolled a 10 for Initiative.

    * Reduce the damage from an incoming attack by 10.

    To determine how many Fate Points your character has to start, roll 1d10. Results of 1, 2, 3, or 4

    mean that she has 1 Fate Point. Results of 5, 6, 7 or 8 mean that she has 2 Fate Points. Results of 9 or

    10 mean that she has 3 Fate Points. If it is the Game Masters wish to start everyone off with the

    same number of Fate Points, then everyone starts with 2 Fate Points.Spent Fate Points refresh and return to you at the beginning of a new game.

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    CHARACTER DETAILS

    These are the other background details of your character like family, what their various

    circumstances and conditions from the Background events table, appearances and other various

    details.

    ADVANCEMENT

    Skills are raised at the end of every adventure if you put them to use and succeeded in their use. If

    you successfully used a skill, mark it off on the little box next to it. At the end of the current

    adventure, you may roll that skill with a d100. If you meet or exceed the skill rating, you may add the

    result of a 1d5 roll to the skill rating.

    At the end of the Summer Quarter, you gain the result of a 1d5 roll added to each Attribute with

    your Hogwarts House affecting the growth of three of them. Each House has two Favoured

    Attributes. Favoured Attributes have the better result of two 1d5 rolls added to them (if you roll a 2

    and then a 3, you would add 3 to your favoured Attribute).

    Gryffindor: Strength and Body.

    Hufflepuff: Body and Willpower.

    Ravenclaw: Intelligence and Willpower.

    Slytherin: Charisma and Agility.

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    COMBAT

    Sometimes, things get to the point where two sides heat up, boil over, and things become a mess.

    This is usually when combat starts. In the Harry Potter RPG, combat is usually done with spells, but

    other times fights are resolved with fists, weapons, and bullets. The latter does not happen as often

    as the former.

    When starting combat, everyone involved rolls for Initiative. This determines the turn order of those

    involved, seeing who goes first and who goes last. Rolling for initiative is done by rolling 1d10 and

    adding the tens digit of your Reflexes score, plus whatever bonuses you may have to Initiative. This

    sets up a turn order going from highest to lowest.

    Combat is measured in rounds; periods lasting from five to six seconds. Characters in combat take

    turns going from highest Initiative down to the lowest, which goes back to the highest when the

    round ends. Each round has two phases the action phase and the clean-up phase. The action phase

    is when each participant acts in combat and the clean-up phase is when effects end and

    miscellaneous rolls are made.

    Each character gets a turn during the action phase, with a turn consisting of two simple actions orone complex action. A player can choose to hold a single Simple Action until a certain initiative count

    or until a triggering action that the player specifies occurs (ex. Im going to stun him if he goes for

    his wand.). Below is a summary of actions and what sort of action they cost.

    Attack with the Fight Skill Simple Action The Fight skill is an all purpose melee and

    ranged combat skill, making it invaluable if you cannot use your wand. You roll your Fight

    skill vs. The targets Reflexes. Success means you get to inflict damage to the target, while

    failure means that you miss as they dodge your blows.

    Cast a Spell Simple Action You say the magic words and wave your wand the right way to

    produce a magical effect in a fight. Spells that create physical effects aimed at someone,

    such as sparks, a blast of force, or a group of birds flying at their face is contested by the

    targets Reflexes, while more subtle effects are opposed by the targets Resist Magic. Either

    way, you are rolling your Casting skill.

    Move Simple Action Move a number of yards equal to the tens digit of your Reflexes

    sub-attribute in a turn.

    Speaking no more than 10 Words Simple Action You character says something ofimportance, be it some witty comment or perhaps a word of warning to allies or command

    creatures under your control.

    Move in Hazardous Terrain Complex Action You can move a number of feet equal to

    equal to the tens digit of your Reflexes sub-attribute in terrain that the GM describes as

    hazardous, such as rumbling earth, underwater, or in over grown foliage.

    Run Complex Action Similar to the move action, but you roll your Athletics skill and add

    your Degrees of Success to the total of twice the tens digit of your Reflexes to determine the

    number of yards you can move.

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    Speak 11 to 30 Words Complex Action When you need to get a mouthful out, this is how

    long it takes.

    Using a Skill Special Sometimes you might need to roll a skill. If it does not involve an

    extended roll, it takes a Simple or Complex action, as the GM dictates. Extended rolls

    typically need Complex Actions to be completed. Typical skills that require no action:Composure, Dueling, and Perception. Typical skills that require a Simple Action: Knowledge

    skills, Dark Arts, Acrobatics, Herbology, Leadership, Ride, Technology, and Athletics. Typical

    skills that require one or more Complex Actions: Animal Handling, Con, Intimidate, Medicine,

    and Persuasion.

    In combat, the Game Master is free to apply penalties and bonuses depending on the situation. For

    example, if you are attacking your surprised target, they receive a -50 to their Reflexes rating due to

    surprise. While an extreme example, most bonuses and penalties would range from +/-5 to +/-25.

    Common modifiers tend to stem from environment such as darkness or smoke and fire, physical

    fitness or sickness, and on-going magical effects.

    Damage, Injury, and Recovery

    If someone hits you with a spell or fist, it does damage. Damage is the result of a dice roll, often with

    strength added to the result for melee attacks. The damage result is subtracted from your current

    Health score, down to a minimum of 0. If there is any damage leftover, it is subtracted from your

    Lethal Damage rating, with is equal to your Body attribute.

    For example, two first year girls are in a scrap in a hallway, the fight has progressed far

    beyond wands, and both girls are punching and clawing at each other. One manages to hit the other,

    dealing 9 points of damage. The one that was hit has a Health sub-attribute of 55 and this is the first

    time she has been hit in the fight. Subtracting 9 from 55, she has 46 Health remaining and a Lethal

    Damage score of 15.

    If your Health rating goes to 0, you are to roll your Health rating during the clean-up phase

    of the round to stay conscious. Failure means you fall unconscious, while success means you can still

    act for a number of turns equal to your Degrees of Success before falling unconscious. If by some

    happenstance your Lethal Damage rating is reduced to 0, then your character dies. Hopefully the

    death of a character is something that hardly ever happens.

    Recovery from injury is rather straightforward. Someone with the Medicine skill may roll it

    and if they are successful, they can apply half of the difference between their skill rating and theirresult as health recovered. The Game Master is free to apply rest and recovery times that are

    dependent on the injury, but most may be mended in a day or two, with more serious wounds

    requiring more rest and possible magical attention.

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    Dueling

    In a more formal situation, two wizards may meet on the field of battle and perform what is

    called a Wizards Duel. A most noble and ancient tradition, a duel is typically a one-on-one display of

    magical prowess in combat, though sometimes, circumstances would lead to two-on-one or even

    three-on-one duels.

    When initiating a formal duel (one that is not in the middle of combat), both duelists face

    each other and bow as a sign of respect and formality. They then assume their positions away from

    each other and assume a ready stance with their wands at the ready. This is when the Dueling skill

    comes into play.

    Before spells are thrown and people are hurt, participants in a duel roll their Dueling skill. If

    they score any Degrees of Successes, they may ask questions about their opponent as their

    character sizes them up and thinks on the best plan of attack. Common questions would include

    mechanical ones like What is their Casting skill?, How high is their Resist Magic?, and What

    does their Reflexes look like?Once each person is done asking questions and has a moment to make a decision, then

    Initiative is rolled. For the first round of an official duel, participants may add the Degrees of Success

    from a successful Dueling skill roll to their Initiative roll. Many sanctioned duels tend to be to the

    first hit or disarm, though some continue well past that. After the first hit, a duel functions as normal

    combat, going until someone yields, or is knocked out or killed.

    Quidditch

    The game of Quidditch is similar to that of the Muggle sport of polo, except that it is played

    on broomsticks rather than horses. At Hogwarts, each house is represented by a team of sevenplayers, often with a few more in reserve. Each team competes against the other in a tournament,

    with victorious houses gaining additional house points and prestige for the house.

    Each team has seven players, three Chasers, two Beaters, one Keeper, and one Seeker.

    Chasers have the duty of attempting to place the basketball-sized red ball called the Quaffle into one

    of the three goal hoops at either end of the field, which is called a pitch. The Keeper defends the

    hoops and blocks the Chasers attempts at scoring. The Beaters on either team have clubs with

    which they direct two black balls called Bludgers around, often at opponents. Bludgers are

    enchanted objects and are considered to be one of the nastier parts of the game, since getting hit by

    one is like taking a meaty troll fist to your ribcage. Finally, there is the Seeker. The Seeker is the one

    who attempts to find and grab a special enchanted ball called the Golden Snitch. The Seeker who

    catches the fast and wily yellow orb ends the game and scores bonus points for their team.

    Scoring is quite simple in Quidditch. Each successful passing of the Quaffle through the

    hoops at the opponents end of the pitch is ten points. The game continues until someone manages

    to catch the Snitch, and the team who catches it gains an extra one-hundred and fifty points. The

    team with the most points at the end of a game wins.

    Games tend to go on for a couple hours, but some have been known to go on for days, even

    weeks, with reserve players switching out at intervals so others can get some rest.

    If there are player characters interested in being players of their houses Quidditch team,they can participate in a special mini-game, pitting two teams against each other. One team,

    generally the players, is controlled by the player and the other by the Game Master. Each take turns

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    going back and forth attempting to score or take out the other teams players and ending the game

    when one team manages to find the Snitch.

    Teams have four attributes of their own, each one relating to the positions of a team: Chaser,

    Beater, Keeper, and Seeker. Each one is typically rated at around 75, going higher or lower,

    depending on the teams skill and power. The Chaser attribute is used to score points, intercept the

    Quaffle, and occasionally run interference plays. The Beater attribute is rolled when you want totarget one of the other teams players for attack and defend their team. Keeper often opposes the

    Chaser attribute to prevent scoring and the Seeker attribute helps to determine when the game

    ends.

    A round in Quidditch is typically an hour, split up between the two teams attempting to gain

    control of the Quaffle. Whomever has the Quaffle is said to be in Possession. Each round is split into

    three phases: Determining Possession, Action Phase, and the Seeker Phase. The Determining

    Possession Phase is used to decide who goes first in the Action Phase. The Action phase allows the

    contestants to make two actions in a round, with the team who possesses the Quaffle going first.

    These actions depend on what the player wishes to do in a round. The Seeker Phase helps to

    determine when the game ends and who the winner might be.

    Determining Possession in the first round is simply done with an opposed roll of each teams

    Keeper attribute, following the opposed roll rules. The team with possession is the team who gets to

    act first in the Action Phase.

    Each Action involves an opposed roll by both team. A summary of actions and their consequences

    follows.

    Score Make an opposed roll with your Chaser attribute vs. the opponents Keeper attribute.

    Success means that your team has scored ten points. Failure means that the Keeper has

    defended the goals. With either result, both teams roll their Chaser attribute to determine

    who has Possession afterwards.

    Intercept Used to remove the Quaffle from the other teams possession. Make an opposed

    roll of both teams Chaser attribute. If you succeed, you have possession of the Quaffle. If

    you fail, the opponents team retains possession.

    Interference Your teams Chasers begin to interfere with the other teams plays. Make an

    opposed Chaser roll against one teams attribute, chosen by you. If you succeed, then the

    targeted attribute is reduced by 10 for the round. Failure is just wasted effort.

    Attack Similar to the interference action, you target one stat of your opponents team and

    they roll that attribute vs. your Beater attribute. If you succeed, you deal 2d10 + 5 damage

    to one of that attributes members. Failure means that you have missed.

    Block The block action assigns your Beaters to keep guard on one of your other members.

    If the opponent would make an Attack action against that section of your team, you may roll

    your Beater attribute instead of the one they target. You cannot block your Beaters with

    your Beaters, since they would already be defending themselves from Bludger attacks and

    enemy action.

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    The Seeker Phase occurs when the Action Phase has been resolved. In it, both teams roll their Seeker

    attribute, attempting to be the first to score ten Degrees of Success. Those ten Degrees of Success

    represent the spotting, chasing, and eventual catching of the Golden Snitch. Outside conditions may

    hamper the Seekers, raising the Degrees of Success required to get the Snitch from one (light rain)

    all the way up to an additional ten Degrees of Success (Storm of the century happening. Why the

    game has not been called off is anyones guess.) required.Team creation is simple. For each attribute, you add the result of a 2d10 roll to 65.

    Sometimes, you are going to need to know the a team members Health, so generating names for

    players and Body attributes of 2d10 + 10 (as most Quidditch teams are formed from older students)

    may come in handy. If a player character holds a position on the team, add +5 to that attribute, as

    Fate seems to favour a player character more than NPCs.

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    MAGIC

    The world of Hogwarts is one filled with magical spells, mystic potions, and enchanting beasts. Since

    it is a school of Witchcraft and Wizardry, your character shall be learning many of these spells and

    perhaps inventing new ones as their school career goes on.

    Wand-based magic, that is to say most spells, requires three things: Incantation, Wand

    Movement, and Intent. Each of these three factors contributes to how difficult a spell is to learn and

    cast on the first day of hearing about it.

    Incantation refers to the series of magic words that one uses to cast a spell, most of the time

    these words can be quite easy to pronounce correctly, but other times they can be much more

    difficult. You can attempt to cast a spell without using the Incantation part, but you take a -25 to

    your Casting skill rating for doing so.

    Wand movement is the second requirement for spell casting. With a wand, your character

    makes the proper movement required to cast a spell. Most movements are simple and easy to

    remember, while others require finesse and skill to get right. You can cast a spell without a wand,

    but in doing so, you take a -50 penalty to you Casting skill rating.

    Intent is one of the most important parts of spell casting. Without it, there would be no

    magic. Intent draws from your characters emotions and desires. Some spells draw from very specific

    emotions and desires that make them harder to cast.

    Spells belong in one of three categories: Charms, Transfiguration, and Dark Magic. Charms spells

    focus on altering the physical properties of an object or person without physically changing them.

    Transfiguration is about altering the physical properties of anything while changing them, sort of an

    inverse to Charms. Dark Magic is the area of hexes, jinxes, and curses, spells that require negativeintent and emotion to use. Jinxes are spells that annoy and harass, hexes debilitate, and curses

    cripple and maim. Dark Magic often has specific counter-spells to specific spells, which function as

    the spell in all but name and incantation, but reverse the effects.

    Each spell has a Name, Type, Difficulty, Duration, Effect, and Resistance. Name describes the spells

    name, calling it the Fire-Making spell or Full Body-Bind curse and includes the spells Incantation.

    Type refers to if the spell Is a Charm, Transfiguration spell, or Dark Magic. Difficulty refers to the

    spells ease of use when you first learn it in the form of a penalty to the Casting skill roll. Difficulty

    decreases by 5 for each Degree of Success on a Study or Instruction roll and each time you

    successfully use it. Duration describes how long the spells effects last, with instant spells happening

    immediately with no lasting effects. Effect spells out just how the spells effects work in game terms.

    Resistance refers to if the spell can be dodged with Reflexes and if it can be resisted with Resist

    Magic. If both entries are there, one rolls Reflexes first and then Resist Magic.

    The following is a list of Charms and Dark Magic that a student is likely to pick up on their first year

    at Hogwarts School of Witchcraft and Wizardry with a few select spells chosen from the second year

    that first year students might be able to pick up at a -10 to the Study roll or requiring a second year

    or older mentor with Instruction. These spells are marked with an *. Transfiguration spells require

    more specialized rules than these ones due to their complexity.

    An Index of spells can be found at the end of the book.

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    Transfiguration

    The third branch of magic, Transfiguration, deals with spells that alter the physical shape of

    something into something else. While it sounds simple in theory, Transfiguration is one of the

    toughest, most complex branches of magic that one can encounter, especially during their school

    careers.

    Transfiguration consists of four sub-categories: Transformation, Vanishment, Conjuration,

    and Untransfiguration. Transformation is the broadest of the categories, consisting of turning one

    thing into something else and switching features. Simple transformations are learned from first year

    onward, with switching feature starting up at third year. The vanishment branch consists of one

    spell that banishes things away into nothingness, but that one spell gets to be quite hard depending

    on what one is Vanishing. The Conjuration branch is quite similar to vanishment, being the art of

    bringing things into being. Theres a great many restrictions on what one can conjure. Studies

    pertaining to this branch start in the seventh year. Untransfiguration studies are learned along withevery other spell since the first year, making them varied and useful.

    Human Transfiguration does exist, but is quite difficult. If one turns into an animal and is not

    an animagus, for example, their intelligence is shifted down to that creatures level. It is highly

    recommended that you do not do these things unless you have a foolproof way of turning back,

    unless you wish to be a ferret for the rest of your (now ferret length) lifespan.

    Transfiguration is governed by many natural and societal laws. Most specifically, you cannot

    use magic to conjure food, create love, turn things into lasting gold, make lasting conjurations, or

    return the dead back to life. These are things governed by Gamps Law of Elemental Transfiguration.

    Spells of Transfiguration require special built formulas for calculating their difficulty since each spell

    is unique in and of itself. It is often much easier to turn an inanimate objects into another inanimate

    object that is of similar size than it is for you to turn a needle into a dragon. Determine what the

    spell does and tally up the total modifiers for the Casting skill roll. This done on the fly, since your

    target may change but the result is always the same. If both target and result are the same feature

    and of the end result is cosmetic (turning one rat into another the same rat, just a different shade),

    then one can ignore the modifiers for Result. More in-depth cosmetic changes (Such as the changing

    of size or gender) would require the Size and Composition modifiers as needed.

    Target: -0 Simple Object (Things that lack moving or small parts)-5 Complex Object (Things that have many small, complex, or moving

    parts)

    -10 Lower Animal (Invertebrates like insects and mollusks)

    -20 Higher Animal (Vertebrates like birds and pigs)

    -25 Magical Creature

    -30 Human

    Size: -0 Same size

    -5 Similar size

    -10 Vastly Different size

    Composition: -0 Same material

    -5 Similar materials

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    -10 Hideously Different Materials

    Result: -0 Simple Object

    -5 Complex Object

    -10 Lower Animal

    -20 Higher Animal

    -25 Magical Creature-30 Human

    Other: -10 Half-Transfiguration (The end result is half one thing, half another.)

    -25 End result is alive where it wasnt before.

    -20 Sentience is lost or gained

    For example; one can make a spell that allows them to turn something into a needle. Starting off

    with a matchstick, the target is an Object (-0), both the target and result are same size (-0), but are

    made of vastly different materials (-10), and the end result is also an Object (-0). The total difficulty

    modifier for such a spell would be -10. If you were to turn a human into a needle, the target is

    human (-30), of a vastly different size (-10), made of hideously different materials (-10), and the end

    result is still an object (-0) which means sentience is lost (-20). The total modifier this time is -70,

    which is well beyond the skills of a first year student. Each Transfiguration spell has a duration of

    Instant, meaning that the spell, unless reversed the spell is permanent.

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    Potions

    Potions are magical liquids brewed in cauldrons that when drunk, give the imbiber temporary

    magical abilities. Requiring several special ingredients, a cauldron, flame, and a wand, each special

    potion requires time to brew and otherwise be concocted. A young, enterprising witch or wizard can

    potentially stand to make a great deal of money from his or her more beauty-obsessed classmates

    by brewing and maintaining a stock of boil-cure potions.

    Potion creation usually results in one of three types of liquids: Elixirs, Philters, and Poisons.

    An elixir is a potion that is designed to heal and otherwise improve oneself, often in a sweet tasting

    and aromatic liquid. Philters are potions meant to enchant and enhance the drinker, ranging from

    potions that grant one immunity to fire and potions that give one a temporary enhancement to their

    physical strength. Poisons are the exact opposite of elixirs, being drinks meant to harm and

    otherwise hinder the drinker. Poison antidotes fall under the branch of elixirs.

    Making a potion is quite simple. First you must determine the amount you wish to make and the

    liquids potency. Potency is often used to determine the effects of a potion and is a number betweenone and ten. These are both added to the base potions Degrees of Success. To successfully brew a

    potion, you make an extended Potions skill roll, the duration of time in between each roll depends

    on the potion in question, not to mention have the proper ingredients. If at any point during the

    creation of a potion that you roll more Degrees of Failure than you have Degrees of success, the

    potion goes off, creating a liquid that does the opposite of what you wish to do. A boil-cure potion

    becomes one that causes intense acne similar to the Pimple Jinx and a strength-enhancing philter

    becomes a weakening poison. Below is a list of potions that first year students are expected to learn

    and master, as well as modifiers for the amount of potion (That is, however many uses) you wish to

    make.

    Amount Additional Degrees of Success Required

    1 0

    2-3 2

    4-6 4

    7-8 6

    9-10 8

    11+ 10+

    An index of potions can be found at the back of the book.

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    Enchanting

    Enchanting is the art of weaving spells into objects, granting them permanency and the creation of

    many magical items. Many students do not pick up on this subject as it is not offered, though some

    enterprising young spellcasters tend to branch out into this field for themselves, often with an

    entrepreneurial bent.

    The creation of an enchanted item take time, days or weeks depending on the level of

    spellcraft. The time for the extended Enchanting skill roll is measured in a single day per spell you are

    weaving into an object. Enchanting is done by making an extended Enchanting skill roll with the

    target amount of Degrees of Success equal to four times the Degrees of Success for a spell effect you

    wish to add to an object, with things that you handcrafted yourself only requiring three times the

    Degrees of Success. If I were adding a Levitation Charm to a broom to make a flying broomstick, I

    would require at least four degrees of success to get it to float and go one yard per turn. No Firebolt,

    but it will get you to where you need to go (but very, very slowly).

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    ITEMS AND EQUIPMENT

    Many items are required for the young witch or wizard to have a successful academic career, and to

    do that, one requires money. In the Wizarding World, there are three types of coins: Gold Galleons,

    Silver Sickles, and Bronze Knuts. For the Muggleborn, one does not have to worry, since the greatest

    goblin-run bank in all of the United Kingdom will exchange Muggle money for that of the wizards.

    Each coin is about the size of an American silver dollar, and tends to work out to some

    somewhat odd exchange rates between coins. One Galleon is worth 17 Sickles which are worth 493

    Knuts. Seventeen Sickles to a Galleon and twenty-nine Knuts to a Sickle. From British Pounds Sterling

    to Wizarding money, one Galleon is worth approximately 24.65, one Sickle worth 1.46, and one

    Knut is worth 0.05.

    New Students receive a list of items that are required by the school with little exceptions. In

    terms of uniform: three sets of plain work robes in black, one pointed hat (black) for day wear, one

    pair of protective gloves (dragon hide or similar), and one winter cloak, black with silver fastenings.

    In terms of course books:- The Standard Book of Spells, Grade 1, by Miranda Goshawk

    - A History of Magic, by Bathilda Bagshot

    - Magical Theory, by Adalber Waffling

    - A Beginners Guide to Transfiguration, by Emeric Switch

    - One Thousand Magical Herbs and Fungi, by Phyllida Spore

    - Magical Drafts and Potions, by Arsenius Jigger

    - Fantastic Beasts and Where to Find Them, by Newt Scamander

    -The Dark Forces: A Guide to Self-Protection, by Quentin Trimble

    And other miscellaneous equipment:

    - One wand

    - One cauldron, pewter, standard size 2

    - One set of glass or crystal phials

    - One telescope

    - One set of brass scales

    Students are also allowed to bring a pet owl, cat, or toad. This rule is generally the most permissive

    of all, as students can bring any other small species of animal, if they are aware that it might get lost,

    eaten, or trampled if they are not careful. First years, however, are not allowed to bring their own

    brooms on campus.

    Each starting character has roughly 4d10+5 Galleons to spend, or a flat 25, their choice. Pureblood

    characters add an extra 5 Galleons to their name, while Halfbloods add 2 and Muggleborn add no

    additional Galleons. Whenever the semester rolls around, you often receive a package from home,

    containing goodies and some spending money for incidentals that can be ordered through catalog.

    One can buy used items at half price, being a decent way to save money for Muggleborn and less

    wealthy families.

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    Indexes

    Spell Index

    Dancing Feet Spell (Tarantallegra)*Type: Charm

    Difficulty: -15

    Duration: 30 Seconds per Degree of Success.

    Effect: The target (Person or object) dances wildly for the duration. Roll 1d5 for each turn

    they are affected. On a 1 the target dances forward, 2 to the right, 3 backwards, 4 to the left,

    and 5 they dance in place.

    Resistance: Reflexes, Resist Magic.

    Disarming Charm (Expelliarmus)*

    Type: Charm

    Difficulty: -5

    Duration: Instant.

    Effect: The target immediately drops whatever they are holding at the time.

    Resistance: Reflexes, Resist Magic.

    Engorgement Charm (Engorgio)*

    Type: Charm

    Difficulty: -10

    Duration: InstantEffect: The target (Person or object) suddenly swells up in size, increasing their Body by +5

    per Degree of Success and reducing their Reflexes by a similar amount. Object triple in size.

    Resistance: Reflexes, Resist Magic.

    Fire-Making Spell (Incendio)

    Type: Charm

    Difficulty: -5

    Duration: 30 Seconds per Degree of Success.

    Effect: The target (Person or object) ignites. Unless they spend a Complex action to make a

    Reflexes roll to put out the flames, they take 3d10 damage per round.Resistance: Reflexes.

    Freezing Charm (Immobilus)*

    Type: Charm

    Difficulty: -10

    Duration: 1 minute per Degree of Success.

    Effect: The target is frozen in place for the duration. They cannot make any rolls based on

    Physical attributes but they may speak. Also functions to freeze Muggle devices like engines

    and alarms.

    Resistance: Reflexes, Resist Magic

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    Full Body-Bind Curse (Petrificus Totalus)

    Type: Dark Magic

    Difficulty: -15

    Duration: 10 minutes per Degree of Success.

    Effect: The target is rendered immobile as their arms and legs lock together.Resistance: Reflexes, Resist Magic

    General Counter-Spell (Finite [Single] or Finite Incantatum [Area])*

    Type: Charm

    Difficulty: -10, -20 for Area

    Duration: Instant

    Effect: The target is freed from whatever magic that is currently affecting them. The casters

    Degrees of Success are compared to the Degrees of Success for a spell that is currently

    affecting the target. If the caster has more Degrees of Success, then the target has all their

    spells ended. Can be cast for an area of effect version, in which the caster must exceed the

    highest Degrees of Success out of every on-going spell in the room.

    Resistance: Generally Reflexes.

    Jelly-Legs Curse (Locomotor Wibbly)

    Type: Dark Magic

    Difficulty: -15

    Duration: 1 minute per Degree of Success.

    Effect: The target is rendered immobile as their legs fail them. They take a -2 to their Speed

    per Degree of Success. If the targets Speed is reduced to 0 or lower, they cannot move.

    Resistance: Reflexes, Resist Magic

    Knockback Jinx (Flipendo)

    Type: Dark Magic

    Difficulty: -5

    Duration: Instant.

    Effect: The target is sent backwards one yard per Degree of Success. Upon reaching the end

    on their traveling distance, they must roll Reflexes at a -10 to stay upright or fall prone. If the

    spell sends the target into a solid object, such as a wall, they take 1d10 damage + 3 for each

    yard that they would have otherwise travelled if they were unimpeded.

    Resistance: Reflexes

    Leg-Locker Curse (Locomotor Mortis)

    Type: Dark Magic

    Difficulty: -15

    Duration: 10 minutes per Degree of Success.

    Effect: The target is rendered immobile as their arms and legs lock together. They may move

    at a quarter of their normal speed and may not take actions that rely on the use of their legs.

    Resistance: Reflexes, Resist Magic

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    Levitation Charm (Wingardium Leviosa)

    Type: Charm

    Difficulty: -15

    Duration: InstantEffect: The target is levitated off the ground as long as the caster maintains the spell and

    keeps their wand pointed at the target. They may, as a simple action, direct the target to

    move a number of yards in a round equal to the degrees of success scored when casting the

    spell.

    Resistance: Reflexes, Resist Magic

    Locking Spell (Colloportus)

    Type: Charm

    Difficulty: -5

    Duration: Instant

    Effect: A door is magically locked. The door can be unlocked with a key or the spell can be

    countered with the Unlocking Spell.

    Resistance: None

    Memory Charm (Obliviate)*

    Type: Charm

    Difficulty: -25

    Duration: Instant

    Effect: The target has one memory per Degree of Success removed