Sabledrake Magazine May, 2002
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GURPS Harry PotterCopyright © 2002 By Thomas Barnes
Part 1 of 5Part 1 | Part 2 | Part 3 | Part 4 | Part 5
[Editor's Note: This article was so long and so well written, that we decided to break it up into five parts. All five have been completed, and you'll see the next four sections over the next year.]
Introduction Several months ago, I finally broke down and read one of the Harry Potter books. Like everyone else, I became addicted. I quickly read all four books in the series in quick succession and then re-read them. As I read, I kept wondering if J.K. Rowling was a former gamer, because the parameters of her world were so carefully thought out. Underneath the prep school fantasy, there was a tautly constructed world with its own internal logic that begged to be further fleshed out. This variant requires GURPS Basic at the very least. A full-fledged GURPS Harry Potter campaign requires GURPS Compendium I, Grimoire and Magic as well. GURPS Bestiary, Fantasy Bestiary, Fantasy Folk and Undead are handy, but not essential. Sources: My sources for this variant are, of course, the four Harry Potter books by J.K. Rowling, plus the two “Harry’s Books” books she did for Comic Relief. In the few cases where a species of creature or a character isn’t fully described in the books, I have attempted to fill in the gaps using information from the movie. Where the movie and the books disagree, I have chosen the books as “canon.” In a very few cases (specifically, middle names of characters and monetary values), I have used online transcripts of J.K. Rowling’s question and answer sessions with fans that were aired on BBC radio. When necessary, I have filled in the gaps as best I could.
Spoiler Alert Throughout the text, I assume that the reader has read all four available books in the series. For the few thousand or so literate people left on the planet who haven’t read the books, this is your warning. Some sections, especially the Characters and Equipment sections, contain information that will give away important plot developments. If you can’t enjoy a book if you know how it’s going to end, don’t read the Characters section or the Equipment section. You have been warned.
The World of Harry Potter The world of Harry Potter is an alternative fantasy setting. Like Ars Magica, wizards keep themselves apart from the mundane world. Like Shadowrun or GURPS Technomancer or Cabal, mages have adapted to the modern world. Unlike any of these settings, the world of Harry Potter is basically peaceful and optimistic. Wizards expect make the world a better place by working for a bureaucracy or going into business, not by conquering or controlling the world. They learn spells to handle the everyday problems of life and relatively non-violent self-defense spells. Under the surface, however, the world of Harry Potter offers marvelous dramatic tension. Evil wizards are a constant threat; presumably Voldemort and his supporters are only the latest in a line of power-hungry sorcerers. The Ministry of Magic has a tremendous job to do to keep the existence of magic a secret. Tensions between the wizards and the other magical races in the world presumably could take a turn for the worse. The goblins, barely mentioned in the book, are a dangerous and aloof race that have rebelled against wizardly hegemony several times over the centuries. The centaurs and merfolk, although they keep to themselves, could decide to turn on humankind if sufficiently provoked. There are all manner of magical beasts to be captured, killed or studied and all types of muggles to be protected from themselves. Finally, and most obviously, there is the appeal of a Hogwarts school campaign, where student witches and wizards attempt to learn magic while dealing with the troubles of growing up.
Wizarding Society Wizards (male mages) and Witches (female mages) occasionally refer to the magical world as the “wizarding world” and the term “wizarding” can be applied as an adjective to any institution that functions in the magical world, for example, Gringott’s Wizarding Bank. Technology: Wizarding culture is very much like that of modern Great Britain, but is retarded in its technological development. Wizards prefer to use magic or old-fashioned technology that borders between TL5/6 and lags at least one Tech Level behind that of the mundane world. Wizarding technology is especially retarded by the fact that high levels of magic interfere with electric and electronic signals. Unless it is specifically-enchanted to work in a wizard’s household, high-tech gadgets such as power tools and computers won’t work properly. Culture: Because of this social retardation, and the fact that wizards are much longer-lived than “muggles” (mundane folk); their society is a bit more formal. Wizards and witches are likely to live in half-timbered storefronts or cottages, or ancient manor-houses rather than terrace houses or flats. Men often wear old-fashioned suits to work, although robes are an acceptable, traditional garment for both sexes. At the same time, wizarding society is nothing if not eccentric. As long as wizard doesn’t make a pest of himself, he can dress as he chooses in styles that are much more flamboyant than those of the mundane world. A famous author can dress in turquoise-colored robes that match his eyes or a top government official can dress in a bright green suit with a lime green bowler hat and not raise eyebrows. This freedom extends to other aspects of a wizard’s personal life. If wizard wishes to raise fantastic beasts or conduct strange experiments, as long as he doesn’t break any laws, or annoy the neighbors, few people will care.
Becoming a Wizard or Witch Witches and Wizards are born, not made: you either have the “wizard gene” or you don’t. As a guess, there are probably no more than 100,000 magically-aware people in Great Britain (which has a population of approximately 60 million). In magic-using families, magical powers manifest themselves regularly. A non-mage born to mage parents is a tragic oddity, rather like a child born with birth defects or mental retardation would be to ordinary parents. Wizards born to mundane parents are also an oddity, with perhaps one mage born out of every million children. Those with Magery eventually spontaneously show their powers as children. As a rule of thumb, the more gifted the mage, the earlier and more frequently his powers manifest. Though wizards might be able to increase their power (level of Magery) through training, such a thing is unlikely. For most mages, the level of magical power you have is innate and cannot be improved. Small children who are wizard-born are trained, educated and supervised by their parents until they are about 11 years old. The odd muggle-born wizard appears to be a normal child for the first few years of life. As they get older and are subjected to more stress, odd things begin to happen around them. The Ministry of Magic has officials who are in charge of monitoring unexplained and unauthorized uses of magic, so they will quickly be able to identify a muggle-born witch or wizard. The MoM will covertly monitor the child’s activities while assessing her magical potential and taking steps to keep the child’s powers a secret. When the child reaches early puberty (approximately 11 years old), representatives of the MoM will approach the child’s parents and, with their cooperation introduce the child to the wizarding world. Whether wizard- or muggle-born, at 11-12 years of age all young witches and wizards enter either a boarding school or some sort of training program that lasts until they are 18. At 18, they are considered to be adults and are expected to join the work force. Some witches and wizards choose to continue their magical studies. They either do fieldwork (often sponsored by the Ministry of Magic) or return to a prep school to teach. A few wizards choose to go adventuring. They are usually employed by an institution that funds their work in exchange for a share of the proceeds. For example, Gringott’s Bank has a team of professional treasure hunters. Barring calamity or disgrace, wizards work until they reach old age (perhaps 90-100 years), before retiring. Wizards and witches live to be approximately 150-200 years old.
Living in the Wizarding World In Magical Great Britain, the most important concern is secrecy. Wizards must live alongside a vast population of muggles on a crowded island. In addition to concealing their own existence, they must also hide the very existence of magic, which includes controlling the activities of powerful and pesky magical creatures such as dragons, selkies and house-elves. Wizards must also hide areas of magical activity, including dealing with “accidental” magic use in areas where muggles can see it. Perhaps because of this, wizards have developed their own foods, sports, money, transportation system and government that exist, secretly, in parallel with the mundane world. Food: Wizard food (at least in the British Isles) tends to be traditional British fare - heavy on meat, carbohydrates and fat. Unlike the stereotypically drab English food of the mundane world, wizarding food is (or is expected to be) delicious. However, wizards are much more tolerant of magical or unusually-flavored sweets. For example, Bernie Bott's Every Flavor Beans are jellybeans with flavors ranging from toast to blueberry to vomit or earwax. Certain types of candy can actually be dangerous practical jokes! Clothing: As described above, wizards tend to dress in eccentric, flamboyant fashions. Robes are traditional and fashionable for both sexes. Hats, including the traditional brimmed, pointed “witches hat” are also fairly common. Younger wizards follow mundane fashions more closely, although they add their own unique flair to any outfit. Employees of the Ministry of Magic tend to wear either green robes or green suits. Brightly colored bowler hats and conservatively-cut cloaks are fashionable accessories. Hairstyles tend to be practical, but with a greater tendency for both men and women to wear their hair long. Wizards often grow facial hair, frequently worn in unusual styles. Housing: Wizards seem to prefer old-fashioned accommodations, such as half-timber cottages or old manor-houses hidden away from any local towns. Possibly, this is out of tradition, but isolated structures are easy to hide, and presumably dwellings purchased or inherited from an older wizard will already have the appropriate obscuring spells in place. Education: Wizarding education is roughly based on the mundane British system of education. At age 11, sufficiently-talented witches and wizards are invited to attend a magical boarding school (although Hogwarts is not a “public” school in the traditional sense). Less-talented or poorer students presumably go into vocational programs or “comprehensive” schools, which are usually day schools. Boarding and comprehensive schools are further divided into “houses” which function as dormitories and social units for the students. The different houses compete against one another in sports and athletics for an overall school championship. In some cases, inter-house rivalries can be intense. Friends and enemies made during a wizard’s school years often carry over into their adult life. The network of graduates from a particular school or house can be a powerful Patron; cliques of mundane public school graduates gave rise to the term “Old Boy Network.” Discipline within a school is provided by the faculty, who also serve as live-in chaperons for boarding school students and serve as the heads of a particular house. Assisting the faculty in maintaining order are the prefects - upper-level students chosen for their good character and leadership ability. Prefects can assign minor punishments for infractions. The heads of the prefects and the spokespersons for the student body are the Head Boy and/or the Head Girl. The Head Boy/Girl is responsible for student discipline among all the houses and is chosen on the basis of leadership ability, good character and academic achievement. Being chosen prefect or head boy/girl is a great honor, worth a positive reputation. Faculty, staff, prefects and the head boy/girl are all in charge of disciplining students for various infractions. For relatively minor offenses, students lose “points” from their house in the inter-house competition, the resulting shame and peer pressure keeps trouble-makers in line. At Hogwarts, prefects can dock students up to 5 points per offense. The head boy or girl can dock students up to 10 points. Faculty and Staff can dock students up to 50 points per offense. More serious offenses result in the offender getting detention. Detention can either be an enforced study hall or some sort of unpleasant physical labor. Extremely serious infractions of the rules can result in suspension or expulsion from the school. Balancing the punishments are rewards for good behavior. In addition to the promise of being appointed prefect or head boy/girl, students who do particularly well in class or who otherwise distinguish themselves gain points for their house. Elementary education for wizards works differently than that for mundane children. Wizard-born children presumably attend local wizarding day schools or are tutored at home. Muggle-born wizards attend a mundane boarding or day school. Elementary school grades are referred to as the “lower forms.” Junior-high and high-school grades are referred to as “upper forms.” Wizarding school students are expected to take comprehensive examinations in particular areas of magic when they reach age 16 (5th year). These tests are called “Ordinary Wizarding Levels” or O.W.L.s. In GURPS terms, a wizard who has passed his O.W.L.s has a skill of at least 12 in a particular spell or subject. In the student’s last year (7th year), they may elect to take more advanced tests called “Nastily Exhausting Wizard Tests” or N.E.W.T.s. In GURPS terms, a wizard who has passed his N.E.W.T.s in an area has a skill of 15 or better. These tests mimic mundane educational testing in the U.K. By the end of his schooling, a boarding school-trained wizard will be fully qualified in most areas of study. There are no wizarding universities in the U.K., though they might exist elsewhere. Transportation: Wizards tend to avoid mundane transportation, as much for convenience as out of necessity. Magic transport is faster and more convenient than mundane travel. Wizard and witches skilled in its use travel by Apportation (the Teleportation spell). Use of apportation requires the wizard to pass a test given by the Ministry of Magic. Since apportation is restricted to adult mages, passing your apportation test is a rite of passage, a bit like getting a driver’s license in the mundane world. Wizards who choose not to use Apportation (such as underage wizards or wizards with small children) use a variant of the Teleportation spell called “Floo Powder.” Floo powder is an ash-like powder that allows the mage to travel from one enchanted hearth to another. Wizarding houses and businesses are “hooked up” (enchanted) to the “Floo Network” in the same way that a modern house might be hooked to the electric grid. Still other wizards and witches prefer to travel by flying broom, or, more rarely by flying beast. Wizards who choose this method of travel must be careful to travel at night or to use the appropriate protective spells - such as invisibility. Occasionally, a wizard will choose to travel by automobile. Magically-enchanted cars and busses exist. Most are enchanted so that they can teleport and so that space “bends” around them allowing them to avoid collisions and pass through gaps in traffic. They are also presumably enchanted with some sort of spell that keeps muggles from noticing their odd powers. Government: The wizarding world (at least in Great Britain) is run by a benevolent bureaucratic oligarchy called the Ministry of Magic. The MoM is all-pervasive in wizarding life, and is responsible not only for enforcing wizarding law, but also keeping magic secret, regulating magic trade, educating children, providing defense, and supervising most public aspects of wizarding life. It is roughly based on the modern U.K. government. The International Confederation of Wizards coordinates wizarding policies worldwide and presumably deals with disputes between member states. In this respect, the ICW is similar to the European Union or the United Nations, but with more enforcement powers. Law Enforcement: Law Enforcement is controlled by the Ministry of Magic and many (if not most) MoM employees have legal enforcement powers. Wizarding law boils down to the principles of “Don’t hurt people or expose them to danger.” and “Don’t let the muggles know that magic exists.” Serious crimes including murder or using magic to take over another’s body or to cause them pain. Depending on the severity of the offense, punishments could include a written reprimand, a fine or imprisonment. The MoM maintains a high-security magical prison called Azkaban located on an island someplace in the Atlantic Ocean. Games and Sports: Wizarding games are similar to mundane card and board games, but always incorporate magic. A popular card game is called Exploding Snap, presumably because the loser’s cards “explode” at the end of the game. Chess is also popular, but wizard chess uses animated pieces with personalities of their own. The most popular sport by far is quiddich - a team sport played while riding flying broomsticks. Quiddich is played worldwide, with the best national teams competing every four years in the World Quiddich Cup matches. The final games attract hundreds of thousands of fans from around the world. Professional quiddich players are local or even world-wide celebrities. Wizards also enjoy novelty items. Clever enchanted gag items are popular with children and many adult wizards. Money: Wizard currency is different than mundane currency, although it mundane currency and wizarding currency can be converted, either by magic or at the usual rate of exchange for precious metals. The only bank in magical Great Britain is Gringott’s Wizarding Bank, which is run by goblins and extremely well guarded. Wizard money comes in three denominations:
Conversion rates between the denominations are as follows:
J.K Rowling describes the galleon as being worth approximately ₤5, although the exchange rate varies. The U.S. $ converts to the Pound Sterling at approximately 1.5:1. Although the coins are described as being bronze-, silver- and gold-colored, like most other currencies they don't seem to have much actual precious metal in them; otherwise they would have to be much smaller than described. It is possible, however, that Knuts and sickles are really made of bronze and silver. If the GM chooses this option, he can assume that 17 sickles weight an ounce and that 493 Knuts make a pound of bronze. Prices for goods are roughly in line with prices for mundane goods in the UK - approximately 50% more than an equivalent item would cost in the U.S. Converting $ prices for goods directly to prices in ₤ gives a good approximation of prices and general cost of living in the UK, although in major metropolitan areas (especially London) prices can be higher. That said, the Harry Potter books don’t mention prices except in passing and then only for “color.” Instead of keeping track of every Knut, the GM should handle money in an abstract fashion. Poor or Struggling characters must scrimp to survive. Characters with Average wealth need to watch their money but can afford small luxuries, and characters with Comfortable or better Wealth don’t usually have to worry about the state of their finances. Like the wizards, leave accounting to the Goblins.
The Ministry of Magic As described above, the Ministry of Magic functions as the wizarding government, police force and regulatory agency. MoM leaders are appointed based on merit rather than directly elected. Lower-level MoM employees are selected based on ability, and because of this the MoM gives employees a fair amount of latitude in how they should perform their duties. A body called the Council of Mages is responsible for appointing and supervising MoM employees. The head of the Ministry of Magic is called the Minister of Magic. He is responsible to the Council of Mages, which is part of the International Confederation of Wizards. In times of crisis, he also acts as a covert liaison to the Prime Minister of the UK. The MoM is divided into seven departments, all of which seem to be vaguely related to each other. To add to the confusion, each department has dozens of agencies, offices, branches and committees, and departments occasionally delegate or transfer certain operations to other departments! Characters dealing with the MoM should get the impression that it is a well-meaning, confusing, somewhat disorganized operation, which nevertheless manages to be moderately efficient in fulfilling its duties. The GM should feel free to invent or adapt MoM departments as necessary to make the campaign more interesting or confusing, adding satirical references to current UK governmental organizations and policies as desired. Some of the more notable MoM departments are listed below, along with their “portfolios” and possible sub-departments.
Department of International Magical Cooperation This office coordinates the affairs of the various national wizards’ councils, regulates international trade in magical items, sets international standards for magic items, equipment, supplies, etc. They also arrange international wizarding conferences and events, such as World Cup Quiddich matches.
Department of Magical Games and Sports This department oversees magical sports and contests, such as Quiddich leagues, spell tournaments, etc. It’s most important regular duty is providing security, crowd control and referees for professional quiddich matches. Finally, the Department of Magical Games and Sports provides oversight for the professional Quiddich league and acts as final rules authority for the sport. It is common for a retired professional quiddich player to head this department.
Department of Magical Law Enforcement This is the largest department of the Ministry of Magic and all other departments, except, possibly the Department of Mysteries are answerable to it to some degree.
Committee on Experimental Charms: This bureau deals with new magic devices or magically-created beasts. It has the power to punish people who break its regulations. As of 1965, it has been illegal to breed new magical creatures in Great Britain.
Improper Use of Magic Office: This office searches for muggle-born children with magic powers, keeps tabs on underaged or unlicensed mages, reprimands and levies penalties against people who improperly use magic and cleans up after accidents involving muggles and underaged or unlicensed mages. Given the scope of its operations, it is one of the larger departments.
Magical Law Enforcement Squad: This is the Ministry of Magic “SWAT Team.” It consists of “hit wizards” who are specifically trained to deal with rogue wizards, capturing or killing them as necessary. Members of this department have at least 10 points in Legal Enforcement Powers.
Misuse of Muggle Artifacts Office: Currently staffed by Arthur Weasley & Mr. Perkins. It regulates the enchantment of muggle artifacts, keeps enchanted artifacts out of muggle hands, and cleans up after accidents involving muggles and enchanted artifacts.
Department of Magical Catastrophes This department deals with magical accidents, especially those that threaten wizarding society or which have the potential to reveal the existence of magic to muggles. Members of this department are commonly called in when a wizard uses magic where muggles can see it. The department also works with other departments to cover up other magical catastrophes, such as those caused by roving magic beasts or enchanted muggle artifacts.
Accidental Magic Reversal Squad: This unit deals with the magical and mundane fallout from spells gone bad or wizards who harass, injure or kill muggles. Most members of this department are "Obliviators" who use spells to erase muggles' memories of magical events or supernatural creatures. Office of Misinformation: This office is responsible for coming up with “mundane” explanations for magical events that are so large that they can’t be hidden. They are responsible for revealing “hoaxes,” exposing muggle observers as “crackpots” or coming up with “scientific” explanations for magical events.
Department of Mysteries This department is separate from other departments in the MoM and does not answer to any of them. They are responsible for top secret affairs in the wizarding world. Members of this department are commonly referred to as "Unspeakables" since they cannot speak about their work.
Department for the Regulation and Control of Magical Creatures This department is responsible for regulating magical “beasts” and acting as a liaison between the wizarding community and the other magical races of “beings” and “spirits.”
Committee for the Disposal of Dangerous Creatures: This group disposes of dangerous magical creatures, whether beast, being or spirit. A “dangerous” creature can be anything that poses a hazard to those around it or which threatens to reveal the existence of magic to muggles.
Beast Division This section deals with unintelligent or “uncivilized” magical creatures, regardless of their appearance. (In GURPS terms, any creature with the Presentient or Bestial disadvantages and/or an IQ of 7 or less.) It also regulates several races of magical beings that, for philosophical reasons, preferred to be considered “beasts” rather than “beings” and in consequence manage their own political affairs separate from the wizarding community. Centaur Liaison Office: In theory, this office coordinates the affairs of wizards and centaurs, in the same way that the Goblin Liaison office coordinates goblin-wizard affairs. In practice it does nothing, since no centaur has approached the office. As a result, it's a dumping ground for unwanted, soon to be fired, MoM employees. Being sent to the “Centaur Office” is a MoM in-joke. Dragon Research and Restraint Unit: This office studies dragons, regulates the trade in dragon parts and eggs and captures, relocates or kills “problem” dragons. Ghoul Task Force: Relocates ghouls that live in houses that have passed into muggle hands. Similar to the House Elf Relocation Squad. Merpeople Liaison Office: This office coordinates the affairs of wizards with those of the merfolk. Since the Merfolk, like the Centaurs, manage their own affairs this is another MoM dumping ground. Office for House Elf Relocation: This unit is responsible for finding, removing and relocating house elves that live in muggles' houses. This is very routine work and quickly becomes dull. Pest Sub-Division: This office assists wizards in disposing of unwanted magical pests, especially if those pests might become dangerous or reveal themselves to muggles. Typical magical pests are gnomes, but under certain circumstances other beasts such as fairies or pixies might also be pests. Werewolf Capture Unit: This group is responsible for locating, capturing and covering up the existence of rogue werewolves who attack people. Werewolf Registry: This group is responsible for registering werewolves. Presumably one must register as being a werewolf before one can access the services offered by the Werewolf Support Office.
Being Division This section deals with intelligent, living magical creatures. Goblin Liaison Office: In the Wizarding world, the goblins exist along side wizards, but have their own culture and government. This office coordinates the affairs of wizards with those of the goblins and settles problems between the two races. Werewolf Support Office: Offers support services to werewolves who wish to live within wizarding society.
Spirit Division This section acts as a liaison between the wizards and various magical spirits, notably ghosts.
Hogwarts School Hogwarts School of Witchcraft and Wizardry is, presumably, the only wizarding boarding school in the British Isles. Its exact location is secret, and its location has been made Unmappable, but from descriptions of the terrain and other references, it is probably located someplace in Scotland, perhaps in the Highlands in the Grampian Mountains (not far from Loch Ness). It was founded sometime in the Middle Ages by the wizards Godric Gryffindor and Salazar Slytherin and the witches Helga Hufflepuff and Rowena Ravenclaw. It appears to be an immense ancient castle set on a mountainside. It has at least four towers, a huge dining hall, classrooms, dormitories, kitchens, a library and all the other necessary facilities required for a large boarding school. While its physical defenses might be antiquated, it doesn’t lack for magical protection. In addition to being unmappable, it has spells on it that prevent people from teleporting in or out of the school or its grounds. It also has a number of muggle-repelling charms on it, so non-magical observers see only a dangerous, ruined castle on a mountaintop. The highly magical nature of the place makes it impossible to use any sort of mundane electronic equipment, so radios, video cameras and computers won’t work. Internally, the layout of the school makes it difficult for intruders to find their way around. The pictures on the wall are animated and the figures in the pictures act as sentries. Passwords are required to gain access to most private or secure areas. The resident ghosts also act as guards. The stairs provide another line of defense. Some are enchanted so that they trap the unwary, others change their position under certain conditions, some are dead-ends. Likewise, many rooms are hidden or hold dangers for the unwary. All of this makes it difficult for new students and faculty to navigate. Presumably, this is intentional. In any case, a roll vs. Area Knowledge (Hogwarts) is required to get from one location within the castle to another without getting lost or waylaid. Outside of the castle are the Hogwarts school grounds. Noteworthy features include the greenhouses and vegetable gardens, the quiddich field and the gamekeeper’s cottage, where Hagrid lives. Near the Quiddich Field is the Whomping Willow, a large, aggressive animated tree. Beyond the gamekeeper’s cottage is the Forbidden Forest, named because it is forbidden for students to go there without faculty or staff supervision. The Forbidden Forest is home to many mysterious and dangerous creatures, including Unicorns and Centaurs. In front of the school there is a large lake, which is home to a giant squid, as well as grindylows and merfolk. Traditionally, first year students are rowed across this lake while returning students are taken by horseless carriage along a road that bypasses the lake. Beyond the lake, there is Hogwarts Station, where the Hogwarts Express drops off and picks up students at the beginning and end of each term. Hogwarts School has approximately 300-400 students, divided into four houses and ranging in age from 11 to 18 years old. In addition, there are approximately a dozen faculty and support staff, about 100 house elf servants and an unknown number of ghosts and other resident supernatural beings.
Other Magical Places Azkaban: The Prison of Azkaban is the Ministry of Magic’s prison. It consists of a fortress set on a small, barren island, far out to sea. It is currently guarded by dementors (q.v.), so most inmates either go insane or die after a few years on the island. Those who are strong-willed or who have an obsession survive better, as do those who fervently believe in their own innocence - though even they crack in the end. Mages who can turn into animagi seem to survive best - by switching to their beast form, they can use their “animal emotions” to resist the effects of the dementors. In recent memory, only two prisoners have escaped from Azkaban; one by changing identities and appearances with a willing substitute, the other by escaping while in animal form. Diagon Alley: Diagon Alley is the largest wizarding area in the London area. It is accessible through the back yard of the Leaky Cauldron (a wizarding pub, restaurant and inn) or via the Floo network. The Leaky Cauldron is wedged between a record shop and a book shop and is obscured by spells that make it inconspicuous (if not invisible) to muggles. From the outside, it appears to be a grubby, uninviting pub. Inside, it is a much friendlier, more hospitable place. Diagon Alley proper is concealed by a magic door hidden in the wall of the Leaky Cauldron’s back yard. On Diagon Alley itself are dozens of wizarding shops including the Cauldron Shop, an apothecary, Eeylops Owl Emporium, Gringott's Wizarding Bank, Gladrag's Wizarding Wear, Madam Malkin’s Robes, Flourish and Blott's Bookstore, Ollivander’s Wand Shop, Florian Fortescue’s Ice Cream Parlor, Quality Quiddich Supplies, Gambol and Japes wizarding joke shop and the Magical Menagerie. In addition, numerous street vendors add to the confusion. The GM should assume that characters can buy any reasonable, legal wizarding item in Diagon Alley if they hunt for it long enough. Hogsmeade: Just down the road from Hogwarts, close to the Forbidden Forest, is the village of Hogsmeade. It is the largest wizarding community in Great Britain, so it is an attractive destination for retirees and visitors, as well as Hogwarts students. The businesses in the town mostly supply the wants and needs of the staff and students at Hogwarts. Merchants include Honeydukes Sweet Shop, Zonko’s Joke Shop, The Three Broomsticks (a restaurant, pub and inn), the Hogshead Pub (a slightly less savory establishment than the Three Broomsticks), Dervish and Banges (a Wizarding equipment shop and bookstore) and an Owl Post Office. On the outskirts of town, at the top of a small hill is the Shrieking Shack, allegedly the most haunted building in Britain. Set above Hogsmeade are several caves, some of which are very well hidden. Knockturn Alley: Just off of Diagon Alley there is Knockturn Ally a narrow, shady street that seems preternaturally spooky. Shops and vendors on this street deal in goods that the merchants of Diagon Alley won’t touch - either because they are unethical or illegal. One of the more notable merchants of Knockturn alley is Borgin and Burkes - buyers and sellers of illegal or cursed magic items and books of the dark arts. While not overtly violent or dangerous, respectable wizards don’t let their children go down Knockturn Alley. A roll vs. Streetwise (Magic) skill is required to buy or sell gray- or black-market goods on Knockturn Alley. In other situations, Streetwise (Magic) rolls are required to avoid getting duped, pick-pocketed, poisoned, mugged or worse.
Chapter 2 - Characters Witches and wizards are a diverse and powerful lot. Beginning student wizards (such as those at Hogwarts) should be built on 150 points, Upper form students should be built on 200-250 points. Adult wizards should be built on a minimum of 150 points, and powerful mages could range up to 1,000 points with Voldemort and Dumbledore are at the top of the range.
Required Advantages Unusual Background (Mage or Mage-born) (50 or 10 points): In the world of Harry Potter wizards and witches are rare compared to the rest of the population. Wizards must take a 50 point Unusual Background for knowing about magic and being able to use it. Muggle-Born or -Raised mages take a slightly different version of the Unusual Background (Muggle-Born wizard) that gives them Anthropology (Muggle), Psychology (Muggle), and Savior-Faire (Muggle) skills at IQ level. Wizard-born non-mages (called “Squibs”) must take a 10 point Unusual Background. Mundane-born, non-magical characters are called “Muggles” and seldom figure as major characters.
Longevity (5 points): Wizards and witches (and presumably Squibs) live a long time compared to normal folks but seem to age at the same rate.
Magery (15 points for the first level, 10 points for each additional level thereafter): The essence of being a wizard or witch is the ability to perform magic. In the world of Harry Potter, Magery works differently than described in GURPS Basic Set, although the net cost of the advantage is the same. The most important difference is that mages can use “spontaneous magic,” essentially improvised magic without training. This is treated as the Natural Spell casting advantage. The second important difference is that powerful magic needs to be focused through a wand. Without a wand, a wizard or witch can only cast the most trivial spells, so disarming a foe by taking away his wand is a powerful attack. This is a Limitation (Needs Wand for full power, -25%). The third difference is that “Mage Sense” or “Second Sight” - the ability to sense magic and magic items doesn’t seem to be a standard part of the Magery advantage. This is also a Limitation (No Second Sight. -25%) The final difference is that spells in the world of Harry Potter are easier to learn and default to one another. Treat all spells as if they were one level easier. For example, Mental/Hard spells become Mental/Average. Mental/Very Hard spells become Mental/Hard. Spell defaults are described in detail elsewhere. This is an Enhancement (Easier Spells and Spells Default to Each Other. +50%). The norm for wizards seems to be Magery 2. Talented wizards (such as those chosen to go to Hogwarts or tapped to join the Ministry of Magic) have three levels of Magery or more. Characters with Magery 1 make up the bulk of “working class” wizards. Wizards with Magery 0 (5 points) can cast spells, but are treated as Squibs. Correspondence programs of dubious reliability cater to the social anxieties of less-talented mages and might actually improve levels of Magery, at the GM’s option.
Limited Magery: None of the characters described in the novels have Limited Magery, although it’s possible that Hagrid has one level of normal Magery and additional levels of One-College (Animal) Magery. While it is possible for a character to have Limited Magery, it would certainly be considered a problem in the wizarding world, in the same way that Dyslexia or other learning disabilities are treated in the mundane world.
Natural Spell casting (15 points): This advantage functions identically to the advantage described in Compendium I, but in the Harry Potter world, characters can cast spells in any extremely stressful situation, not just “life-threatening” ones. This is an Enhancement (Any Stress triggers spell-casting. +25%). Unfortunately, spell-casting is often involuntary and has embarrassing consequences. An untrained mage must roll vs. Will to not cast a spell when it would be embarrassing or risky to do so if he is under extreme stress. For example, a student who is angry with his teacher must roll vs. Will to not cast a spell on her. This is a limitation (Will roll required to avoid inappropriate untrained spell use. -25%). Trained wizards learn to control their magic, so they don’t have the enhancement or the limitation on this advantage.
Advantages
Administrative Rank (Ministry of Magic): The Ministry of Magic is the government of the wizarding world, at least in Great Britain. Presumably similar bodies exist in other countries. Characters employed by the MoM must take the appropriate Administrative Rank.
Ally or Ally Group (Variable): Wizards stick together, and they often have friends, servants and relatives they can call on in an emergency. A member of a particularly tight-knit MoM department might have one (or some) of his colleagues as Allies. Some wizards (mostly those from old, powerful families) might have a house elf servant as an Ally.
Animal Empathy (5 points): A wizard with this advantage also gets a bonus when dealing with magical beasts.
Contacts (Variable): One of the less-obvious facets of the Harry Potter universe is the fact that it is a fairly close-knit, insular society. Wizards who work for the Ministry of Magic can trade favors with other Ministry wizards. Old school chums keep in touch after they graduate, and certain old families of wizards maintain friendly (or at least mutually beneficial) relations with one another. A new sort of Contact is Ministry of Magic contacts. This is essentially identical to a Business contact, except that the contact’s functional skill will be Administration, and he will be able to inform characters about happenings in the Ministry of Magic and the areas that they supervise. Faculty or students can act as School Contacts. In this case, the contact’s functional skill is Area Knowledge (School). He will be able to inform the character about happenings at the character’s school. High level contacts represent a faculty or staff member. Mid-level contacts represent an upperclassman (a prefect or the head boy/girl) or a low-level servant, such as a house elf.
Destiny (Variable): Some wizards are fated to do great things or to fulfill a certain prophecy.
Divination Talent (5 points): In the world of Harry Potter, divination spells are notoriously unreliable and fickle. It seems that only a very few wizards or witches have “The Gift” of prophecy. A wizard or witch needs this advantage in order to learn the Divination spell or any other spell that deals with predicting the future.
Extended Magery (Variable): At the GM’s option, certain powerful wizards might have levels of extended Magery. Dumbledore easily has several levels of Extended Magery, based on his ability to effortlessly produce hundreds of sleeping bags or to completely alter the decorations of a dining hall. “Normal” staring mages should probably be limited to no more than three levels of Magery, however.
Favors (Variable): Like Contacts, wizards are likely to have Favors with friends, relatives and co-workers. Wizards who work for the MoM are especially likely to have (or gain) favors from other MoM staffers who have gotten themselves into trouble.
Legal Enforcement Powers (5 to 15 points): Many branches of the Ministry of Magic have Legal Enforcement Powers. Depending on their department and the degree of authorization, characters employed by the MoM will have anywhere from 5 to 15 points of power. The Dementors guarding the Prison of Azbakhan and the MoM rogue wizard squads certainly have 15 point Legal Enforcement Powers. Executioners and Accidental Magic Clean-Up Squad members have 10 points of Legal Enforcement Powers. Other MoM characters usually have 5 points of legal enforcement powers. MoM characters with a rank of 3 or higher can propose and write regulations that have the force of law, if they are approved by the relevant authorities, but this is a function of Administrative Rank, not Legal power.
Magic Resistance (2 points per level): It is possible that certain muggles or Squibs might have this advantage, but it rare that they would know about it. Characters with Magery can’t have Magic Resistance.
Patron (Variable): Like Contacts and Allies, a wizard might have a Patron. This could be either a very powerful wizard (such as Dumbledore or Voldemort) or a powerful organization, such as Gringott’s Bank, Hogwarts School or the Ministry of Magic. If a character has an organization as a patron, he should have a good story as to why.
Reputations (Variable): Because magical society is a relatively small community, reputations (good or bad) are extremely common. Wizards might acquire a favorable reputation for scholarship, heroism, celebrity status, or just for being a reliable, solid fellow. Membership in various elite organizations also carries a reputation value among those wizards who know and care about such things. Medals: Wizarding society also has several medals which are awarded for scholarship, heroism or service. These count as positive Reputations. The Order of Merlin, Second Class is awarded fairly often. It gives a +1 reaction when worn from any wizard who sees it, and from any wizard who knows the character (Large Group, Fairly Often). Multiple awards of the Order of Merlin, Second Class might be possible. In this case, the reaction bonus is increased to +2. The Order of Merlin, First Class is awarded only in unusual circumstance, often posthumously. It recognizes groundbreaking scholarship, remarkable leadership or exceptional heroism. It gives a +4 reaction when worn from any wizard who sees it, and from any wizard who knows the character (Large Group, fairly often). The maximum bonus a character can receive from medals is +4. If the character has more than one medal, use the highest reputation bonus. School Reputations: Students at a magical boarding school can easily acquire good or bad reputations among their peers. These reputations affect the reactions of your peers, possibly including your friends, and/or the school faculty. A reputation among either faculty or your peers at school counts as a Small Group, a reputation among both counts as (effectively) a Large Group. In many cases, good and bad school reputations cancel each other out. For example, Fred and George Weasley have a reputation among the students as being lots of fun (+1 Reaction, Small Group, All the Time), but they have a reputation among the faculty as being tricksters and troublemakers (-1 Reaction, Small Group, All the Time). After graduation, School reputations might carry on into adult life, but the effective group of people who know your reputation shrinks (Small Group to Very Small Group). In a larger society, bad reputations might also decrease in severity, unless the wizard is in a close-knit organization filled with other “old boys” (such as the Ministry of Magic). The exceptions to this are “reputations” for being a Prefect or a Head Boy/Girl. Within the school, being a Prefect carries a +1 Reputation along with additional Duties (not hazardous or important enough to merit a separate disadvantage). This reputation is recognized by everyone in the school and by a small group outside the school as long as the characters hold the job. Being Head Boy/Girl carries a +2 reputation and more duties over and above those expected of the Prefects. Otherwise, it is identical to the reputation for being a prefect, except that reputations for being Head Boy/Girl can carry into the adult wizarding world, giving a +1 reputation among anyone who knows of the character’s former status (Small or Large Group, depending on the school and the degree to which the character advertises his status). If a character has two overlapping reputations, the “more important” reputation takes precedence. For example, Harry Potter’s school reputation is overshadowed by his overall reputation.
Shapeshifter (Variable): Wizards and Witches who are animagi have this advantage. Technically, animagi must register with the Ministry of Magic. In practice, many animagi do not register, keeping their animal form a secret. Being an unregistered Animagi is a Secret worth -5 points. A special effect of the Shapeshifter advantage is that every animagus’s animal form has a distinct, slightly unnatural pattern of markings. Observers who make a successful roll vs. Vision-2 will notice the unusual markings. Magically-aware observers can make an IQ roll to guess that the animal might be magical in some way. On a critical success, the observer recognizes the beast as an animagus in animal form. Known types of Animagi include Were-Beetle, Were-Cat, Were-Dog (treat as a Werewolf), Were-Stag (see Weredeer), Werewolf and Were-Rat. Were-Beetle (5 points): ST -9, DX +2, HT +1. In beetle form the character has no effective attacks, but can fly at a rate equal to her normal Move and is tiny (1-2” long), making her very hard to see or hit. Her tiny size also makes it easy for a were-beetle to crawl under doors, through window frames and so forth. Were-Cat (10 points): ST -7, DX +3, HT +1. In cat form, the character can attack with her claws and teeth for thrust/cutting damage based on her new ST score. She also has the Stealth x 2, Catfall and Night Vision advantages. Were-Rat (10 points): ST -8, DX +2, HT +2. In rat form, the character can attack with his sharp teeth for thrust/cutting damage based on his new ST score. He also has also has the Stealth x 2, Catfall, Cast Iron Stomach and Night Vision advantages.
Speak With Animals (Limitation: Snakes Only. -30%) (10 points): Wizards who can speak with snakes are known as Parseltongues. They are very rare, so the GM should require an Unusual Background with 10 points or more if he allows a PC parseltongue at all. Since the ability is associated with dark wizards (most recently, Lord Voldemort); a wizard with this ability will probably have a Bad Reputation.
Status (Variable): Wizard society, like mundane society has old, powerful families and wealthy elites. However, unlike muggle society, it seems to be more egalitarian. Characters may buy Status normally, but Status above 4 or 5 (including bonuses from Wealth) is extremely unusual and might require an Unusual Background.
Wealth (Variable): Wizards seem to be able to take care of themselves. While very few are Filthy Rich, few wizards seem to be genuinely Poor and only truly unusual wizards (such as Sirius Black) would be Dead-Broke.
Disadvantages
Bad Sight (Correctable) (-10 points): Glasses seem to be extremely common among wizards.
Code of Honor (-5 to -15 points): Many wizards abide by a modified form of the Gentleman’s Code of Honor, which boils down to “fair play.” This is worth -5 points.
Dependents (Variable): Faculty members at Hogwarts can take specific students or a specific group of students as Dependents. Likewise, Hogwarts students can take an incompetent friend or younger sibling as a dependent.
Destiny (Variable): Some wizards are doomed to a tragic fate or a dark future.
Duty (Variable): Most wizards will have a Duty to their employer. While most magical jobs aren’t that dangerous, spell-casting always carries the risk of embarrassing critical failures, so they might merit a -5 point Duty. Characters who perform more arduous or dangerous duties (such as capturing magical creatures or dealing with magical disasters) will have a -10 point duty. Characters who regularly engage in magical combat will have a -15 point duty. Few wizarding jobs are so dangerous as to carry an Extremely Hazardous Duty.
Enemy (Variable): Wizards can collect enemies as well as Contacts, Allies and Patrons. An enemy can be on old school foe, a professional rival, a vengeful magical beast or an organization. The Ministry of Magic counts as a Large Organization with exceptional powers. School enemies are worth no more than -5 point, regardless of the enemy’s power, unless the enemy is actively trying to kill you. Remember that powerful enemies usually “cancel out” weaker foes. For example, Lord Voldemort and his followers are trying to kill Harry Potter, so the bullying he puts up with from Professor Snape, Malfoy, Goyle and Crabbe are trivial by comparison.
Intolerance (Muggles, Squibs or Muggle-Born) (-5/-10 points): Some wizards, especially those from old wizarding families dislike people who don’t have magical power. They see wizards who are born to muggles as being inferior arrivistes. A character with this disadvantage will react at either -1 or -2 to muggles, squibs and/or “mudbloods” (a rude term for a wizard born to muggles) depending on the severity of the disadvantage.
Mundane Background (-10 points): Wizards who are unfamiliar with the ways of the wizarding world (such as most young muggle-raised wizards) have this disadvantage. Experienced wizards react to them at -1 when they reveal their ignorance, although this usually takes the form of bemusement rather than hostility.
Odious Personal Habits (-5 to -15): Wizards are an eccentric lot, and a few can be downright irritating and unsavory. A possible Odious Personal Habit would be the loud and habitual use of Voldemort’s name, as opposed to the more polite euphemism “He-Who-Must-Not-Be-Named.” This is worth a -1 reaction from most wizards and is worth -5 points. Wizards who refer to Voldemort by his personal name among friends or who obviously misuse the name due to ignorance and/or youth might be excused. Experienced wizards who don’t curb their language merit the full penalty.
Primitive (-10/-15 points): Wizards tend to lag behind muggles in the use of mundane technology, preferring to use magic or old-fashioned devices to do their work. As a result, wizards who are not familiar with the mundane world are surprised by muggle technology. In a clash between wizards and muggles, wizards might sorely underestimate the muggles power. Wizards who are born to muggle families, or who are raised by muggles might not suffer from this disadvantage, but if they enter the wizarding world at a very young age, they might not fully appreciate the power of modern technology. Most wizards operate at TL6, with a few primitive holdouts or back-to-nature types who operate at TL5. In an early TL8 culture, this gives them either a -10 or -15 point disadvantage.
Reputation (Variable): Wizards can easily acquire bad reputations based on their behavior or their associations. Other than “normal” reputations for cowardice, stupidity or bad behavior, wizards might also acquire a Bad Reputation for dabbling in the Dark Arts and/or being a supporter of Lord Voldemort. Characters can have bad School Reputations, as described under Advantages. They are generally no more than -1 reactions, especially for reputations among other students. Reputations for poor performance or bad behavior among faculty members shouldn’t be more than -2. More serious reputations would get the student expelled.
Secret (Variable): Many wizards have secrets. Student wizards might have secrets related to breaking the school rules, which would be embarrassing (-5 points) if revealed. Adult wizards might have more important secrets to hide. The supporters of Lord Voldemort, the so-called “Death Eaters” have a Secret worth -20 points. If their continued support of He-Who-Must-Not-Be-Named were to be revealed, they would face life imprisonment. Unlicensed wizards (wizards have not yet graduated from a school of magic or who have been expelled) who regularly perform magic illegally have a -10 point Secret. Likewise, wizards who engage in other illegal activities have a -10 to -15 point Secret depending on their degree of law-breaking.
Sense of Duty (Variable): Many wizards feel a sense of duty, either to their friends, family, school chums or their employer. Depending on the number of people involved, this could be either -5 or -10 points.
Social Stigma (Second Class Citizen or Outsider) (-5/-15 points): Wizard-born non-wizards (“squibs”) must take the Social Stigma (Second Class Citizen) if they wish to remain in the wizarding world. Wizards who recognize a squib won’t generally treat him rudely (though some will), instead, a squib faces unthinking condescension and exclusion from full participation in wizarding society. Wizards who have been expelled or who are otherwise unlicensed also have the Second-Class Citizen Social Stigma, as do half-giants and house-elves. Muggles (mundane-born non-mages) suffer from the Outsider disadvantage if they try to operate in the wizarding world. Not only do they not know the conventions of magical society, the mere fact that they recognize the existence of magic makes them dangerous. Wizards either use Forgetfulness spells on wayward muggles or carefully work to destroy the unfortunate muggle’s credibility in the mundane world. When wizards interact with muggles, they usually treat them with condescending amusement or irritated bewilderment. A few sadistic wizards torment muggles for sport.
Skills Many skills in world of Harry Potter have required Magic specializations. These skills are identical to the regular skill of the same name, but cover knowledge of magical phenomenon while glossing over more mundane topics. They default to the regular version of the skill at -2.
Animal Handling (Magic) (M/H): This skill covers the care, feeding, training and handling of magical creatures.
Anthropology (Muggles) (M/H): The skill of covers understanding non-magical human culture, artifacts, etc. A successful roll vs. this skill allows a wizard with the Primitive disadvantage to identify a mundane high-tech artifact, and to possibly use it properly if it is fairly simple. Note that mundane-born wizards (or raised) wizards automatically have this skill at IQ level.
Area Knowledge (Magical): This skill defaults to regular Area Knowledge at -4. It covers knowledge of a particular area from a wizard’s point of view, including some knowledge of “unmappable” areas such as Hogwarts school. Knowledge of mundane aspects of the area are glossed over or are unknown. For example, a London-based wizard might know the layout of Diagon Alley in detail, but he wouldn’t know anything about Underground routes.
Botany (Magical): This is the scientific study of magical flora. It includes some knowledge of how to care for magical plants, as well as knowledge of how to handle them safely.
Falconry (Owls): This skill covers the care, feeding, training, basic medical treatment and breeding of owls. It defaults to regular Falconry skill at -5. Note that this skill isn’t needed to send or receive a message via post owl, but a successful skill roll might give the wizard an idea of how much a given owl can carry and whether s/he is up to the job.
Fast Draw (Wand): Most wizards keep their wands in their pockets or tucked inside their robes when they aren’t using them, so it takes 1d seconds to draw a wand, or 1 second if it is in an easily accessible place. This skill allows you to ready your wand instantly.
Game (Chess): The Wizarding version of chess uses animated chessmen that sometimes have minds of their own. A player using an unfamiliar set of chessmen is at -1 to skill due to their distracting comments and generally insubordinate behavior.
Gardening (Magic): This is the skill of growing magical plants and dealing with magical garden pests, such as gnomes.
Heraldry (Magic): This skill allows the mage to recognize wizards of various schools and orders by their formal robes, symbols and heraldry. It also allows the character to recognize the heraldry associated with particular magical business, schools and families, and to recognize magical trademarks.
Herbalism: This skill covers growing and preparing magical and mundane plants for magical use.
History (Magical): This is the study of magical history. It includes knowledge of important events in wizard history while glossing over or missing important aspects of mundane history, especially of more recent events. For example, an expert in British Magical History might be able to describe the Goblin Revolt of 1612 in detail, but would draw a blank when asked to describe mundane political events that happened in 1066.
Languages (Variable): In addition to the mundane languages found on earth, magically-aware beings can also learn magical languages. The language of the goblins is Gobbledygook, the language of the Merfolk is Mermish. Both of these are M/A skills. Other intelligent (or semi-intelligent) creatures might also have their own languages. As a rule of thumb, however, assume that any language native to a race with IQ 8 or less is M/E.
Law (Magical): This skill covers the laws of the wizarding world. A character with this skill will know the relevant Ministry of Magic laws and regulations concerning a particular wizarding activity. While wizards don’t have lawyers, as such, most MoM employees will have a good understanding of this skill.
Naturalist (Magic) (M/H): This is the study of the magical environment. It includes practical knowledge of how magical beasts interact with their environment, where magical beings are likely to be found and so forth.
Occultism: This is the study of magical and supernatural phenomenon. It includes knowledge of the habits, abilities and weaknesses of magical creatures such as ghosts, werewolves, vampires, giants, centaurs, merfolk, goblins and house-elves. It also includes knowledge of supernatural events and their likely causes.
Psychology (Muggles) (M/A): The skill of understanding how non-magical humans think, behave, etc. especially when confronted with magic, magical creatures or the supernatural. Note that mundane-born wizards (or raised) wizards automatically have this skill at IQ level.
Riding (Flying Beast) (P/A): This skill allows the character to mount and ride a winged flying beast such as a hippogriff or flying horse. If such creatures could be tamed, it would presumably also allow the character to ride a griffin or dragon. Different specialties default to each other at -3 or to Riding (Flying Broom) at -3.
Riding (Flying Broom) (P/A): This skill allows the character to successfully care for and ride a magic flying broomstick. Rolls to skill are required to perform steep dives, quick turns or other acrobatic maneuvers. A skill roll is also required to use a particular broom to its full effect. The 3-D Spatial Sense advantage gives +2 to this skill, as does Combat Reflexes. Every two levels of Improved Balance gives +1 to skill, up to a maximum of +2 for Perfect Balance. The disadvantage One Hand gives -3 to effective skill, No Fine Manipulators gives -8 to skill and No Manipulatators gives -10. Lame gives -1 to skill, One Leg gives -2, and Paraplegic gives -5. This skill defaults to Riding (Flying Beast) at -3.
Savoir-Faire (Muggle) (M/E): This is the skill of getting along in mundane society. It includes knowledge of what clothing is fashionable or inappropriate, how to interact with muggle officials and servants (such as policemen or cab drivers), and how to generally "blend in" to the culture. Note that mundane-born (or raised) wizards automatically have this skill at IQ level.
Streetwise (Magical) (M/A): This is the skill of getting along with “shady” wizards and locating illicit magical goods. A character must roll vs. this skill to find (or purchase) illicit magic items, potion ingredients or magical beasts. A character with this skill will also know something about which wizards are dabbling in the dark arts or are violating MoM regulations. He might also have a better sense of what Voldemort and his supporters are up to.
Thaumaturgy: This is the study of the “science” behind magic. A successful roll vs. this skill will allow a mage to determine whether a particular spell is possible, and if it is, how he might go about casting it. Veterinary (Magic) (M/H): This skill covers the medical treatment of magical creatures.
Zoology (Magical): This is the scientific study of magical fauna. It includes knowledge of various magical beasts, their abilities, likely habitat, and ways of dealing with them. It also covers the study of breeding new magical creatures.
New Skills Professional Skill (Wand Maker) (M/A). Prerequisites: Thaumaturgy, Woodworking, Wand spell. This is the skill of making magic wands. Magic wands are made of pieces of wood built up around a core of some magical material. Different combinations of wood and core materials have different magical significances that allow a particular combination of materials to “attune” to a particular witch or wizard. A successful roll vs. this skill allows a character to make a magic wand (but not to enchant it), identify the maker of an unidentified magic wand, or to make a guess as to which combination of wand materials is correct for a particular customer.
Sport (Quiddich) (P/A) Prerequisite: Riding (Flying Broom), can't exceed Riding (Flying Broom) skill. This represents the character’s ability with the famous sport of Quiddich. To perform a feat in Quiddich, roll vs. your skill, at +2 if you have the Combat Reflexes advantage and +2 if you have the 3-D Spatial Sense advantage. Every two levels of Improved Balance gives +1 to skill, up to a maximum of +2 for Perfect Balance. Feats include grabbing a ball, throwing a ball to another teammate, blocking or dodging an opposing player, avoiding a bludger, blocking a shot, and the like. A failed roll means that you fail to perform the feat, with a critical failure meaning that you drew a foul (giving the other team a free shot at goal with the Quaffle), collided with another player, got hit by a bludger or fell off your broom. If two players are competing (e.g., both trying to grab the same ball or trying to fake each other out), roll a Quick Contest of skill to see who beats who. The amount by which each player makes the skill roll and the amount by which the winner wins the contest determines the degree of success or failure. A Quiddich team consists of seven players, two Beaters (who keep the Bludgers at bay and direct them towards the opposing team members), three Chasers (who try to score points using the Quaffle), a Keeper (who guards the three hoops on his side of the field) and a Seeker whose job is to catch the Snitch. These count as different familiarizations of Quiddich and “default” to each other at -2. 40 hours of practice will remove one point of unfamiliarity penalty, so 80 hours of practice removes the penalty entirely.
The Balls The Quaffle: The quaffle is bright red stuffed leather ball. It is enchanted with a with a gripping charm so that it can be easily “palmed” without falling from a player’s hand. It also has enchantments on it so that it falls slowly and so that it won’t go out of the playing area. If a quaffle is dropped, it falls at the rate of 1 yard per turn. A player can throw the quaffle (ST+ 1/2 skill) x5 yards. The speed at which the quaffle moves averages to (ST + 1/2 skill) x 3 mph. Remember that because the quaffle falls more slowly than an unenchanted object does, it travels in a much straighter line as it flies. The Bludgers: The bludgers are 10 inch diameter iron spheres. While they mass over 140 lbs. each, levitation spells reduce their effective weight and inertia considerably. This makes them less dangerous and easier for the beaters’ to move. Even so, bludgers can fly at speeds up to 100 mph and are one of the main sources of injuries in the game. They are enchanted so that they try to attack the nearest player. If two or more players are equidistant, roll randomly to see which one the bludger goes after. A hurtling bludger does 1d-2 points of crushing damage to a random hit location, although the character is allowed a roll vs. Quiddich skill -4 or Dodge to avoid it. On a critical failure, the bludger scores a critical hit. Beaters can also attempt to Parry a bludger using their bats. The distance a beater can hit a bludger is equal to (ST + 1/3 Quiddich skill) yards. The speed at which the bludger travels varies, but averages to (ST + 1/3 skill) x 5 mph. Note that the mechanics of how a bludger moves and does damage do not make any sense in terms of real-world physics. Bludgers are enchanted so that they can be easily batted away at high speeds, but so that they don’t do serious damage when they collide with a player. The Snitch: The snitch is a small metal gold-colored ball with enchanted silvery wings on each side. It is modeled on the flight of the Golden Snidget (a harmless, protected species of bird). Unlike the Bludgers it attempts to avoid the players. It is very small and very fast (60 mph and up), so it is difficult to catch. See the Seeker section for rules on catching the snitch.
The Players The Chasers: There are three chasers on a quiddich team and are responsible for most of the points scored in a typical match. Chasers must roll vs. Quiddich skill +2 to catch the quaffle. Throwing the quaffle to another player requires rolls to hit the target (including penalties for speed and range), except that you get a +4 bonus to throw the ball to a willing target who can cooperate to catch the ball. Rolls to throw the quaffle through one of the three hoop-shaped goals are at -2. If the keeper is able to block the shot, roll a Contest of skills, with -4 to the keeper’s effective DX or skill. If the keeper wins the contest, he catches or deflects the quaffle. While carrying the Quaffle, Chasers are at -2 to their effective skill in Contests of Skill to avoid a bludger, but no skill roll is needed to hold onto the ball. A chaser can immediately remove this penalty by dropping the Quaffle. To steal the quaffle from another player, roll a contest of DX or skill, with the ball-carrier getting -2 to effective skill. Typically, a chaser must outrun any opposing chasers and dodge at least one bludger before he can attempt to score. The Beaters: The beaters are armed with short wooden cudgels. They are responsible from protecting the other players on their side from the bludgers while directing bludgers so that they attack opposing players. They carry bats (presumably shaped something like cricket bats) that are enchanted so that they do not break. To strike a bludger, roll vs. either Quiddich or Shortsword skill +4, less any penalties for speed or speed of the target. A critical failure means either a fall from the broom, a dropped bat or a hit from the bludger. Roll vs. unmodified skill to aim a bludger in the direction of another player. Since bludgers “home in” on the nearest player, a no aiming is required. A beater can make an “all out attack” on a bludger by using both hands on his bat. This increases his effective ST by 2, but requires him to roll vs. skill-2, both to hit the ball and to keep control of his broom. The Seeker: The seeker’s job is to catch the Snitch. Since the Snitch is small, fast and hard to see, the seeker’s job is more difficult than it sounds. He must first make a Vision roll to see the Snitch. Then, he must make a Quiddich skill roll to get near the Snitch and a DX or Quiddich skill roll at -8 to catch it. Typically, the opposing seeker will be trying to grab the snitch as well, so the seeker might have to roll one or more Contests of Skill first to shake off or fake out his opponent before he can catch the snitch. If the seeker fails to catch the snitch, roll 3d. On a roll of 8 or better, the snitch has moved sufficiently far away that he must start the whole sighting, chasing and catching routine over. Otherwise, he needs only to make rolls to chase and catch the snitch. A seeker can make an “all out attack” to catch the snitch by using both hands. This gives +2 to effective skill, but requires him to roll vs. skill to keep control of his broom. The Keeper: The keeper can attempt a roll vs. DX or Quiddich at -4 in contests of skill to block a shot on goal.
The Rules Quiddich is a game played while riding flying broomsticks on (or over) an oval-shaped field. An arc that intersects each end of the oval to make a lens-shaped area marks the scoring area. At each end of the oval, in the center of the scoring area, are three evenly-spaced vertical hoops placed on tall poles, with the central hoop slightly raised above the others. There are four flying balls in play, a red Quaffle (which scores 10 points if thrown through one of the three hoops on the opponent’s end of the field), two black Bludgers (which chase players and try to knock them off course or injure them) and a walnut-sized Golden Snitch. The player who catches the Golden Snitch scores 150 points for his team and ends the game. A game cannot end until the Snitch is caught. There are seven players per side: a keeper (often the team captain), three chasers, two beaters and a seeker. Each type of player has a different function, described above. Players are not allowed to take off until the referee releases the balls. Play continues until the snitch is caught or both sides mutually decide to quit the game. Unlimited time outs are allowed, but can only be called by the captain of each team. No substitutions are allowed due to injury or fatigue, although spells may be used to restore health and stamina. Players may not use magic or any other means to enhance their performance or that of their brooms. Enchantments can be used to improve the performance of a broom, but spells cast during or just before play are illegal. It is also illegal to use magic (or any other means) to unfairly boost player performance, although spells and potions can be used to overcome handicaps (such as physical or mental disadvantages) or for safety. The balls cannot be altered in any way by magic or by other means. It is illegal to deliberately strike or intentionally touch another player or any spectator with a spell, hand or any other object. This includes deliberately colliding with an opposing player, striking bludgers towards spectators or interfering with an opponent’s broom. Incidental contact is not illegal if it doesn’t interfere with either player or their brooms. It is illegal to interfere with the keeper while he is in the scoring area, for more than one chaser to enter the opposing team’s goal area while their team is in possession of the quaffle, for the keeper to put any part of his body through the goals to block a shot or for the chaser to score by shoving the quaffle through the goal with his hand. It is illegal for any player except the seeker to intentionally touch or catch the snitch. Finally, it is illegal to deliberately knock the Bludger out of bounds (the snitch and the quaffle are enchanted so that they stay in bounds). Players can go out of bounds as necessary, but they cannot carry any of the balls with them. Violation of any of these rules allows a chaser from the team to take a free penalty shot on goal. During a penalty shot, only the keeper is allowed in the scoring area and other players cannot interfere with the penalty shot. Cheating: If a character wishes to cheat, roll a Quick Contest of skills between the cheating player and his victim to set up the cheat. The cheater can take a bonus of up to +4 to this roll. Next, roll a contest between the referee’s Vision and the cheater’s Quiddich skill, with a penalty to the cheater’s skill and a bonus to the judge’s vision for each +1 bonus the cheater took in his first roll. The more blatant the cheating, the harder it is to hide and the easier it is to see. If the referee observes the cheating, he will call a time-out and the victims of the cheating get a free shot on goal.
Tactics and Mechanics Types of Brooms: Different brooms have different performance. Give the character with the faster and/or more maneuverable broom a +1 to +6 bonus to skill or contests of skills where speed and performance are vital. Size of Players: Quiddich players, especially the seeker, should be relatively small and thin, with the exception of Bludgers for whom upper body strength is more important than size. For every 10 lbs. less than 120 lbs. that a player weighs, give him +1 to skill rolls that require speed or agility. Characters who weigh more than 180 lbs. are at -1 to skill for every 20 lbs. overweight. Cooperation: Two or more players may cooperate against an opposing player. For example, two chasers might cooperate to take the quaffle from an opposing player. In this case, use the better of the two cooperating player’s skills, but with a bonus equal to 1/4 the skill levels of the cooperating players. Hazards: Quiddich is a dangerous game. A bludger does 1d-2 points of crushing damage to a random hit location, although the character is allowed a roll vs. Quiddich skill or Dodge to avoid it. Beaters can also attempt to Parry a bludger. Critical failure on a roll to avoid a bludger result in a critical hit. A collision with another player or the ground does ordinary collision damage requires a Riding (Flying Broom) skill roll to keep control. If you fall off your broom, treat it as a fall from 3d yards. Fortunately, proper quiddich fields have soft ground, which halves the damage from the fall. In addition, most Quiddich fields have mages standing by to slow the fall of anyone who falls off their broom.
Quiddich Teams Hogwarts School: At Hogwarts, the different houses each have their own teams. Gryffindor wears red robes, Slytherin wears green, Hufflepuff wears yellow, and Ravenclaw wears blue. Teams compete for the school quiddich cup and points scored in quiddich matches apply to overall house standings for the House Cup. Irish and British League: This is a professional (and very ancient) quiddich league that encompasses Britain, Scotland, Wales and Ireland. There are 13 teams, which include the Chudley Cannons (orange and black robes embroidered with a cannonball logo and a “CC” crest), the Wimborne Wasps (yellow and black striped robes embroidered with a wasp), and the Ballycastle Bats (black robes with a red bat embroidered on the front). Teams compete for the league championship. Other National Leagues: Every country in Europe, North America and the Australian subcontinent has its own professional quiddich league, and most countries in South America have leagues as well. For cultural and historic reasons, quiddich isn’t as popular in Asia (except for Japan). In Europe, inter-league play is quite common, with a European cup tournament being held every 3 years. The world cup consists of national teams from around the world and is held every 4 years.
Character Templates
Basic Harry Potter Wizard Template [145 points] ST 10 [10]; DX 10 [0]; IQ 14 [45]; HT 10 [0]. Required Advantages: Longevity [5 points]; Magery [15 points]; Natural Spell casting [15]; Unusual Background (Wizard) [50 points]. Optional Advantages: 20 points from Ally [Variable]; Ally Group [Variable]; Appearance [Variable]; Combat Reflexes [15]; Contacts [1-10]; Danger Sense [15]; Destiny [5-15]; Divination Talent [5]; Favors [1-10]; Intuition [15]; Magery [10 per additional level]; Patron [10]; Reputation [Variable]; Status [5-10]; Strong Will [4/lvl] or Wealth [Variable]. Required Disadvantages: None. Optional Disadvantages: -20 points from Appearance [Variable]; Bad Sight (Corrected) [-10]; Code of Honor (Gentleman’s) [-5]; Clueless [-10]; Enemy [Variable]; Ignorance (Mundane World only, -50%) [2]; Overweight [-5]; Skinny [-10]; Sense of Duty [Variable]; Odious Personal Habits [Variable]; Reputations [Variable]; Destiny [-5 to -20]; Wealth (Struggling) [-10]. Primary Skills: Thaumaturgy (IQ) [2]; Occultism (IQ) [2]; Area Knowledge (Magical Great Britain) (IQ) [1] Secondary Skills: 5 points from Alchemy (M/H); Herbalism (M/H) and/or History (Magic) (M/H). Optional Skills: 5 points from Administration (M/A); Animal Handling (Magical Creatures); Anthropology (Muggles) (M/H); Area Knowledge (Various) (M/E); Astrology (M/H); Astronomy (M/A); Botany (Magical) (M/H); Carousing (P/A); Diplomacy (M/H); Falconry (Owls) (M/A); Fast Talk (M/A); Game (Chess) (M/E); Gardening (Magic) (M/E); Heraldry (Magic) (M/A); Languages (Various) (M/Varies); Naturalist (Magic) (M/H); Psychology (Muggles) (M/H); Research (M/H); Riding (Flying Beast) (P/A); Riding (Flying Broom) (P/A); Sex Appeal (P/A); Savoir Faire (Muggle) (M/E); Sport (Quiddich) (P/A); Writing (M/A); Zoology (Magic) (M/H). Grimoire: 20 points in any college except Necromancy, Knowledge or Technology
Ministry of Magic Wizard (175 points) This template is based on the basic Harry Potter Wizard template, above. Attributes: +1 IQ [10] Advantages: Add 20 points from Administrative Rank [5 per level]; Contacts [Variable]; Favors [1 point each]; Legal Enforcement Powers [5-15]; Patron [Variable] or additional levels of Magery [10 per level]. Disadvantages: Add Duty (Ministry of Magic, Fairly Often) [-5]. Optional Disadvantages: Add -10 points from Dependents [Variable]; Enemy [Variable]; Sense of Duty (Ministry of Magic) [-5]; Workaholic [-5]. Skills: Add Administration (IQ) [2]; Law (Magic) (IQ-2) [1]; Professional Skill: Law Enforcement (Magic) (IQ) [2]; Savoir-Faire (Magic) (IQ) [1] Grimoire: Add 9 points in spells. Notes: This represents a fairly low-level MoM employee engaged in routine aspects of running the bureaucracy or enforcing wizarding laws.
Magical Merchant (130 points) This template is based on the basic Harry Potter Wizard template, above. Advantages: Add 10 points from Allies [Variable]; Ally Group [Variable]; Charisma [5 per level]; Contacts [Variable]; Favors [1 point each]; additional levels of Magery [10 per level]; or Wealth (Comfortable) [10]. Disadvantages: Add Duty (Customers, Employees and Suppliers, Rarely) [-2]. Optional Disadvantages: Add -10 points from Dependents [Variable]; Enemy [Variable]; Sense of Duty (Friends, Family, Customers, Employees, etc.) [-5]; Workaholic [-5]; Wealth (Struggling or Poor) [-10/-15]. Skills: Add Merchant (IQ) [2]; Accounting (IQ-2) [1]; one Craft, Artistic or Professional skill (IQ) [2]. Grimoire: Add 7 points in spells. Notes: This represents an ordinary wizard shop-keeper such as might be found in Hogsmeade or Diagon Alley.
Death Eater (27 points) This template represents an evil wizard or witch who is pledged to serve Voldemort. It can be added to any of the wizard templates above. Most surviving Death Eaters are high-powered, extremely-skilled wizards, well-placed within wizarding society and/or the Ministry of Magic to support a coup when Lord Voldemort again rises to power. Voldemort tolerates no nonsense from his followers, choosing only powerful, well-placed conspirators. Any wizard who might represent a challenge to his authority or who might represent a security risk will either not be accepted into the organization or will be quietly disposed of. Required Advantages: Patron (Lord Voldemort and other Death Eaters, 6-) [5]. Optional Advantages: Add 50 points from Administrative Rank [5/level]; Allies [Variable]; Combat Reflexes [15]; Common Sense [10]; Contacts [Variable]; Cool [5]; Collected [10]; Danger Sense [15]; Fearless [2/level]; Intuition [15]; Patron [Variable]; Status [5/level]; Unfazeable [15]; Wealth [variable]. Required Disadvantages: Duty (Lord Voldemort and other Death Eaters, Hazardous, 6-) [-5]; Intolerance (Muggles, muggle-born wizards, and muggle sympathizers) -2 [-10]; Secret (Death Eater) [-20]; Unnatural Feature (Invisible “Dark Mark” tattoo on forearm) (Limitation: Only visible when Voldemort wishes to summon the character. -50%.) [-2] Optional Disadvantages: Up to 15 points from Bad Temper [10]; Berserk [-15]; Bloodlust [-10]; Bully [-10]; Callous [-6]; Cowardice [-15]; Fanaticism (Voldemort) [-10]; Greed [-10]; Jealousy [-5]; Odious Personal Habits [-5 to -15]; Sadism [-15] or Selfish [-5]. Taboo Disadvantages: “Good” or “Weak” disadvantages such as Charitable; some Delusions; Easy to Read; Fanaticism (Self); Gullibility; Honesty, Megalomania; Murder Addiction; Selfless and Truthfulness. Skills: Add 10 points in Combat/Weapon, Social and/or Thief/Spy skills; including Intelligence Analysis and Intimidation. Grimoire: Add 20 points in Dark Arts spells.
Hogwarts Student Wizard, 1st Year (115.5 points) This is a separate template that represents a student wizard. Attributes: ST -3 [-20]; HT -1 [-10]. Advantages: Add +1 to Magery [10 points]. Optional Advantages: Add 20 points from: Allies (classmates) [Variable]; Contacts (school) [Variable]; Eidetic Memory (Partial) [20]; Favors (School) [1 each]; Heir [5]; Less Sleep [3/level]; Patron (faculty) [Variable]; Reputation (Fellow Students, Small Group) [Variable]; Status [5-10]; Wealth (Comfortable) [10]. Disadvantages: Youth [7 years at -2 per year]; Duty (Hogwarts school and house) [-5]. Optional Disadvantages: Up to -10 points from Clueless [-10]; Gullibility [-10]; Honesty [-10]; Mundane Background [-10]; Odious Personal Habits [-5/-10]; Reputation (Fellow Students, Small Group) [Variable]; Shy [-5 to -15]; Stubborn [-10]; Workaholic [-5]. Primary Skills: Area Knowledge (Magical Great Britain) (IQ) [1]; Area Knowledge (Hogwarts School and environs) (IQ) [1]; Occultism (IQ-2) [1]; Research (IQ-3) [1/2]; (M/H); Thaumaturgy (IQ-2) [1]; Secondary Skills: 5 points from Alchemy (M/H); Astrology (M/H); Animal Handling (Magic); Anthropology (Muggles) (M/H); Astronomy (M/A); Botany (Magic) (M/H); Gardening (Magic) (M/E); Herbalism (M/H); History (Magic) (M/H); Naturalist (Magic) (M/H); Poisons (M/H); Psychology (Muggles) (M/A); Riding (Flying Broom) (P/A); Savoir-Faire (Muggles); Writing (M/A); Zoology (Magic) (M/H). Optional Skills: 5 points from Acting (M/A); Area Knowledge (Various) (M/E); Calligraphy (M/A); Carousing (P/A); Chemistry (M/H); Climbing (P/A); Detect Lies (M/A); Diplomacy (M/H); Falconry (Owls) (M/A); Fast Talk (M/A); Forgery (M/H); Game (Chess) (M/E)., History (M/H); Intimidation (M/A); Jumping (P/E); Languages (M/Variable); Leadership (M/A); Lockpicking (M/A); Mathematics (M/H); Physics (M/H); Psychology (M/H); Riding (Flying Beast) (P/A); Running (P/H); Sport (Quiddich) (P/A); Stealth (P/A); Tracking (M/A). Grimoire: 5 points in spells. Notes: This represents an extremely-gifted 11-year-old child with unusual magical power during his or her first year at an elite magical boarding school. As the character ages, his attributes will increase, as well the maximum number of points that he can spend on skills and spells. Assume that Hogwarts students gain 4 points in skills and spells and 20 points in skills and increased attributes per year after their first year. Most of these points should go to buying off reduced attributes.
Hogwarts School Student, 5th Form (214 points) This template uses the Hogwarts School Student, Lower Form template. Attributes: Change ST to 10 [0] and IQ to 13 [30]. Disadvantages: Change Youth to [2 years at -2 per year] [-4]. Optional Disadvantages: Remove Mundane Background from the list of optional disadvantages. Primary Skills: Change Thaumaturgy (IQ-1) [2]; Occultism (IQ-1) [2]; Area Knowledge (Magical Great Britain) (IQ) [1]; Area Knowledge (Hogwarts School and environs) (IQ+1) [2]. Secondary Skills: 9 points from the list above. Optional Skills: 7 points from the list above. Add Dancing (P/A) and Sex Appeal (P/A). Grimoire: 18 points in spells. Notes: This represents a gifted 16 year-old with unusual magical power attending an elite magical boarding school. Students in the 6th and 7th years gain 4 points per year in skills and spells and 4 points in attributes and advantages.
Hogwarts House Lenses Hogwarts students are sorted into “Houses” based on their personalities. While none of the following advantages or disadvantages is required, they can be taken as being “desirable” characteristics of a particular house. Gryffindor: Students in Gryffindor house tend to be assertive, brave and noble. Common advantages include Good Appearance [Variable]; Cool [5]; Daredevil [15]; Fearlessness [2 per level]; Luck [15/30] and Strong Will [4 per level]. Common Disadvantages include Code of Honor (varies) [-5/-10]; Impulsive [-10]; Odious Personal Habit (Stuffy) [-5]; Sense of Duty (Hogwarts, Gryffindor house, friends and/or other wizards) [-5/-10]; Stubbornness [-10] and Trickster [-15]. Hufflepuff: Students in Hufflepuff house are solid, reliable, hard workers. Common Advantages include Good Appearance [Variable]; Common Sense [10]; Extra Fatigue [5 per level]; Reputation (As a decent, hard-working person) [5]; Single-Minded [5] and Strong Will [4 per level]. Common Disadvantages include Charitable [-15]; Code of Honor (varies) [-5/-10]; Hidebound [-6]; Honesty [-10]; Odious Personal Habit (Stuffy) [-5]; Sense of Duty (Hogwarts, Hufflepuff house, friends and/or other wizards) [-5/-10]; Stubbornness [-10]; Unobservant [-5 per level] and Workaholic [-5]; Ravenclaw: Students in Ravenclaw are expected to be observant and clever. Common Advantages include Good Appearance [Variable]; Alertness [5 per level]; Common Sense [10]; Danger Sense [15]; Empathy [15]; Intuition [15] and Keen Senses [2 per level]. Common Disadvantages include Code of Honor (varies) [-5/-10]; Curious [-5/-10]; Impulsive [-10]; Sense of Duty (Hogwarts, Ravenclaw House, friends and/or other wizards) [-5/-10]; Stubbornness [-10]; Trickster [-15] and Workaholic [-5]. Slytherin: Students in Slytherin are expected to be ambitious and cunning. More than any other house, Slytherins are likely to cheat, bend or break the rules, and/or study the dark arts. Common Advantages include Connections [Variable]; Favors [1 each]; Fearless [2 per level]; Heir [5]; Intuition [15]; Patron [Variable]; Status [5/10]; Strong Will [4 per level] and Wealth (Comfortable) [10]. Common Disadvantages include Bad Temper [-10]; Bloodlust [-10]; Bully [-10]; Code of Honor (varies) [-5/-10]; Odious Personal Habits (Various) [-5/-10]; Intolerance (Various) [-5/-10]; Sadism [-15]; Secret (Family or personal involvement with dark arts) [-5/-10]; Stubbornness [-10]; Trickster [-15].
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