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  1. #1
    Lucius Malfoy's Avatar Pure-Blood
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    Default Beyond Potter

    Welcome one and all to the Harry Potter RPG planning thread! Grab yourself a nice Firewhiskey or Butterbeer. Don't forget to tip Madame Rosmerta for her courtesy...and let us begin! Sorry no Muggles allowed

    The time period of the roleplay will begin after the Second Wizarding War of 1995 - 1998. The year of 1999 is quite dreadful; the Ministry of Magic is in need of reform and recovery since the last war and the Deatheaters have scattered to the wind, making various cults and using this time to infiltrate the Ministry of Magic. The Wizarding World needs reform after the final rise of Lord Voldemort...or does it? Many questions await to be answered and ready to be unfolded by you.

    Now it is up to you, good friends. What shall you be? Will you hunt down the filthy Deatheaters as a proud and grand Auror? Will you seek to reform the Ministry of Magic as a loyal wizard? Perhaps you are still learning at Hogwarts and hope to help the MoM out later? Perhaps you seek to give better respect for non-wizarding folk and give better rights to creatures of sentient knowledge

    Or perhaps you seek a darker path...will you unite the Deatheaters and regain the glory that you and your comrades deserve? Or perhaps you are secretive and infiltrate the MoM from within to destroy them! Will you create a cult of Deatheaters and try to be a thorn in the side of the Ministry?

    Or if you find neither appealing, perhaps you run a store or are be a teacher? Or wanna be a quidditch player? Go for it! Or just seek to not be a part of either or and just wish to be left alone.

    The possibilities are great and immense! Come and show your support, good friends and present your ideas to the table!

    For references: please refer to: http://harrypotter.wikia.com/wiki/Main_Page

    Other lists will be updated!

    Current Mods
    Severus Snape (Head Mod)
    Lucius Malfoy
    Sirius Black
    (Ohhh the irony!!)

    Dedicated Members/People who have shown interest
    Kip Bohannon
    Lord Damien
    Sonke
    Master Necromancer
    Shadow141
    Eöl

    To Severus Snape and Sirius Black: I will keep reference of stuff if need be, unless one of you two offer.

    We are looking for new mods and dedicated/interested members!!
    Last edited by Lucius Malfoy; March 18, 2012 at 04:13 PM.
    Gaming Director for the Gaming Staff
    Gaming Director for the Play-by-Post Subforum and the RPG Shed


  2. #2

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Forum Structure:

    Beyond Potter (A Wizarding World Role Playing Game)

    - Hogwarts (The Hogwarts School of Witchcraft and Wizardry)
    - The Ministry of Magic and Diagon Alley (The administrative, political and commercial center of the Wizarding World in Britain)
    - The United Kingdom (Where the homes of the Wizarding Community and the rest of the Muggle world meet)
    - Character Creation (Where the characters come to life)
    - Archives (A storing place for things)


    Game Orientation

    The death of Lord Voldemort at the hands of Harry Potter has liberated the wizarding world of a dangerous threat, but that world now lies in pieces. Remnants of the Dark Lord's servants still evade the ministry and and some even attempt to marshal his forces under their own leadership. Although weakened and incredibly scattered, the dark forces are marshaling once again. it may take years to recover from their losses, but new dark wizards always rise to replace old ones, and Lord Voldemort taught more than a few tricks to his faithful. Meanwhile, the Ministry of Magic has been rocked by its possession by Lord Voldemort. Now is a time for rebuilding. Many high level Ministry positions were vacated as they were either killed or imprisoned for cooperating with the Dark Lord. The shopkeepers of Diagon Alley and Hogsmeade are also in a state of recovery. The violence forced many out of shop, but new business opportunities await those with entrepreneurial spirits. As Gringot's slowly recovers from its losses, it seeks to make new business loans to attract more investors.

    The Minister of Magic has given the Office of the Aurors full permission to use unforgivable curses in the apprehension of known Death Eaters fleeing justice.

    For the start of the game, players will be given the option to either begin as an underage student beginning at Hogwarts, or may begin as a fully qualified wizard.

    For Students: Students will be given 25 proficiency points and 15 willpower for free that they can place wherever they like. These points indicate where the natural talents of the students will lie. Student's income will be determined by random rolls, essentially to determine how much money their NPC parents will send to them.

    For qualified wizards: Qualified wizards will be given 100 points to assign in any way they wish and 30 willpower. For the purposes of the start of the game, point requirements for certain positions will be relaxed, but the division of points should reflect the necessary requirements of the office or position. Essentially any position is up for grabs, and if multiple people want the same job, we'll roll dice for it. Any unoccupied office/position of importance will be staffed by an NPC until a worthy human player presents itself. Note that any unclaimed positions will be given to NPCs for roleplay purposes, and any leadership positions will only become available after three years of in game play and will be staffed by the "correct" NPC characters (Such as Kingsley Shacklebolt as Minister)

    Professions and Requirements


    Hogwarts Headmaster: At least 25 points in all proficiency categories

    Defense Against the Dark Arts Professor: 25 points in Hexes, 25 points in Curses, 25 points in Charms

    Potions Master: 50 points in potion making, 25 points in Herbology/Healing

    Charms Professor: 75 points in charms

    Herbology Professor: 75 points in herbology/healing

    Please note that Professors will be expected to teach lessons.
    -------------

    Minister for Magic: At least 35 points in all proficiency categories

    Advisor to the Minister: no requirements

    Senior Undersecretary to the Minister for Magic: no requirements

    Officer level entry position in any ministry position: no requirements

    Head of Department for Regulation and Control of Magical Creatures: 25 points herbology/healing, 25 points hexes

    Head of Department for Magical law Enforcement: 20 points hexes, 20 points curses, 10 points healing/herbology

    Auror: 10 points hexes, 10 points herbology/healing, 10 points curses, 10 points charms, 10 points potion making

    Justice: No requirements

    Head of Department for Department of Games and Sports: No requirements

    Head of Department for Magical Accidents and Catastrphes: 25 points hexes, 25 points charms

    Obliviator: 15 points hexes, 10 points charms

    Department of Magical Transportation: 25 points charms, 25 points hexes

    Hogwarts School of Witchcraft and Wizardry

    Hogwarts school is an ancient academy of magic. Students enter at age eleven with a rudimentary knowledge of the magical arts and leave at seventeen as fully qualified Witches and Wizards. What one studies at school may determine one's future employment opportunities. The Castle is staffed with a variety of faculty. Four permanent teachers and the headmaster make up the school's permanent, salaried staff. Each teacher is the head of one of Hogwart's four Houses.

    Core subjects students may study at Hogwarts are as follows:

    Defense Against the Dark Arts
    This class allows students to become proficient in using curses and hexes, as well as increasing willpower to bend Magic to one's will. (Increases Willpower, Curses, Hexes)

    Potions
    The precise art of potion making is best suited for the sure of mind and meticulous. Learning to master one's mind in order to concoct the perfect potion steels the mind, increasing willpower and experience in brewing potions. (Increases Potion Making and Willpower)

    Charms
    The quick execution of a charm may not only save lives, but can also be quite handy on a day to day basis. (Increases Charms, Healing/Herbology, Willpower)

    Herbology
    Quick plant identification can also mean the difference between life and death. Not to mention some plants of a more sinister nature could be used in home defense. (Increases Healing/Herbology, Willpower)

    Teachers are responsible for teaching lessons, giving tests, and sending out supply lists to all students for their class. The Headmaster will oversee the sorting, the running of the school, and send all official correspondences to the students from teachers.

    Upon entry into the school, First-Years are sorted into one of four houses. The sorting hat takes personality and personal preference for house into consideration. Throughout their school careers, students can increase their willpower and magic mastery by taking an active role in school. The more a student participates, the higher his scores and the more proficient he becomes at whatever area of magic he studies. Students will earn at least three points per category per year.

    House Cup: The four houses of Hogwarts compete in the annual House Cup. The house cup is awarded to the house that has the most points at the end of the year. Professors of the school may award points for good behavior or take points away for bad behavior. Winners of the House Cup will receive unique bonuses.

    Students that distinguish themselves may be given titles and positions. Heads of houses will be given the option to name any students in their houses Prefects ni their fifth year of study and Head Boy or Head Girl in their seventh year. These awards and positions may strenghten a student's Willpower.

    NOTE THAT IT TAKES SEVEN YEARS TO GRADUATE FROM HOGWARTS, SO BE PREPARED FOR FOURTEEN WEEKS OF HOGWARTS RP (unless you drop out)

    Ministry of Magic

    The Ministry of Magic is the Wizarding government, responsible for various tasks including but not limited to the enforcement of the reasonable restrain of underage magic, basic law enforcement, and policies governing the use of certain spells and skills. The Minister of Magic and Departments may pass new laws regarding any aspect of wizarding life. The Minister may veto any legislation, but in order for legislation to pass there must be unanimous agreement between the minister and the department members.

    Laws
    International Statute of Wizarding Secrecy: Provides for the protection of the Wizarding community from Muggles. The wizarding world is to remain a secret.

    Wand Ban: Only Wizards or Witches may use wands. other magical creatures are banned from wand use.

    Law Fifteen B: Any attack by a magical creature with near human intelligence will be considered responsible for its actions

    Owl-Post Ministry Censorship Legislation: Allows the ministry to intercept and read mail carried by the owl post.

    Reasonable Restriction of the Use of Underage Magic: Any wizards or witches may not use magic outside school until they come of age (17). There is only one exception to this rule: Magic may be used in extreme cirumstances where serious injury or death could result.


    The Office of the Minister for Magic

    The Minister's office acts as the executive office of the Ministry and is composed of several support staff positions. The Minister has the right to oversee all of the Ministry departments, start committees, propose laws, and communicate with the Muggle Prime Minister. The Minister of Magic serves a term of three years. The Minister's office is composed of the following positions:

    Minister for Magic:
    Advisor to the Minister:
    Senior Undersecretary to the Minister for Magic:


    Five Main Departments
    The Department for the Regulation and Control of Magical Creatures
    This department handles all problems arising from Magical Creatures. They are a cleanup squad, a hazmat unit, and an embassy of sorts all in one. They treat with sentient magical creatures such as goblins and centaurs and help to control violent and 'dumb' magical creatures such as dragons or hippogriffs. The various offices ensure that muggles remain aloof to wizarding activity, keep dangerous beasts, spirits, and beings in check, and consult on pest infestations.

    Positions available
    Head of Department:
    Assistant Head:
    Officer:


    Department of Magical Games and Sports

    This department regulates all magical sporting events within the country and is responsible for organizing the Quidditch World Cup and Tri-Wizard tournaments.

    Positions available
    Head of Department:
    Assistant Head:
    Officer:


    Department of Magical Law Enforcement
    This department is responsible for enforcing magical law. It is composed of the Auror Headquarters, Misuse of Muggle Artifacts squad, Hit Wizards, and the Wizarding Justice Department. It is the largest department of the Ministry and is responsible for the apprehension and prosecution of all criminals.

    Positions available
    Head of Department:
    Assistant Head:
    Auror:
    Justice:


    Department of Magical Accidents and Catastrophes

    This department is responsible for repairing the damage caused by magical accidents. It consists of the Office of the Obliviators, the Accidental Magic Reversal Squad, and a committee dedicated to coming up with muggle-worthy excuses for magical accidents.

    Positions available
    Head of Department:
    Assistant Head:
    Obliviator:


    Department of Magical Transportation
    This department is responsible for all magical transportation including the Floo Network, Brooms, Portkeys and Apparition.

    Positions Available

    Head of Department:
    Assistant Head:
    Officer:




    Magical Items

    Potions
    Obtained from an apothecary vendor or brewed if one has all the ingredients. Ingredients may be obtained by searching for them. One common ingredient can be found once every day. One rare ingredient can be found only once every two days. Ingredients may be sold or bartered between individuals. Moderators must be aware of an individual's search and collection of ingredient items of any kind.

    Minor Healing Potion

    A restorative potion that will eliminate minor maladies, such as boils or burns. Two common ingredients, one rare ingredient.

    Major Healing Potion

    A potion such as Skele-Gro or Blood-Replenishing Potion that offers a wide range of medical services. Five common ingredients, three rare ingredients.

    Felix Felicis

    Makes the drinker unusually lucky, but dangerous and even poisonous in large quantities. Requires ten common ingredients and ten rare ingredients

    Polyjuice Potion

    Allows the drinker of the potion to assume the identity of another, provided the drinker has a bit of the thing he wants to transform into with him. Requires ten common ingredients and ten rare ingredients.

    Tasteless Poison

    This tasteless poison can bring death to the drinker if an antidote is not close at hand. Five common ingredients, three rare ingredients.

    Poison antidote

    An antidote for most poisons. Five common ingredients, three rare ingredients.

    Veritaserum

    A powerful truth serum that compels the drinker to tell the truth under interrogation. The use of the potion is strictly controlled by the Ministry of Magic. Veritaserum is clear, colourless, and odourless and is almost indistinguishable from water. Requires seven common ingredients and four rare ingredients.

    Veritaserum antidote

    Removes the effects of veritaserum. Requires seven common ingredients and four rare ingredients.

    Doxycide

    A potent spray to aid in getting rid of a Doxy infestation. Requires two common ingredients.

    Draught of Living Death

    A powerful sleep draught that mimics the effects of death. Three common ingredients, two rare ingredients.

    Elixer of Life

    The Elixir grants the drinker an indefinitely extended life, for as long as they keep drinking it regularly, though, the frequency with which it needs to be consumed. Requires five common ingredients and ten rare ingredients and the Philosopher's Stone.

    Essence of Dittany

    A simple healing draught. Three common ingredients, three rare ingredients.

    Invigoration Draught

    A potion that renews strength and resolve. Two common ingredients, two rare ingredients. (Increases Willpower by 25 for a period of 24 hours)

    Invisibility Potion

    Renders the drinker invisible...or partially so. Perhaps it is better to characterize the potion as making the drinker more of a chameleon. Five common ingredients, five rare ingredients.

    Wolfsbane Potion


    Allows for peaceful transformations into a werewolf state, the werewolf will have more control over his actions. Seven common ingredients, five rare ingredients.


    Legendary Magical Items
    These items are one of a kind, and will grant the bearer added skills and proficiency. Obtaining these items involves meticulous searching, interaction with other wizards and luck. Wizards can begin a search for these items by informing moderators they wish to seek out a particular magical item and then do the necessary RP to uncover them. It may take years before the search yields fruit.

    The Sword of Gryffindor

    The Legendary sword of Godric Gryffindor may either present itself to a worthy student or ex-student of Gryffindor house, or may be sought out. It will imbue the wielder with renewed willpower (+20 willpower)

    The Philosopher's Stone

    The Philosopher's Stone was a man-made, blood-red stone with magical properties. It could be used to create the Elixer of Life, which extended the drinker's lifespan, as well as transform any metal into pure gold. It allows Wizards to evade death from natural causes. It can either be sought out or created with twenty uncommon ingredients and twenty rare ingredients.

    The Resurrection Stone

    Lost after the battle of Hogwarts, the resurrection stone allows the wielder a unique boost in one skill by summoning a skilled deceased wizard to teach him secrets from beyond the grave. (+15 points to any proficiency)

    The Elder Wand

    Rumored to be one of the most powerful wands in the world, the Elder Wand bestows great power to its master, but at a cost. The quest to obtain this wand will be beyond the skill of most, and death may be the only reward of even the successful. (+ 20 points willpower, +20 points hexes, +20 points healing, +20 points curses, +20 points charms)

    Vial of Phoenix Tears

    The Phoenix is a very rare animal, and the journey to obtain its valuable tears will be fraught with challenges. The adventure in itself might be rewarding. (+10 willpower, and a vial of Phoenix Tears, which can heal any wound)

    Vial of Basilisk Venom

    The Venom of a Basilisk is known for being not only extremely deadly, but able to destroy powerful magical items. (vial of Basilisk venom, +10 willpower)

    Pet Hippogriff

    Taming a hippogriff requires a unique approach and a lot of patience, but if the right methods are used, this pet could become quite useful. (+10 willpower for taming a Hippogriff, and a pet hippogriff)

    Mastering Animagus Transformation

    Wizards that apply themselves may master the art of self-transfiguration. By practicing this art of self-transformation, a wizard may gain the ability to transform at will, becoming the animal they choose whenever they want. (+20 willpower, ability to transform into a single type of animal)

    The Marauder's Map

    This strange map of Hogwarts requires a keen mind to decipher in order to unlock the magical secrets. (+15 willpower, ability to see Hogwarts and everyone within it at any time)



    Casting Spells

    Willpower

    Willpower refers to the mental stamina and fortitude of a caster. The willpower often determines the strength and effectiveness of each spell that is cast. A first year Hogwarts student could perform the Cruciatus curse, but it would hardly be effective. In order for spells to be effective and serve the caster better, the caster must have strength of mind and the concentration required to perform the spell. Each Wizard or Witch will have a level of Willpower according to their level of training and life experiences. If someone engages in a lot of duels, or has a need to use defensive or offensive spells often either as part of their job or simply because they are a target, their willpower will increase according to their actions.

    Willpower is assigned on a scale between 1 and 150 for each with or wizard and aids in resisting spells of the spiritual sort, as well as aiding in casting spells that require more concentration. Willpower will allow for spells to have more effective results.

    Accuracy

    Even the best wizards miss. Accuracy is one of the few factors outside a caster's control. Dice will determine whether or not spells reach their targets. The area of the duel will affect the accuracy of spells.

    Open spaces (such as fields, an empty room): 2/10 miss chance
    Occupied spaces (such as occupied rooms, or a hall with columns and pillars): 4/10 miss chance
    Cluttered spaces (such as forests, the room of requirement where the students dumped contraband: 6/10 miss chance

    Proficiency

    Proficiency refers to training and knowledge of magic. There are several proficiency levels that will determine the overall effectiveness of different types of activities and Qualified wizards have an edge over students in most areas. All areas of proficiency are graded on a scale of 1-150. Wizard's or Witches' proficiency level will determine their effectiveness in each area of Magic. If a Dark Wizard with a high proficiency in curses does considerable damage to a victim, it would require a wizard with proficient healing skills to repair the damage.

    Potion Making
    Hexes
    Curses
    Charms
    Herbology/Healing

    Spells


    Every spell is categorized into either offensive, defensive, or neutral spells. In addition, Every spell has two ratings: One rating will refer to the difficulty in conjuring it and the other will refer to that spell's overall power.

    KEY:

    O = offensive
    D = defensive
    N = neutral
    Di = difficulty of the spell to use (ranked 1-10)

    Curses

    Babbling Curse (O, Di: 2,) - Makes the victim unable to articulate words

    Confringo (O, Di:5) - Causes anything that the spell meets to explode in flames.

    Sectumsempra (O, Di: 7 ) - Violently wounds the target; described as being as though the subject had been "slashed by a sword"

    Conjunctivis Curse (O, Di: 5 ) - A curse that causes great pain to the victim's eyes.

    Reducto (O, Di: 5) - Enables the caster to explode solid objects

    Fiendfyre Curse (O, Di:10 ) - Dangerous, uncontrollable and extremely powerful fire which can take the form of beasts

    Flagrante Curse (D, Di:7 ) - Causes any object affected to burn human skin when touched.

    Furnunculus (D, Di: 3) - Causes the target to become covered in boils

    Impedimenta (D, Di: 3) - This powerful spell is capable of tripping, freezing, binding, knocking back and generally impeding the target's progress towards the caster.

    Incendio (O, Di: 4) - Produces fire shooting out of the wand.

    Langlock (D, Di: 6 ) - Glues the victim's tongue to the roof of his/her mouth. Created by Severus Snape.

    Locomotor Mortis (O, Di: 5) - Locks the legs together, preventing the victim from moving the legs in any fashion. The target can hop when affected by this curse, but walking is impossible without the countercurse


    Charms


    Homorphus Charm (D, Di: 8 ) - Causes animagi or transfigured objects to revert to their original form

    Wingardium Leviosa (N, Di: 1) - Levitates objects

    Protego (D, Di: 5) - The Shield Charmcauses minor to strong jinxes, curses, and hexes to rebound upon the attacker, or at least prevents them from having their full effect. It can also cause a shield to erupt from the caster's wand.

    Freezing Charm (N, Di: 4) - Causes an object to freeze

    Silencio (N, Di: 4) - Silences something immediately

    Portus (N, Di: 8) - Makes an item a portkey

    Obliviate (N, Di: 6 ) - Used to hide a memory of a particular event.

    Impervius Charm (Impervius, D, Di: 5) - This spell makes something repel (literally, become impervious to) substances and outside forces, including water.

    Hover Charm (N, Di: 2) - An object is levitated off the ground and moved according to the caster.

    Summoning Charm (Accio) (N, Di: 6 ) - This charm summons an object to the caster, potentially over a significant distance. It can be used in two ways: by casting the charm, and then naming the object desired, or by pointing the wand at the desired object during or immediately following the incantation to "pull" it toward the user.

    Confundus Charm (Confundo O, Di: 5) - Causes the victim to become confused, befuddled, overly forgetful and prone to follow simple orders without thinking about them.

    Fidelius Charm (D, Di: 9) - A charm involving secret information hidden within the soul of a Secret-Keeper. This information is irretrievable until the Secret-Keeper chooses to reveal it; those who have the secret revealed to them cannot reveal it to others.

    Banishing Charm (N, Di: 3) - Propels an object away from the caster

    Expelliarmus (D, Di: 5) - This spell is used to disarm another wizard, typically by causing the victim's wand to fly out of reach

    Expecto Patronum (D, Di: 8) - Conjures a Patronus. A patronus is commonly used to dispel dementors, but can also be used to communicate messages.

    Engorgio (N, Di: 3) - Causes objects to swell in size.

    Diffindo (N, Di: 4 ) - Rips objects

    Protego Horribilis (D, Di: 7) - Provides some form of protection against Dark Magic.

    Protego Totalum (D, Di: 7) - Provides protection of some form for an area or dwelling.

    Disillusionment Charm (N, Di: 7)- Causes the target to become invisible, or close to it.

    Aguamenti (N, Di: 2) - Produces a jet of water from the tip of a wand.

    Caterwauling Charm (D, Di: 8) - Anyone entering the perimeter of a Caterwauling Charm sets off a high-pitched shriek.

    Cave Inimicum (D, Di: 7) - Spell used to strengthen an enclosure from enemies.

    Repello Mugletum (D, Di: 5) - Repels Muggles

    Calloportus (D, Di: 5) - Locks doors, making them unable to be opened

    Deprimo (N, Di: 6) - A very powerful wind that can loosen and/or soften a variety of things; it can also be used to detach objects.

    Non-Descript Spells


    Rennevarte (N, Di: 4) - Brings someone out of unconsciousness.

    Unbreakable Vow (N, Di: 10) - Causes a vow taken by a witch or wizard to be inviolable; if he or she should break it, the consequence is death. It manifests itself as interlinking chains of fire binding the clasped hands of the people taking the Vow; the fire shoots out as a tongue of flame from the wand of the Binder (a witness to the Vow) every time the person who takes the vow makes a promise. The flames then form into the linking chains. According to Ron Weasely, the spell causes death to anyone who breaks the vow.

    Sonorus (N, Di: 4) - Magnifies the spell caster’s voice, functioning as a magical

    Reparo (N. Di: 2) - Used to repair broken or damaged objects

    Prior Incantatem (N, Di: 5 ) - Causes the echo (a shadow or image) of the last spell cast by a wand to emanate from it.

    Locomotor (N, Di: 3) - The spell causes the named object to rise in the air and move around at the will of the caster.

    Obscuro (D, Di: 5) - Causes a blindfold to appear over the victim's eyes, obstructing his/her view of his/her surroundings.

    Lumos (N, Di: 1) - Produces a light on the end of the wand

    Nox (N, Di: 1) - Countercharm to Lumos

    Orchideous (N, Di: 2) - Makes a bouquet of flowers appear out of the caster's wand.

    Petrificus Totalus (D, Di: 4) - Used to temporarily bind the victim's body in a position much like that of a soldier at attention; this spell does not restrict breathing or seeing, and the victim will usually fall to the ground

    Piertotem Locomotor (O, Di: 10) - Spell used to animate statues and suits of armour to do the caster's bidding.

    Mobilicorpus (N, Di: 5) - Lifts a body a few inches off the ground and levitates it where the caster points his or her wand

    Morsmodre (N, Di: 5) - Produces the Dark Mark

    Muffliato (D, Di: 6) - Keeps nearby people, or those to whom the wand is directed, from hearing nearby conversations

    Legilimens (O, Di: 10) - Allows the caster to delve into the mind of the victim, allowing the caster to see the memories, thoughts, and emotions of the victim.

    Levicorpus (O, Di: 8) - The victim is dangled upside-down by one of his/her ankles, sometimes accompanied by a flash of white light.

    Liberacorpus (D, Di: 8) - The countercurse of Levicorpus

    Homenum Revelio (D, Di: 8) - Reveals humans near the caster.

    Geminio (N, Di: 9 ) - Creates a duplicate of any object upon which it is cast

    Alohamora (O, Di: 1) - Used to unlock doors, but doors can be bewitched so this spell has no effect.

    Anti-Apparition/Disapparation Jinx (D, Di: 10) - Makes apparation or disapparation impossible.

    Aparecium (D, Di: 5) - Makes invisible ink visible

    Finite Incantatem (N, Di: 10) - Negates many spells or the effects of many spells.

    Expulso (O, Di: 6) - A spell that causes an object to explode. The force of the explosion may depend on the intent of the caster.

    Deletrius (D, Di: 6) - Removes evidence of previous spells cast by the wand, revealed by Prior Incantato

    Episkey (D, Di: 3) - Used to heal relatively minor injuries. When this spell is cast, the person feels his/her injured body part go very hot and then very cold.

    Evanecso (N, Di: 5) - Makes the target vanish.

    Ferula (N, Di: 2) - Creates a bandage and a splint.

    Descendo (N, Di: 2) - Makes things sink

    Specialis Revelio (N, Di: 8, ) - Causes an object to show its hidden secrets or magical properties.

    Hexes

    Hurling Hex (O, Di: 10) - Causes brooms to vibrate violently in the air and try to buck their rider off.

    Incarcerous (D, Di: 6 ) - Ties someone or something up with ropes

    Relashio (D, Di: 4) - Used to force someone or something to release that which it holds or grapples by means of shooting fiery sparks out or, underwater, shooting hot bursts of water.

    Rictusempra (N, Di: 1 ) - The subject experiences the sensation of being

    Salvio Hexia (D, Di: 8) - Provides some form of protection against hexes.

    Stupefy (O, Di: 5) - Stuns a victim

    Stinging Hex (O, Di: 4) - Causing the victim to feel the sensation of being stung

    Tarantellego (O, Di: 4, ) - Makes victim's legs dance uncontrollably, so the victim cannot control his or her movements

    Taboo (O, Di: 10) - A hex which may be placed upon a word or a name, so that whenever that word is spoken, a magical disturbance is created that alerts the caster of the Taboo to the location of the speaker. Any protective enchantments in effect around the speaker are broken when the Tabooed word is spoken aloud.

    Trip Hex (O, Di: 4) - Causes the victim of the hex to trip and fall


    Unforgivable Curses

    These curses are illegal. I anyone were to use them, the Ministry could prosecute them and send them to Azkaban for a length of time.

    Imperius Curse (Imperio, O, Di: 10) - A curse used to invade the mind of the victim, putting them at the mercy of the caster

    Cruciatus Curse (Crucio, O, Di: 10) - The torture curse, used to inflict extreme amounts of pain upon the victim. If tortured enough in a short period of time, the victim could be rendered insane.

    The Killing Curse (Avada Kedavra, O, Di:10) - Kills the victim

    A note on Dark Magic: Dark Magic may cause some wounds that are harder to heal with basic potions.
    Last edited by Pontifex Maximus; March 18, 2012 at 09:17 PM.

  3. #3
    Dark Storm's Avatar saut dans le vide
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Can I reserve one as well?

  4. #4
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    A note on Unforgivable Curses; the best way they can be utilized is if you are a Deatheater/dark wizard. Cause since you enjoy to inflict pain, these spells are primary in your arsenal. Plus they also need great willpower and skill to be fully used. Thus no ordinary character can use them.

    If you were a wizard and not a dark wizard, Bellatrix Lestrange put it in best terms: "You need to mean them, Potter! You need to really want to cause pain ... to enjoy it ... righteous anger won't hurt me for long ... I'll show you how it is done, shall I? I'll give you a lesson -"...meaning these curses will not be very effective unless your true and pure intent is to kill or torture. Harry Potter's "righteous anger" would not allow him to unlock the pull power of the Cruciatus Curse upon Bellatrix.

    The same goes for resistance against Crucio and Imperio...these would require a ton of willpower to fully resistance. A trained and mastered wizard could easily put anyone under Imperio or torture them with Crucio; it is very hard to resist them. As for the Killing Curse, a strong spell can repulse it, such as Stupefy, but again, the wizard must have great skill and willpower to do so.

    My work section
    Economy/Salaries

    The currency is Galleons
    Salaries
    Hogwarts Teacher: 7,500 per year
    Headmaster: 12,500 per year
    Regular level Ministry employees: 7,500 per year
    Department heads: 10,000 per year
    Minister of Magic: 15,000 per year


    Economy
    There are two primary places to start up shops:
    Diagon Alley - 5,000 to start up shop
    Hogsmeade - 2,500 to start up a shop

    Note: You may own multiple shops
    Shop 1: 100,000
    Shop 2: 150,000
    Shop 3: 200,000
    - Cost for each new shop goes up by 50k
    - You may also take loans from Gringotts in order to make a new shop, but remember to pay them back. These are Goblins and they don't like their loans going unpaid. You'd best pay back the loan or Gringotts owns your store now.

    Shops will earn a yearly income, this will be done by rolls at the end of every week (Each shop will get good profits from NPC profits)
    Modifiers include:
    - Rping in shop (Ex: Rp taking inventory, selling items to NPC customers, etc)
    - Advertisement (Ex: Daily Prophet ads)


    Economic Rolls
    Formula: 2,500*D12 minus 2% loan (to Gringotts)
    Possible Modifiers:
    - +1 in rp (Ex: rping inventory or sale to an NPC customer)
    - +1 in ads

    Disclaimer: If you open an apothecary shop or a shp that deals with resources used in potions or other game aspects, a random roll will determine how many items you can sell in that shop for a year

    Death Eaters
    With the fall of Lord Voldemort, the Death Eaters have scattered and consolidated into smaller cults, awaiting the rise of a new and powerful Dark Wizard who would reunite them under one banner and bring the fear of Voldemort's minions back into the Wizarding and Muggle worlds. Various cults and small organizations have formed under remaining Lieutenants who personally served Voldemort. They not only fight against the Ministry of Magic but have a tendency to fight among each other; vying for the power and influence that was once held by their master, Voldemort. Despite their scattered numbers, the Death Eaters still rely on old allies such as the Werewolves, vampires and Giants in order to remain a threat to the tranquility of order.

    Death Eater Cults
    With the disunited strength of the Death Eaters, many have banded together into small cults that are patronized by various dangerous beings or Dark Wizards of the past.
    - Cults must all be approved by Mods in order for RP creation to ensue
    - Leadership for each cult is:
    - leader (Usually a lieutenant of Voldemort or experienced Dark Wizard; any title can be chosen)
    - lieutenant (A trusted friend or minion of the leader; any title can be chosen)
    - Acolytes/Lesser Death Eaters (the mass followers of the cult)


    Attacks by Death Eaters
    High profile attacks on muggles or groups of people will involve an immediate response by the Ministry

    Low profile attacks, such as assassinations on individuals and all sorts of covert attacks, depends on:
    - If the target is killed without contacting the authorities, the Ministry will not respond (rolls will be used)
    - If the target is maimed yet makes contact (specifically with the Ministry) or the covert attack fails and the Ministry is contacted, MoM will respond immediately. Thus the Death Eater has the choice of retreating or pursuing the target (rolls will be used; odds against Death Eater)
    Last edited by Lucius Malfoy; March 07, 2012 at 03:46 PM.
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  5. #5

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Well, that was a session, but I think I made a lot of progress. I think I figured out a system for potions that will work, so take a look and tell me what you think

  6. #6
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    I will say this. In the books, the Elder Wand was buried with Albus Dumbledore...thus in this rp, the Elder Wand should no longer be there. Perhaps Harry put in another place...or perhaps someone else stole it. Kinda want people to think outside of the book for finding items.

    I believe that there should also be a time period between the beginning of the rp and when legendary magical items will be available to find. That way everyone can get situated before searching for specialized weapons. Like, there will be a week of rl time before the legendary items are available for searching.

    Overall, I really do like this!

    I will begin thinking of professions/jobs and factions available for characters to choose and post it up sometime tomorrow or this week.
    Last edited by Lucius Malfoy; March 06, 2012 at 10:47 PM.
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  7. #7
    Kip's Avatar Idea missing.
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    This looks exquisite, and I was going to cast my vote for this in the brainstorm but it seems that will no longer be necessary

    I've already got my character's name chosen and I think I know what profession I'll make him (which is sad considering this game is still in its earliest planning stages, but shows my excitement nonetheless). Count me in as a dedicated player!
    Last edited by Kip; March 06, 2012 at 10:51 PM.

  8. #8
    The Stig's Avatar Protector Domesticus
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Oh God. Now I have to reread all of these.
    Quote Originally Posted by Ancient Aliens
    Yes. The Stig is Jesus.
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  9. #9

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    I want to join this RPG and if you guys need any help in this, then I can help.
    The Roman Struggle: Publilus Sempremonius Lucullus, Roman Pro-Consul
    Aux character: Tetius Ateius Burcanius
    GSTK:Francois de Guyenne, Knight

  10. #10

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    I think we should tackle the economy next. Nothing as complicated as TRS but we gotta have money.

  11. #11

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    I am intrested in this also. Although if its in the summer I will not be joining it until after I come back from vacation. but if sooner I might and then take a break.

  12. #12
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Quote Originally Posted by Lord Damien View Post
    I am intrested in this also. Although if its in the summer I will not be joining it until after I come back from vacation. but if sooner I might and then take a break.
    I will put you down on the interested/dedicated member list
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  13. #13
    knight of virtue and valor's Avatar Praefectus
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    An interesting spell system. I know harry potter is a magical world, but is their any instances of non-magical charecters fighting magical charecter (and having a change of victory?) because I'm trying to find a way of making a detailed magic system that balances with people that dont use magic and its horribly difficult.
    "WE WILL SMITE THE INVADERS FROM OUR SKIES! Though they sweep over our lands like the sands of winter, never again will we bow before them; never again endure their oppression; never again endure their tyranny. We will strike without warning and without mercy, fighting as one hand, one heart, one soul. We will shatter their dreams and haunt their nightmares, drenching our ancestors' graves with their blood. And as our last breath tears at their lungs; as we rise again from the ruins of our cities...they will know: Helghan belongs to the Helghast." -Scholar Visari

  14. #14
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Quote Originally Posted by knight of virtue and valor View Post
    An interesting spell system. I know harry potter is a magical world, but is their any instances of non-magical charecters fighting magical charecter (and having a change of victory?) because I'm trying to find a way of making a detailed magic system that balances with people that dont use magic and its horribly difficult.
    In the sense of non-magical, usually creatures can beat magical people.

    In the wizarding world, they have class system for creatures (X, XX, XXX, XXXX, XXXXX). Usually XXXX means they are tough creatures and require special knowledge to beat them, but a highly skilled wizard can take them on. These would include trolls, merpeople and centaurs. All of them have the skill to take down a wizard, but they can still be beaten.

    The top class, XXXXX, are labeled wizard killers. These are highly dangerous, even very intelligent and are impossible to train for domestic use. These include all classes of dragon, dementors, acromantula (basically Aragog, the big spider), Basilisks and Werewolves. In the cases of these creatures, you would need specialized spells and items in order to beat them. Thats why one of the most dangerous professions around is Dragon breeder/researcher. In XXXXX class, there are 10 - 11 species (not including all the different dragons)...some of these species are rare to find such as the Chimaera, Manticore or Lethifold

    Now in the terms of Muggle vs. Wizard, it has yet to be seen. But from what was witnessed in the books...such as the Deatheaters taking down a bridge in London and causing hurricanes to smash the American coast, it would likely be very rare for a muggle to beat a wizard.
    Last edited by Lucius Malfoy; March 07, 2012 at 11:06 AM.
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  15. #15

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Any comments on forum structure?

  16. #16

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    This RPG looks great.
    The Roman Struggle: Publilus Sempremonius Lucullus, Roman Pro-Consul
    Aux character: Tetius Ateius Burcanius
    GSTK:Francois de Guyenne, Knight

  17. #17

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    if anyone is interested in helping out this is what we need:

    We need as many random events as we can possibly get. It is just a matter of creativity and dedication at this point. Sirius has been working hard at it but considering I want about five hundred or more random events, it might be nice to help him out. Essentially we need numbered random events that will offer some challenge to a player if they encounter it. I want to be vague about how these random events will be played or sprung upon players to keep some of what we're planning a surprise. Suffice it to say it will be awesome. We need anything from a Doxy infestation to a Dragon attack, but please note that events like "Voldemort has returned" generally won't be used. Keep them simple, creative, and reasonable.

    some examples of random events:

    1. A hippogriff has appeared in your backyard.
    2. You have contracted Scrofungulus
    3. A ghoul has moved into your bathroom
    4. Muggles are knocking at your door

  18. #18
    Shadow141's Avatar Ordinarius
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    I am in

    EDIT Can you become dark wizard?
    Last edited by Shadow141; March 09, 2012 at 12:11 PM.

  19. #19
    Lucius Malfoy's Avatar Pure-Blood
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    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Quote Originally Posted by Shadow141 View Post
    I am in

    EDIT Can you become dark wizard?
    Basically Dark wizards are Death Eaters...but there are Dark wizards that exist outside of the Death Eaters
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  20. #20

    Default Re: Three Broomsticks Inn (Harry Potter RPG planning thread)

    Of course.

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