Harry Potter Core Rule Book.pdf

(566 KB) Pobierz
Harry Potter:
The Roleplaying Game
Core Rule Book
Adapted by Matthew A. Kearns
With the help of Mitchell Lord and Philip OÇNeill
908600832.001.png
Table of Contents
CHAPTER 1: INTRODUCTION....................................................................................4
W HAT IS A R OLE - PLAYING G AME ?...............................................................................................4
T HE B ASICS FOR P LAYING ...........................................................................................................4
CHAPTER 2: CHARACTER CREATION & ADVANCEMENT.......................................5
C REATING A B ASIC C HARACTER ..................................................................................................5
A DVANCEMENT ............................................................................................................................6
CHAPTER 3: ATTRIBUTES.........................................................................................8
P RIMARY A TTRIBUTES .................................................................................................................8
S ECONDARY A TTRIBUTES .........................................................................................................11
CHAPTER 4: HERITAGE...........................................................................................17
M UGGLE ...................................................................................................................................17
M UGGLE - BORN .........................................................................................................................17
H ALF -M UGGLE .........................................................................................................................17
P UREBLOOD ..............................................................................................................................17
N ON - MAGICAL W IZARD .............................................................................................................18
H ERITAGE P ACKAGES ...............................................................................................................18
CHAPTER 5: WIZARD HOUSES................................................................................20
G RYFFINDOR .............................................................................................................................20
H UFFLEPUFF ............................................................................................................................20
R AVENCLAW .............................................................................................................................20
S LYTHERIN ...............................................................................................................................21
C REATE Y OUR O WN H OUSE .....................................................................................................21
CHAPTER 6: SKILLS.................................................................................................22
U NDERSTANDING S KILLS .........................................................................................................22
S KILL D ESCRIPTIONS ...............................................................................................................22
CHAPTER 7: TRAITS.................................................................................................41
E DGES .......................................................................................................................................41
F LAWS .......................................................................................................................................54
CHAPTER 8: ABILITIES............................................................................................63
CHAPTER 9: SYSTEM MECHANICS.........................................................................73
T IME .........................................................................................................................................73
A CTIONS ...................................................................................................................................74
2
T ESTS ........................................................................................................................................74
M OVEMENT AND T RAVEL .........................................................................................................74
C OMBAT ....................................................................................................................................75
I NJURY , W EARINESS AND H EALING .........................................................................................75
CHAPTER 10: MAGIC................................................................................................76
M AGIC IN THE W ORLD OF H ARRY P OTTER ..............................................................................76
S PELL M ECHANICS ...................................................................................................................77
T IER I S PELLS ..........................................................................................................................80
T IER II S PELLS .........................................................................................................................91
T IER III S PELLS .....................................................................................................................102
F AMILIARS ..............................................................................................................................112
CHAPTER 11: GOODS & SERVICES.......................................................................113
G EAR ......................................................................................................................................113
W EAPONS & A RMOUR .............................................................................................................123
A RMOUR .................................................................................................................................129
W ANDS ....................................................................................................................................131
E LIXIRS , P OTIONS , D RAFTS , D RAUGHTS , AND M AGICAL S UBSTANCES ................................133
S ERVICES ................................................................................................................................135
F OOD ......................................................................................................................................136
CHAPTER 12: QUIDDITCH.....................................................................................137
T HE G AME ..............................................................................................................................137
E QUIPMENT ............................................................................................................................137
A CTION S EQUENCE PER R OUND .............................................................................................138
Q UICK - PLAY R ULES ................................................................................................................139
R ANGE ....................................................................................................................................139
M ANEUVERS ...........................................................................................................................140
CHAPTER 13: APPENDICES...................................................................................148
A PPENDIX A: G LOSSARY .........................................................................................................148
A PPENDIX B: L IST OF T ABLES ...............................................................................................155
A PPENDIX C: I NDEX ...............................................................................................................157
3
Chapter 1: Introduction
Wands, a fantastical game called Quidditch, and a lightning scar are a few of the memorable things
that define the world of Harry Potter. The world is once again in danger from one of the greatest Dark
Wizard of all time, Lord Voldemort. A place of the imagination so real and fun which millions, both
young and old, have read and re-read the books and made the films some of the biggest box office hits
of all time. This is the world behind the scenes of our own, created by J. K. Rowling, where even kids
can also be movers and shakers of the world. And now you can join them with Harry Potter: The Role-
playing Game! Create your own characters and go to class at Hogwarts, play a game of Quidditch, or
help save your friends from a Dark Wizard... the possibilities are endless!
What is a Role-playing Game?
A role-playing game (or RPG) is different from card games, board games, video games, and pretty much
every other kind of game available. Your objective in a role-playing game isnt to win' necessarily, but
to have fun with friends and family by telling a story in which the characters you have created
accomplish noble and grand deeds.
The Basics for Playing
To play the game, you need a character, a fictional persona you create and develop through play. The
rules of the game tell you how to define his basic qualities, what he knows how to do, the special
abilities and powers he has, and equipment to help him. Thats just part of the process since itÇs you,
not the rules, who defines what the character is like and how he acts during the game.
Characters controlled by a single player are called player characters (PCs). To play the game, there
must be at least one more member: the Narrator. His job is to create the storyline in which the game is
played, explains situations, and plays the part of the non-player characters (NPCs). Because the game
is played as a group, you dont just listen to the Narrator; you get to respond back with what you want
your character to do and the rules of the game will guide to the outcome of the characters actions. By
rolling dice, you can determine whether you remember a bit of history or how to make a potion. If
necessary, the Narrator interprets the rules in how they would apply to a certain situation.
What you need to play Harry Potter: The Role-playing Game is:
- This book,
- Two six-sided (2d6) dice, and
- Other people to play the game with
4
Chapter 2: Character Creation & Advancement
Creating a Basic Character
The outline listed below details how to create a 0-advancement character whose equivalent shall be a
second year student. If you wish to start as a first year student with little to no magic experience at all,
forego Phase 4.
Phase 1: Attributes
I. Generate your characters attributes (see Chapter 3). Choose two favoured attributes.
II. Determine your Secondary Attributes (see Chapter 3). Choose one favoured reaction.
Phase 2: Native Skills
Choose your Native Skills with a number of picks equal to your characters Intellect x2. These skills
and specialties come from Languages and Knowledge (see Chapter 6). When you select a new skill in
this phase, the first specialty acquired is free (i.e. no cost in picks).
Phase 3: Heritage
I. Choose your characters Heritage (see Chapter 4).
II. Choose your Heritage Package or spend 6 picks on any skills and specialties from the list of
Heritage Skills (see Chapter 4). When you select a new skill in this phase, the first specialty
acquired is free (i.e. no cost in picks).
III. (Optional) Choose one more at the cost of one flaw
IV. Choose one Ability (see Chapter 8).
Phase 4: Wizard House
I. Choose a Wizard House (see Chapter 5).
II. Choose your Learned Skills, spending 12 picks on any skills and specialties (the first specialty
still being free), except weapon specialties other than Spells
III. Choose one free edge
IV. (Optional) Choose one more at the cost of one flaw
Phase 5: Free Picks
Purchase selections from Table 2-2: Advancement Picks Table using 5 picks. You can buy any selection
in the table, except for:
- Health or Reactions (they arent final until after initial character creation),
- Abilities, or
- Removing a flaw
5
Zgłoś jeśli naruszono regulamin