Rules.   Posted by Severus Snape.Group: public
Severus Snape
 GM, 4 posts
 Resistance Leader
 Fallen Hero
Sat 20 Nov 2010
at 04:50
Rules
This is a freeform game, that doesn't mean I don't have rules.

Obviously NO GODMODDING!!!
Please use the best grammar and spelling you can.
NO FLAMING!!!

Attributes, every player will receive 10 points to allocate amongst

Prowess- physical capacity
Intellect- mental capacity
Charm- social capacity
Magic- magical capacity
Courage- mental and magical resistance
Fortitude- physical and social resistance
Merit- Stat that governs skill use

In addition to the stats pick three common/muggle skills and two magical skills(i.e. Charms CoMC, DADA, the Dark Arts) to receive a +1 in.

I will be adding to your stats and skills as time progresses at significant points in storyline.

This message was last edited by the GM at 22:30, Sat 20 Nov 2010.

Severus Snape
 GM, 32 posts
 Resistance Leader
 Fallen Hero
Sun 21 Nov 2010
at 05:36
Re: Rules
For everyone's edification:

I dislike having droves and droves of NPCs, so I have Hogwarts Academy and Hogsmeade village instead for me and Lady Red respectively.  they are not limited to those locations, instead they are what we will use to post for anyone or anything or any event happening in the world at large.

For instances, we will use them to post for any teachers, each post from them will come with a header/headers to let it be known who/what/when is talking.
Severus Snape
 GM, 36 posts
 Resistance Leader
 Fallen Hero
Sun 21 Nov 2010
at 08:49
Re: Rules
I have been thinking about certain information access issues, i.e. character sheets.  What I have decided to do is simply create a blank sheet for each of you.  Please, put up you character info, essentially your RTJ, in the sheet.  Also include any significant NPCs in your characters life you wish to have established(they will be nixed inappropriate), familiars, Wands(complete with length, pliability, wood, core and whatnot), and possessions.
Severus Snape
 GM, 66 posts
 Resistance Leader
 Fallen Hero
Tue 23 Nov 2010
at 01:20
Re: Rules
The stats are 1-normal as a base.  With a maximum of 5 for humans, except for Magic, which has a cap of ten for humans.  The skills are just areas where students excel.  They have other skills as well.

Advancement will work thus.  At the end of each school year the Magic stat will increase by .5 and students will receive 5 point to custom increase their stats and skill.  Point buy a new +1 in any skill while it buys .5 stat points.  No more than a .5 increase in stats a year is possible.  Lastly, each person will be allowed to make the case for one skill and will receive an award to that skill based on the performance in that area and their appeal.
Severus Snape
 GM, 92 posts
 Resistance Leader
 Fallen Hero
Mon 29 Nov 2010
at 20:09
Re: Rules
If and when push comes to shove, I'd prefer people to free form instead of rolling, but I have included a vague system as a set of guidelines for character's abilities as well as a system for resolving issues.

The normal difficulty of an action is a 7.5 and rolls are performed upon a 1d12 adding your appropriate stat and any skills you have that may apply.  Specific spells are handled this way; if you have it listed on your character sheet(because you studied it in class or otherwise acquired it with my permission) it will add a .5 bonus to your role.

A character has a 'resilience' equal to their Fortitude + Courage.  This is an abstract representation of your ability, physically and mentally, to continue any action.  If their is a protracted conflict, social, mental, or otherwise, then the two players rolls of and the loser loses a point of resilience, two is he is defeated by more than ten.  The player reduced to 0 resilience first or who gives in has lost the encounter.  There may betimes when the encounter is settled with just one role, then there is no need to use resilience.  In a physical confrontation ) represents dying, but not dead.  The dying character is at the mercy of fate at this point and has five rounds to be finished off or saved.
Severus Snape
 GM, 494 posts
 Resistance Leader
 Fallen Hero
Sat 5 Nov 2011
at 23:37
Re: Rules
It has been brought to my attention that the dice roller does not allow for .5 modifiers.  So, if you have such a modifier to your rolls, you will have to add it manually, just note it in your description of the roll.
Severus Snape
 GM, 920 posts
 Resistance Leader
 Fallen Hero
Thu 13 Nov 2014
at 01:42
Incoming Fourth Year Character Creation
Well, four our fourth year, we are adding new players to the game. I intend most of these to be temporary, just for fourth year itself, but a few might be invited to stick around, depending on how things go. For these characters to be built, follow the steps below:

Step 1: Build a character using the system below.

Attributes, every player will receive 10 points to allocate amongst. Attributes are a 1-5 range for human characters with 1 being average. Magic maxes out at 10 for humans. IF you want to play a mixed-breed character, discuss modifications to this theoretical statline with me in your RTJ. Also note that since you ARE witches and wizards, Magic stat begins at 1 (you'd be a muggle or squib otherwise.)

Prowess- physical capacity
Intellect- mental capacity
Charm- social capacity
Magic- magical capacity
Courage- mental and magical resistance
Fortitude- physical and social resistance
Merit- Stat that governs skill use

In addition to the stats pick three common/muggle skills and two magical skills(i.e. Charms CoMC, DADA, the Dark Arts) to receive a +1 in.

Step 2: Advance yourself:

The students currently enrolled in my game are all advanced characters, they have gained stat points, spells, potions, and more through the course of the game. So, you too should have some advancement, if not quite as much as they. This mean that you get to start with a magic stat of 2.5 (1 + 1.5 points from completing three years of school). You will also get 15 advancement points; these can be spent thusly: 1 point buys a +1 to any skill while it buys .5 for any stat. For now, you can buy any advancements you want except one: magic. You may only advance magic once per year of school completed, for a max of an additional +1.5.

In the future, if I invite you to stay, you will advance as normal for Hogwarts students as listed above.

Step 3: List sundry additions:

This is listed separate because many of you are coming from different schools with, presumably, different cultures. So, broomsticks, wands, familiars, uniforms, etc. should be listed here with some notes for me about cultures/backgrounds reasons for them. Since you are all older students, each one can have an item or two of moderate magical power or one major magical item. Minor magical items such as sneakoscopes are take them as you wish. Also, please list dramatic events, persons, and relevant bits of history you want me to note about your characters. IF you go as far as to list "textbooks kept from past years of school," that were uniwue to your school, I would be pretty impressed.

Step 4: Ask for additional bonuses based on home school/nation:

You are unique people from unique places. My students each get to make an argument for a skill increase for free each year. This is another area where I want you to differ from them for now. So, make an argument for two circumstances unique to your character's school/history/background you wish em to consider. I will assign a skill or stat modification based on these arguments as I see fit. The better you describe your situation and make a more convincing argument, the more likely I am to give you a bonus more to your desire, for good or ill. Also, remember, these can be benefits, quirks of fate, plot elements, merits, etc. Use your imagination to try and make your character reflect his unique school and cultural crossroads. For example: if you were a Native American student from Salem Institute, then you might ask for you might make the case for a type of dance magic related to charms as well as to have mastered a Patronus charm already, due to Native American spirit affinity. Or, if you were a Swedish student at Durmstrangs, you might make a case for knowing Dark Arts spells and having an affinity for charming trolls.

Essentially, I am a huge details/writing nerd. Make your case/character interesting and full of detail and I will get excited and reward it!

This message was last edited by the GM at 22:45, Fri 14 Nov 2014.