Well here is a compilation of various post it notes, and sheets that I used when we created there characters. I don't know what everyone is expecting but if you don't like it go somewhere else read another thread. A lot of this stuff is in my head, and I just wanted my two nephews and there friend to have a good time which they did so, I am afraid to the more experienced something my get lost in the translation but here is the best I can do. I also have a spell list made up and I will post that soon.
Stats:
Physical stats: 2d6 (Str, Dex, Con) with 2 extra points to add to any stat
Mental Stats: 2d6 (Int, Wis, Cha) with 4 extra points to add to stats
Magical Foci (MF): You may choose which mental stat that your magical pool stems
from.
Sorcery Pool: Your sorcery pool is equal to your MF score, so if your foci are Intelligence,
and you have an Intelligence of 13 then your Sorcery pool equals 13.
Health Pool: It equal to your constitution score, if you have a con score of 11 then you
have 11 points in your health pool.
Starting feats and skills: Every character starts with 1d6+MF bonus x3 skill points; you also get to choose which skills are considered class skills. Each character starts with number of skills equal to your MF score + 1 skill in every category. So if your Magical Foci is Intelligence of 13. So you would choose 13 skills plus one skill in each category. You start with 1 Family feat, and two personal feats.
Starting Spells: During your first year at Hogwarts you may learn up to 6 spells + MF bonus. You may choose them all at once from the small list provided on the spell sheet or you may wait and discover a special spell later throughout the year.
Wand type: Every wand has a magical core that is given by a magical creature. Such as a Phoenix, Dragon, Unicorn, Veela, Leprechaun ect. The wand chooses the wizard, to determine your wand roll on the chart below.
Material: 1d12
1:Cedar 6: Rosewood 11: Redwood
2:Ash 7: Hornbeam 12: Cherry
3: Oak 8: Holly
4: Maple 9: Spruce
5:Ironwood 10: Elm
Size: 4d2+6
Reagent Core: 1d10
1: Dragon Heartstring 6:Leprachaun Hair
2: Unicorn Hair 7: Pixie Wing
3: Phoenix Tail feather 8: Hentai Feather
4: Veela Hair 9: Hydra Scale
5: Sphinx Feather 10: Sliver of wood from a Dryad
Skills list:
General Skills: These are skills that you have picked up throughout your life
Animal Empathy, Balance, Bluff, Climb, Diplomacy, Gather Information, Handle Animal, Hide, Innuendo, Knowledge, Listen, Search, Sense Motive, Speak Language, Spot, Study and Research
Lesson Skills:
Ancient Runes, Arithmancy, Astronomy, Care of Magical Creatures, Charms, Defense against the Dark Arts, Divination, Flying, Herbology, History of Magic, Muggle Studies, Potions, Transfiguration
Magic Skills:
Anti Jinx, Charm, Counter Curse, Charm, Curse, Hex, Hex Inversion, Jinx, Mis-Charm, Occulemancy, Spellcraft
Feats: There are three types of feats, Hogwarts, Personal, and Family. There is a fourth type also House but these come only with advancement depending on your house.
Family Feats:
Boon of your Fathers: Your family has passed down certain items from
generation from generation. Benefit: You gain a minor magic item.
Family Skill: Your family is well versed in a particular skill. Benefit: You get to choose an extra skill as a class skill.
Family Spell: Someone has invented a spell or is well known for casting a
particular spell. Benefit: Choose a spell, you then get a +2 bonus the casting check when performing that spell.
Inheritance: Your family has left you with some money in Gringotts.
Benefit: you gain 5d20 golden galleons, and 5d10 silver sickles.
Muggleborn: One or both of your parentfs is a muggle. Benefit: You gain four extra skill points to be put into general skill only.
Pureblood: You come from a family line that is comprised of only wizards. Benefit: +2 to Knowledge (Arcana) and Spellcraft checks.
Hogwarts Feats:
Charm Expert: For some reason or another you seem to have a knack with most charm spell that you come across. Benefit: You gain a +2 to casting checks when performing a charm spell or a Mis-Charm.
Curse Thrower: You seem to be better at curses than the average wizard.
Benefit: You gain a +2 to casting checks when performing a curse spell or a Counter Curse.
Favored Lesson: You enjoy these lessons above most others and you have a
grasp of the fundamentals being taught to you. Benefit:
You receive a +2 skill bonus for any tasks in that class.
You also automatically gain 5 extra points at your end of
year exams in this class. (You may take this feat multiple
times but each time it applies to a different lesson.)
Hex Master: Hex spell come naturally to you. Benefit: You gain a +2 to casting checks when performing a Hex spell or a Hex Inversion.
Jinx King: You find any Jinx spell much easier to cast than the rest.
Benefit: You gain a +2 to casting checks when performing a Jinx spell or Anti-Jinx.
Teachers Pet: You are in a certain teacherfs good graces. In their eyes you
can do no wrong. Benefit: You gain a +2 bonus for any tasks preformed in that class. You also receive 10 extra points on your end of the year exams, from that teacher. (You may take this more than once but no more than twice and each time it applies to a different teacher.)
Personal Feats:
Advanced Magic: (Requires MF score of at least 14)
You have learned a spell that is not normally taught to
your current age group. Benefit: Roll on the chart below and add your MF bonus. (You can take this feat more multiple times.)
1-8: +1 year
9-14: +2 year
15-18: +3 year
19-20: +4 year
21+: +5 year
Alertness: You have finely tuned senses. Benefit: +2 to spot and listen checks.
Book Worm: One of your favorite hobbies is to have your nose in a book. Benefit: You receive a +2 bonus to any knowledge check.
Creature Friend: You have always had a bond with animals and strange creatures. Benefit: +2 to Animal Empathy checks and Handle Animal checks.
Fame: You or someone in your close family is famous for something. Benefit: You get a +2 to your reputation.
Improved Initiative: You react very fast to dangerous situations.
Benefit: You receive a +4 bonus to your initiative score.
Iron Will: You have a strong presence of mind, and an independent spirit. Benefit: You receive a +2 bonus to your Will save.
Great Fortitude: You are very resilient and are all around very healthy. Benefit: You receive a +2 bonus to your Fortitude Saves.
Lightning Reflexes: You seem to avoid harmful things at the last minute. Benefit: You receive a +2 bonus to your Reflex save.
Magical Vitality: You flow with extra energy. Benefit: You gain an extra 3 points to your Sorcery Pool. (This feat may be taken multiple times.)
Magicians Blood: You have a little more talent than most wizards your age. Benefit: You gain an extra spell slot. (You may take this feat multiple times but no more than one per year.)
Natural Flying: You excel at flying on a broomstick. Benefit: You gain a +2 on your fly checks
Self Change: You can change your appearance subtly, such as hair color, finger length, eye color, small differences in height and weight. Benefit: Grants you a +2 bonus for disguise checks.
Skill Focus: You have devoted much time and effort to become efficient at
a particular skill. Benefit: +2 bonus skill chosen. (You may take this feat multiple times, but it applies to a different skill every time.)
Toughness: You are made of stronger stuff than most. Benefit: +3 to your Health Pool.
Quick draw: You are very fast when readying an item or wand. Benefit: You can draw a wand or item as a free action instead of a move equivalent action.
Houses: Once the Sorting Hat has placed you in houses then you advance as a house character. Not every house character is the same, but they all share certain tendencies and attributes which is why they were put into the same house.
Gyffindor: The brave and true get sorted into Godricsf House. Those of Gryffindor show great courage, and rise to meet adversity, there sheer force of will is what makes them to be great wizards
œ Gain the house feat Courage of the Lion during your first year, as well as a Hogwarts feat of your choice.
Ravenclaw: Those of great wit and cleverness go into the House of Ravenclaw. There intelligence is definitely there strong suit.
œYou gain the house feat Mind of the Black Bird as a first year in
Ravenclaw, which grants you an extra two skill points every time you Advance, in addition to a Hogwarts Feat
Slytherin: Shrewd and cunning can be used to describe those that make it into Sytherin house. Their ambition makes them succeed.
œFirst years in Slytherin get the Silver Tongue of the Snake, allowing you to exert some influence over your fellow wizard. You get a +2 diplomacy, bluff, and intimidate check vs. your Hogwarts classmates. As well as Personal feat.
Hufflepuff: Those in Hufflepuff are liked by all, and are very accepting of others.Their diversity is there strength.
œFor being in Hufflepuff during your first year, you are awarded the house feat, Spirit of the Badger, which allows you to choose an extra personal feat as well as an extra Hogwarts feat.
Casting a spell: To cast a spell one must first know the proper incantation and technique. Then you must succeed at a casting check. Let us use the common spell Flipendo. It has a casting D.C of 12 it is a Charm spell. Since it is a charm you add your skill bonus from your Magic skill charms let say you have 3 ranks +MF bonus(13 +1) so your total skill bonus is 4. You will also add any bonus from your Study and Research check if any. Roll your D20 (result 9+4=13). You have succeeded in casting the knock back Jinx Flipendo.
Critical Success: If you roll a natural twenty the spell is especially potent. This is
up to the GM to decide itfs exact effects. Common ones are
extended duration and or area or even more damage.
Critical Failure: If you roll a natural 1 your spell fails automatically. If you attempt to cast another spell within one hour you may not add any bonus from Magic Skills or Study and Research.
Using your spell slots:Throughout your adventures at Hogwarts you will learn many great things. One of the most important is spells. As said earlier you may choose to learn your spells at any time during the school year. My suggestion is to pick a couple now and save some for later. You can always study to gget what you needh.
Advancement: Your character will advance in skill and magical might for every 750 experience points you gain. When ever you advance you receive new skills equal 2+MF bonus, skill points equal to 6+MF bonus, you will also gain a feat every other time you advance.
Graduation: At the end of your school year will graduate from year one. Bonus experience points will be awarded based on how many house points your house has and who wins the house cup. Quiditch will have its own rewards if you in fact make it on the house team.
Well I hope you enjoyed this I am open to suggestions but not too many unless you see a major flaw. A lot of things may seem unfinished but that is because I didn't want it to be too rules heavy for them. Thanks.
The Seraph of Earth and Stone