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[Recruiting] Harry Potter-style d20 Modern
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<blockquote data-quote="Arani Korden" data-source="post: 973615" data-attributes="member: 271"><p>11ish. This school doesn't have the same hyper-efficient potential wizard detection system that Hogwarts does, so if someone wants to be a year or two older, that's fine.</p><p></p><p>Other stuff - Use Magic Device is my primary work around for spellcasting capability. The school has a number of scrolls, wands, and other training devices handy - this means that students can cast spells, but there's still a chance of failure. The Wild Talent feat is helpful, as well as Magical heritage and Divine heritage, if you want a character who's already mastered a little magic.</p><p></p><p>Nymphana looks good, and the more NPCs the merrier. The Headmaster, Enchantment Master, and Groundskeeper positions are reserved, but other than that knock yourselves out.</p><p></p><p>The boards are always a bit slow on weekends. And it's Origins this weekend, as well. I think more people will pop up during the week. Plus, it gives me more time to plan, which is always good.</p><p></p><p>Character creation - First level characters, 28 point buy. For starting occupations, either the Hedge Wizard or Novitiate (which can be found<a href="http://www.amazon.com/exec/obidos/tg/detail/-/0786926597/ref=lib_rd_ss_TT01/103-0377430-2655829?v=glance&s=books&vi=reader&img=4#reader-link" target="_blank">here</a> if you don't have the UA book,) or any of the Child backgrounds from the Second World Sourcebook (if you happen to own it.) All characters must possess the Arcane Skills feat (which you can find at the link above.) Even though Young Adult technically starts at 12, I'm letting 11 year olds slip under the net, so no stat penalties. Keep in mind that social and investigative skills and feats will be more useful than combat ones.</p></blockquote><p></p>
[QUOTE="Arani Korden, post: 973615, member: 271"] 11ish. This school doesn't have the same hyper-efficient potential wizard detection system that Hogwarts does, so if someone wants to be a year or two older, that's fine. Other stuff - Use Magic Device is my primary work around for spellcasting capability. The school has a number of scrolls, wands, and other training devices handy - this means that students can cast spells, but there's still a chance of failure. The Wild Talent feat is helpful, as well as Magical heritage and Divine heritage, if you want a character who's already mastered a little magic. Nymphana looks good, and the more NPCs the merrier. The Headmaster, Enchantment Master, and Groundskeeper positions are reserved, but other than that knock yourselves out. The boards are always a bit slow on weekends. And it's Origins this weekend, as well. I think more people will pop up during the week. Plus, it gives me more time to plan, which is always good. Character creation - First level characters, 28 point buy. For starting occupations, either the Hedge Wizard or Novitiate (which can be found[URL=http://www.amazon.com/exec/obidos/tg/detail/-/0786926597/ref=lib_rd_ss_TT01/103-0377430-2655829?v=glance&s=books&vi=reader&img=4#reader-link]here[/URL] if you don't have the UA book,) or any of the Child backgrounds from the Second World Sourcebook (if you happen to own it.) All characters must possess the Arcane Skills feat (which you can find at the link above.) Even though Young Adult technically starts at 12, I'm letting 11 year olds slip under the net, so no stat penalties. Keep in mind that social and investigative skills and feats will be more useful than combat ones. [/QUOTE]
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