Harry Potter (Wushu)
Character Creation
1- Choose or Roll Lineage
1- Pure Blood
- Set all Skills at 2 and add 8 points then reduce a 2 to a 1 (max 5)
- Set all Magical Studies to 0 and add 10 points (max 5)
2- Half Blood
- Set all Skills at 2 and add 9 points then reduce a 2 to a 1 (max 5)
- Set all Magical Studies to 0 and add 9 points (max 5)
3- Muggle Born (Mud Blood)
- Set all Skills at 2 and add 10 points then reduce a 2 to a 1 (max 5)
- Set all Magical Studies to 0 and add 8 points (max 5)
- Set all Skills at 2 and add 8 points then reduce a 2 to a 1 (max 5)
- Set all Magical Studies to 0 and add 10 points (max 5)
2- Half Blood
- Set all Skills at 2 and add 9 points then reduce a 2 to a 1 (max 5)
- Set all Magical Studies to 0 and add 9 points (max 5)
3- Muggle Born (Mud Blood)
- Set all Skills at 2 and add 10 points then reduce a 2 to a 1 (max 5)
- Set all Magical Studies to 0 and add 8 points (max 5)
2- The Wand Chooses The Wizard
Wand Wood
Generate a number between 1 and 43 and apply it to the list of wand woods on the Harry Potter Wiki.
Each wood will come with a brief description of the type of person that wand usually chooses. If your roll did not come with a description, it means that type of wood has not been tested enough to determine a pattern. You and the others making character should come up with an interesting personality type for this particular wand.
After determination, record your Wand Favor. This is way of acting or personality type that your wand will reward you for following.
Wand Core
Generate a number between 1 and 16 and apply it to the list of wand cores on the Harry Potter Wiki.
Each core comes with a brief description of its properties and mainly its willingness to cooperate with its master. If there is no description, again, along with your fellow players, decide how easily your wand will be won over by your efforts.
After determination, record your Wand Synergy Tracker as a number of Rings between 1 and 3. (1 for easy wands and 3 for the must difficult to win over)
Finally, between all your wand information decide a Favor Boon for your wand. This will be a Standard Effect for each Synergy Ring you have. If your wand comes with a limitation it will receive an additional Boon.
How to use a Wands Favor Boon
As you play to your wands favor you will receive Synergy Points at 1 / action you take that the GM and other players deem worthy. When your Synergy Tracker is full you can choose to activate your Wands Favor Boon at any time. Doing so empties your Synergy Tracker but gives you an extra effect to add to wand casted magic for either a single casting or a short time depending on your specific boons.
Generate a number between 1 and 43 and apply it to the list of wand woods on the Harry Potter Wiki.
Each wood will come with a brief description of the type of person that wand usually chooses. If your roll did not come with a description, it means that type of wood has not been tested enough to determine a pattern. You and the others making character should come up with an interesting personality type for this particular wand.
After determination, record your Wand Favor. This is way of acting or personality type that your wand will reward you for following.
Wand Core
Generate a number between 1 and 16 and apply it to the list of wand cores on the Harry Potter Wiki.
Each core comes with a brief description of its properties and mainly its willingness to cooperate with its master. If there is no description, again, along with your fellow players, decide how easily your wand will be won over by your efforts.
After determination, record your Wand Synergy Tracker as a number of Rings between 1 and 3. (1 for easy wands and 3 for the must difficult to win over)
Finally, between all your wand information decide a Favor Boon for your wand. This will be a Standard Effect for each Synergy Ring you have. If your wand comes with a limitation it will receive an additional Boon.
How to use a Wands Favor Boon
As you play to your wands favor you will receive Synergy Points at 1 / action you take that the GM and other players deem worthy. When your Synergy Tracker is full you can choose to activate your Wands Favor Boon at any time. Doing so empties your Synergy Tracker but gives you an extra effect to add to wand casted magic for either a single casting or a short time depending on your specific boons.
3- The Sorting Hat
Either Choose your house or take a personality test to be sorted. Compare your results to the chart below.
Gryffindor
+1 to 2 between Will, Strength, and Luck
1/day reroll a failed Will Check against Fear effect
Ravenclaw
+1 to 2 between Learning, Knowledge, and Precision
1/day reroll a failed Knowledge Check relating to a class you are taking
Hufflepuff
+1 to 2 between Empathy, Care, and Endurance
1/day reroll a failed Care Check on someone you hold deal
Slytherin
+1 to 2 between Speech, Perception, and Agility
1/day reroll a failed Speech Check made to manipulate others into doing something that benefits you
+1 to 2 between Will, Strength, and Luck
1/day reroll a failed Will Check against Fear effect
Ravenclaw
+1 to 2 between Learning, Knowledge, and Precision
1/day reroll a failed Knowledge Check relating to a class you are taking
Hufflepuff
+1 to 2 between Empathy, Care, and Endurance
1/day reroll a failed Care Check on someone you hold deal
Slytherin
+1 to 2 between Speech, Perception, and Agility
1/day reroll a failed Speech Check made to manipulate others into doing something that benefits you
4- Choose Classes
Choose 4 classes to take this semester. At the end of each class you may make Learning Checks to improve each of your Magical Studies by earning Learning Points. Each Magical Study has its own tracker of Learning Points and they are not interchangeable. You have a few option on how to spend Learning Points.
Improve the Magical Study Stat Value - 3x the next Stat Value in Learning Points Points
Add a new Beginner Spell to your Spell Book - 3 LP
Upgrade a Beginner Spell to an Intermediate Spell - 3 LP and must be taking Intermediate level class
Add an Intermediate Spell to your Spell Book - 6 LP and must be taking Intermediate level class
Upgrade an Intermediate Spell to an Advanced Spell - 3 LP and must be taking Advanced level class
Add an Advanced Spell to your Spell Book - 9 LP and must be taking Advanced level class
Improve the Magical Study Stat Value - 3x the next Stat Value in Learning Points Points
Add a new Beginner Spell to your Spell Book - 3 LP
Upgrade a Beginner Spell to an Intermediate Spell - 3 LP and must be taking Intermediate level class
Add an Intermediate Spell to your Spell Book - 6 LP and must be taking Intermediate level class
Upgrade an Intermediate Spell to an Advanced Spell - 3 LP and must be taking Advanced level class
Add an Advanced Spell to your Spell Book - 9 LP and must be taking Advanced level class
5- Fill Spell Books
At character creation you receive 1 Beginner Spell Book for each of your classes. Each book has 4 empty spell slots for you to fill. Starting off you have 8 free Beginner spells to put towards those 16 slots as you wish. You may only carry 4 spell books on your person at a time but you can still cast known spells from books you are not carrying with the DC increased by 1.
6- Familiars
Owl- Increased effect to use for messaging
Rat- Increased effect to use for collecting money or small items of value
Cat- Increased effect to use for distraction
Toad- Increased effect to use for collecting herbology ingredients
Raven- Increased effect to use for observation
Newt- Increased effect to use for collecting potion ingredients
Ferret- Increased effect to use for tracking
Snake- Increased effect to use for ambushing
Rat- Increased effect to use for collecting money or small items of value
Cat- Increased effect to use for distraction
Toad- Increased effect to use for collecting herbology ingredients
Raven- Increased effect to use for observation
Newt- Increased effect to use for collecting potion ingredients
Ferret- Increased effect to use for tracking
Snake- Increased effect to use for ambushing
Resolve
Resolve is a measure of your ability to withstand magical and physical trauma. All Player Character have 3 Resolve while stronger opponents may have more. Doing anything to deal magical or physical trauma to a target will reduce their Resolve by 1. When you reach 0 you are unable to take any more and either become incapacitated or push yourself to continue acting. Doing so could require Skill Checks such as Will or Endurance and taking any more trauma could result in greater injury or death.
Experience
Experience points are awarded at the end of each session. Each player gets 10 to spend as they wish between these options.
Increase the Value of a Skill from 1 to 2 - 10 XP
Increase the Value of a Skill from 2 to 3 - 5 XP
Increase the Value of a Skill from 3 to 4 - 10 XP
Increase the Value of a Skill from 4 to 5 - 15 XP
Increase the Value of a Skill from 1 to 2 - 10 XP
Increase the Value of a Skill from 2 to 3 - 5 XP
Increase the Value of a Skill from 3 to 4 - 10 XP
Increase the Value of a Skill from 4 to 5 - 15 XP
Skills
Physical
Strength - Endurance - Precision - Agility
Mental
Learning - Knowledge - Perception - Care
Social
Speech - Will - Empathy - Luck
Strength - Endurance - Precision - Agility
Mental
Learning - Knowledge - Perception - Care
Social
Speech - Will - Empathy - Luck
Magical Studies
Spellcasting
Divination - Apparition - Charms - Transfiguration - Defense against the Dark Arts
Mage Crafts
Potions - Herbology - Flying - Care of Magical Creatures - Study of Ancient Runes
Wizarding Fundamentals
Astronomy - Muggle Studies - Ghoul Studies - Magical Theory - History of Magic
Divination - Apparition - Charms - Transfiguration - Defense against the Dark Arts
Mage Crafts
Potions - Herbology - Flying - Care of Magical Creatures - Study of Ancient Runes
Wizarding Fundamentals
Astronomy - Muggle Studies - Ghoul Studies - Magical Theory - History of Magic