Site hosted by Angelfire.com: Build your free website today!

Character Generation

A prepared application form can be found at the end of the page. Please take the time to read much of the information found here before asking questions. If anything is left unanswered, feel free to inquire. Instant Message: LITLTAZ104 or Enigmatic Hymn. (Sorry, those links only work for AIM.) All applications should be sent to LITLTAZ104@aol.com

We ask that you use reason when selecting backgrounds and Merits & Flaws. We also ask that each character sheet include a history and if you take New Abilities that are not recommended for First Years you will need to explain how you came to have this knowledge in your history.

We also ask that you limit the New Abilities to 1 dot when making a new Pure- or Mixed-Blood character unless, again, you can explain the greater skill through your history.

Muggle-Born characters may not take the new abilities at start of game but recieve more Freebie Points as compensation.

Freebie Point Cost | Experience Point Cost | New Background | New Abilities | New & Suggested Merits & Flaws | Propensity | Magic System | Potions

Concepts

Pure-Blood, Muggle-Born or Half-&-Half

Attributes (6/4/3)

Abilities (11/7/4)

Backgrounds (5)

Virtues

(7)Conscience, Self-Control and Courage .

Freebie Points (Pure- & Mixed-Blood 15, Muggle-Born 21)

Freebie Point Cost

Attribute (5)

Ability (2)

Background (1)

Virtue (2)

Propensity (4)

Willpower (1)

Experience Point Cost

Attribute (current rating X 4)

Ability (current rating X 2)

New Ability (3)

Virtue (current rating X 2)

Propensity (current rating X 5)

Willpower (current rating)

New Background

Family Status

1-A wizarding family of little renown.

2- Someone in your family did something interesting once.

3-Family of some renown. Perhaps your father is an Auror or works for the Ministry of Magic.

4-Your family is generally known in the Wizarding world.

5-Everyone knows your family to some degree. Your name is famous!

Suggested New Abilities For Starting Characters

Charms - Knowledge

Dueling - Skill

Flying - Skill

Herbalogy -Knowledge

History Of The Wizarding World - Knowledge

Potions - Skill

Protection Against The Dark Arts - Skill

Transfiguration - Knowledge

New Abilities

Skills

Alchemy - Skill

You have learned the mysteries of alchemy and, at the very highest levels, can hope to make the legendary Sorcerer's Stone.

Care Of Magical Beasts (CoMB) - Skill

You know how to care for and find magical beasts.

Divination - Skill

You know the ins and outs of divination be it tarot cards, tea lives, a crystal ball or what have you. Though you do well enough with reading these things and know what you're doing whether you can actually see the future is another matter all together.

Dueling - Skill

You know the spells and technique for magical dueling, while traditional, muggle dueling with swords and guns might remain foreign.

Flying - Skill

You know how to fly, how good you are at it depends on your rating.

Potions - Skill

You know the various components and techniques used in make potions.

Protection Against The Dark Arts (PADA)- Skill

You understand how to block spells and avoid dangerous magic. Your understanding of the dark arts themselves, however, is another matter.

Knowledges

Arithmancy - Knowledge

The magic of mathematics.

Charms - Knowledge

You understand the common wizarding skill of wand work. Yes, those wonderful spells that fix glasses, make things float and open locks. Charms is a rudimentary skill, every wizarding child is familiar with them if not good at using them and all first years learn these spells.

Dark Arts - Knowledge

You know the frowned upon dark arts. This could be difficult to explain and any level above the first is not recommended. Level 1 is only to be taken by 3rd years or higher and levels above 1 are strictly at the discretion of STs. If you insist on taking this skill as a first year be ready to explain it in your history how it was your learned them.

Herbology - Knowledge

The knowledge and use of magical plants. You know how to grow, tend and use magical plants as well as the lore behind them.

History Of The Wizarding World (HotWW) - Knowledge

You have learned and understand the history of the wizarding world. Perhaps you were born into a wizarding family or you have taken the course at Hogwarts.

Muggle Studies - Knowledge

You, think, you know about muggles. If you are a Muggle born wizard or witch do not take this as you already know more then most wizarding "experts" on this subject.

Transfiguration - Knowledge

You have learned how transfiguration works and know the ins and outs of transforming things into other things.

New & Suggested Merits & Flaws

Flaws

Bad Sight (1pt. Flaw)

You need glasses, without them your world is a blurr.

Child/Descendant of a Death Eater

(5pt. Flaw)

One of your parents or grandparents were allied with Lord Voldemort and bore his mark. This, though not your fault, may reflect badly on you. This flaw is effectively a dark secret and should anyone find out you would suffer a -1 on all social rolls with "normal" wizarding folk.

Family Feud

(1pt. Flaw)

No, not the game. You belong to a family who has an on going dislike of another family (Such as the Potters, Weasleys or Malfoys). This feud can vary from simple remarks to active pursuit.

Half-Giant

(2pt. Flaw)

A social stigma, you are seen as dangerous and, perhaps, a bit dumb. In game terms you have a -2 on all social rolls with strangers and stick out like a sore thumb in the muggle world.Your height and strength are of little compensation to you though you gain a +1 strength and stamina and are at least a foot taller then all of your classmates. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

Magically Inept

(5pt. Flaw)

You can learn magic but you just have a hard time with it. You have a +1 difficulty to the normal difficulty to perform feats.

Narc

(1pt. Flaw)

You're a snitch, no two ways about it. Better be careful people don't find out or you might find your head shoved down a toilet or two.

Phobia

(1-3pt. Flaw)

You have a fear of something be it spiders, snakes, crowds, heights or something else. 1pt. is a mild phobia, you may jump and scream at what you're afraid of but it's not an overpowering fear. 3pt. is an overpowering fear meaning you must make a courage roll or else retreat from the object of your fear or freeze in terror.

Shy

(1pt. Flaw)

You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interactions with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.

Sleeping With The Enemy

(1pt. Flaw)

You're in one of the other three houses but have a good friend (girlfriend/boyfriend?) in Slytherin House. Your House friends think you're off your nut at best and distrustful at worst. Maybe they're just using you for dirt on your House? Maybe they really like you and landed in the wrong House themselves... after all, all you need to get into Slytherin is talent, right?

Speech Impediment

(1pt. Flaw)

You have a stammer or other speech impediment that hampers spoken communication. The difficulties of all die rolls involving spoken communication are increased by two.

Unlucky

(3pt. Flaw)

Things just seem to happen to you... bad things. You always find yourself in the middle of some sort of trouble and most of the time everyone thinks you started it. You have a reputation for "going after trouble" and are often scolded for things even if you try to explain.

Uppity

(1pt. Flaw)

You're proud of your "Pure Blood" and aren't afraid to make that known. You think you are better then "Mud Bloods" and often make threats and remarks about them. Are you sure you're name isn't Malfoy?

Merits

Animagi

(5pt. Merit)

You know how to transform yourself into one animal form. The form is up to you but subject to ST approval. How you learned to do this is anyone's guess and whether or not you have reported your ability and registered your animal form may make a world of difference in your life. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

Bruiser

(1pt. Merit)

Your appearance is sufficiently thuglike to inspire fear or at least disquiet in those who see you. While you're not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.

Bullyboy

(2pt. Merit)

You're part of the brute squad. The "muscle" in a certain cliche and have a reputation of being a lacky and a little stupid.

Friendly Face

(1pt. Merit)

You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn't fade if you explain the "mistake," leaving you at -1 difficulty on all appropriate Social-based rolls when a stranger is involved. This merit only functions on first meeting.

Gall

(2pt. Merit) - Audacity, guts, pluck - whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to Ministry of Magic officials. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when Filch comes over to accuse you of something. Add an extra die to any social roll involving a display of backbone.

Gypsy Blood

(4pt. Merit)

You have the blood of the Gypsies in your veins. Magic comes naturally to you, especially divination and herbology. You start out with one dot in the divination and herbology skills and have a -2 difficulty when trying to figure out which spell is being used on someone or something. Also, invisibility cloaks do not work in front of you, you can see right through them. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

Kindred Spirit

(1pt. Merit)

You have met a kindred spirit! This person may be a classmate who will likely become your bestfriend or a teacher who takes special attention with you and guides you in ways other students don't get. This person may end up pulling you out of a few scrapes if you're lucky.

Lucky

(3pt. Merit)

You were born lucky! You may repeat any three failed rolls per story, including botches, but you may try only once per failed roll. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

Natural Duelist

(3pt. Merit)

You're just plain quick off the draw! You're good at casting fast and anticipating what the opponent will do before he does it. You get a +3 bonus to init. rolls.

Natural Flyer

(2pt. Merit)

You just take naturally to a broom, you could probably take a position on a House Quidditch team and rarely lose your grip on your broom.

Natural Leader

(1pt. Merit)

You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.

Nine Lives

(6pt. Merit)

Fate has granted you the opportunity to come as close to death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live - and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made until either a successful roll occurs or your nine lies are used up. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

Oracular Ability

(3pt. Merit)

You can see and interpret signs and omens. You are able to draw advice from these omens, for the provide hints of the future and warnings of the present. When the Storyteller feels that you are in position to see an omen (or have seen one in your divination), you will be required to make a Perception + Divination roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Divination to interpret what you have seen, the difficulty again relative to the complexity of the omen. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

Parsel Tongue

(7pt. Merit)

You can speak to snakes. An extremely rare ability, it is believed to only be passed through the lines of Slytherin and, therefore, is a double edges sword. Though it allows you to do many things most people can't and may save you from being bitten by serpents many people will be suspicious of you.

Precocious

(3pt. Merit)

You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.

Rising Star

(3pt. Merit)

You're one of the up and comers in your house, a rising star in the Wizarding firmament. Everyone wants to know you and be your friend, even those in power groom you for positions of higher responsibility. You are at -1 difficulty on all Social rolls against any Hogwarts students who don't actively dislike you. Be careful that you don't get a swelled head, you may get teased. The Storytellers have final say on who can have this Merit and it's numbers will be limited.

True Love

(1pt. Merit)

You have discovered a true love. He or she is a classmate and will remain close to you throughout the rest of your life. This bond will, undoubtedly, aid you at some point in the story.

Propensity

Propensity begins as the simple instinct and aptitude of any witch or wizard to magic. Even muggle-born wizards have this. Later, though instinct remains, it is sharpened upon and comes to represent technique as well. It plays an important part in the outcome of spells. A wizards propensity is used to determine the die pool of every spell that’s cast. However, as all wizards entering Hogwarts have likely had little to no training, therefore could not have an incredibly high amount of propensity. Every character begins with 1 point of propensity, although more can be bought with freebie points (see Freebie Point Cost). We prefer that, in character creation, it is kept to a limit of 3, but the max for any beginning character is 5. A lack or fair amount of propensity can make for interesting quirks in a character.

Magic System

As in J.K. Rowling’s world, the act of performing a spell isn’t quite as simple as reciting a phrase and waving a wand, though it may appear so. In this particular White Wolf version of her world, a roll is used to decide the outcome of any spells cast. The roll consists of the number of die as our variable, while the ten sides on each of them is constant. The number of die depends on a combination of your knowledge in whatever category the spell hails from and your aptitude.

i.e.: Jose, a random character casting Lumos, would have a die pool of 5 when rolling for this spell. As Lumos is a charm, and he has a total of 2 in his charms category, added to the 3 in his aptitude category equals 5. Simple.

Next, it comes to determining the actual success of a spell. To those familiar with internet roleplay and the rolling of dice, this probably isn’t new. You can skip this part if you like. As for the others, the formula used in any aol chatroom is:

//roll-dice(appropriate number)-sides10

Jose’s roll would look like this:

//roll-dice5-sides10

Once entered, it might come out as so:

OnlineHost: Jose rolled 5 10-sided die: 8 2 5 4 7

Since Lumos is a rather simple spell, learned in First Year Charms class, it has a difficulty of 4. The difficulty of a roll is the number it takes to make a roll successful. Difficulty is at the discretion of the Storyteller. Jose has 3 numbers above 4 out of the total 5. Majority rules and his roll is a success. The tip of Jose’s wand illuminates.

Potions

The results of potions relies simply on whether the ingredients and procedure necessary for its completion remains true. Any alterations depend on the Storyteller for adverse effects.

All applications should be sent to LITLTAZ104@aol.com