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Hogwarts Pupil Registry

__________________________________ ____ _____ _____ ______


Student Name

Sex

Height

________________________ - _________ _______


Hogwarts House

House Points

Weight

_______

Hair Color

Year

_______

Eye Color

Skin Color

__________________________________ _______________ - _________


Wand [Length, Wood, Core, Flexibility]

Familiar Name

Familiar Type

__________________________________ ____________ - ____________


City and Country

Patronus

Boggart

Aptitudes
Athletics: ___ + ___

Knowledge: ___ + ___

Intrigue: ___ + ___

Magic: ___ + ___

Combat:

Library Use:

Allure:

Charms:

Observation:

Bluff:

DADA:

Brawl
Dodge
Throw

Chess

Trip

Puzzles

General Athletics:

Quidditch:

Balance

History

Climb

Strategy & Tactics

Fly

Magical Subjects:

Run
Swim

Ancient Runes
Arithmancy

Quidditch:

Dueling

Ingratiate:

Divination:

Prank:

Potions:

Sneak:

Transfiguration:

Characteristics

Achievements

Astronomy

Defense

CoMC

Maneuver

Herbology

Offense

History of Magic

Survey

Muggle Studies

Spells

Curse/Counter

Eavesdrop & Gossip:

[MASTER]

Brews

[MASTER]

Inventory

[WEIGHT]

Equipment

Galleons (g)

Sickles (s)

Knuts (k)

Wealth

Description

Notes

Contents:
Character Creation 2-11

Getting Started 2
Aptitudes & Skills 3-6
Wands 7
Characteristics 8-9
School Supplies 10
Familiars & Brooms 11

How to Play 12-15
Using Skills 12
Using Spells 13
Quidditch 14

Advancement & Achievements
15
Credits 16

Based on the extraordinary fantasy novels by JK Rowling

Character Creation

Getting Started

Aptitudes & Skills

Congratulations! Youve been accepted to


Hogwarts School of Witchcraft and Wizardy, one
of the most renowned instituations for magical
learning in the world! To begin what is sure to be
a fantastic adventure, fill out a character sheet with
the help of your Headmaster (Game Narrator).
A great first step is deciding as a group which
house the Players will be sorted into. Choose to be
housed as a group for ease of play or separately for
a challange.

Hogwarts Houses
Oh, you may not think Im pretty,
But dont judge on what you see,
Ill eat myself if you can find
A smarter hat than me.
The Sorting Hat

Hufflepuff

Members of Hufflepuff are loyal and hard working.


Hufflepuffs gain a +1 bonus to any action where
they show their loyalty or determination.
Members of this House will be rewarded for
succeeding through perseverance or fair play.

Slytherin

Members of Slytherin are cunning and


ambitious. Slytherins gain a +1 bonus whenever
they do something sneaky and duplicitous.
Members of this House will be rewarded for
getting ahead using treachery or cunning.

Aptitudes

Gryfinndor
Members of Gryffindor are courageous and bold.
Gryffindors will receive a +1 bonus to any action
involving bravery or daring. Members of this
House will be rewarded for accomplishing feats of
heroism.

Members of Ravenclaw are wise and honorable.


Ravenclaws will receive a +1 bonus whenever
displaying wisdom or honor. Members of this
House will be rewarded for accomplishing goals
through wise decision-making.

<
2

Athletics

The Athletics Aptitude represents a characters


physical prowess. The skills attributed to Athletics
are Combat (Physical Fighting), General Athletics
(climbing, running and flying on a broom) and
ones ability to play Quidditch.

Knowledge

The Knowledge Aptitude reflects a characters


ability to absorb and reference information. The
skills attributed to Knowledge are Library Use,
Observation, knowledge of Quidditch and the
majority of magical subjects from Astronomy to
Muggle Studies.

Skills
Skills reveal a characters versatility. Each Aptitude
score represents the number of points players can
designate to their related skills. A wizard with an
Athletics Aptitude Score of +3 would then have 3
points to assign to their Combat, General Athletics
and Quidditch skills.
For example, Morgan sets her
Knowledge Aptitude Score to +4.
She may then divide-up those 4
points between Library Use,
Observation, Quidditch and
Magical Subjects.

Intrigue

The Intrigue Aptitude reveals a characters abilities


in the social arena. The skills attributed to Intrigue
are Allure, Bluff, Eavesdrop & Gossip, Ingratiate,
Prank and Sneak.


Students are sorted into

one of four houses, each

bearing the last name of
its founder:
Godric Gryffindor, Helga Hufflepuff, Rowena
Ravenclaw and Salazar Slytherin

Ravenclaw

Character Creation

I solemnly swear I am
up to no good.
Marauders Map
Secret Password

It is our choices...that show what we truly are, far more than


our abilities. Albus Dumbledore

In Broomstix and Kauldronz each student is


defined by four Aptitudes: Athletics, Knowledge,
Intrigue and Magic. New Player Characters recieve
5 Aptitude Points (AP) to create their character.
Athletics, Knowledge and Intrigue start at 0 while
Magic starts at +1. Players may take a negative (-1)
in any one Aptitude to recieve an extra AP.
Once the score is set for each Aptitude, the Player
may then designate that number of points to their
related skills. See the Skills section on the next
page for more information.

Magic

The Magic Aptitude directly affects a characters


spell-casting ability. It is the only Aptitude that
cannot be raised with AP. The Magic Aptitude
score directly reflects the characters level of
education (+1 per year).
The schools of magic attributed to the Magic
Aptitude are Charms, Defense Against the Dark
Arts, Divination, Potions and Transfiguration.

Athletics Skills

Athletics skills deal with strength, speed,


coordination and overall physical fitness. They are
divided into two main skills (Combat and
General Athletics), with a third category reserved
for Quidditch.

Combat

Physical conflict should be uncommon but


sometimes a wand just wont cut it. A general
Combat roll is made when engaging in physical
combat and then modified by bonuses or penalties
associated with specific actions.



Brawl - Fight without using Magic


Dodge - Avoid being Hit
Throw - Toss or lob an Object
Trip - Unbalance and topple a Foe
3<

Character Creation

Aptitudes & Skills


General Athletics

Physical activities such as climbing, running


and swimming as well as flying on creatures and
brooms are attributed to the General Athletics.




Balance - Move across narrow Surfaces


Climb - Move across vertical Surfaces
Fly - Movement through Air
Run - Speed and Stamina
Swim - Movement through Water

Aptitudes & Skills


Knowledge Skills

Knowledge skills deal with facts, figures, names


and dates. Most Knowledges can be found in a
properly-equipped library. When researching
Muggle Studies in a library, take note that a
Wizard library will have much less available than
a Muggle library. Similarly, a Muggle Library
will have almost no useful information about the
world of Magic.

The ancient study of the magical properties of


numbers.

Astronomy

History of Magic delves into both ancient and


modern magical history, famous figures and
note worthy events.

Muggle Studies

Class taken by wizarding folk to study


non-magical people.

Intrigue Skills

Intrigue skills deal with subterfuge, deception,


stealth and persuasion - skills in which members
of House Slytherin excel.
Using your personal magnetism and charm to
convince others to do what you want.

Library Use

This skill represents a characters ability to research


and retain information using a library.

This skill represents a characters observation skills


and measures their levels of perception.

Quidditch

This skill directly relates to a characters


knowledge concerning the game of Quidditch, its
history as well as game strategies and tactics.

<
4

Arithmancy

History of Magic

Allure

Observation

Although people rarely died playing Quidditch, referees had


been known to vanish and turn up months later in the Sahara
Desert. Quidditch Through the Ages

The study of ancient scripts, sigils and hieroglyphs.

Care of Magical
Creatures

Quidditch skills gage your ability to play this


popular magical sport. These are broken down
into the four categories listed below. The rules of
the game and how these skills are used will be
outlined later in this guide.
Defense - Ability to play Defensively
Maneuvar - Ability to perform Tricks
Offense - Ability to play Offensively
Survey - Ability to locate the Snitch

Ancient Runes

The study of the heavens and celestial bodies.

Quidditch

Character Creation

History - Known Teams and Matches


Strategy & Tactics - Known Tactics

Magical Subjects

This skill represents a characters understanding of


the soft-magic subjects taught at Hogwarts.

A hands-on class where students learn about the


habits of magical creatures and how to care for
them.

Herbology

Herbology is the study of


magical plants and fungi,
including how to care for
them and use their magical
properties. Some magical
plants form important
ingredients in potions,
others have magical effects
on their own.

There she was, just walking by... you know how I like it when
they walk... Ronald Weasley

Eavesdrop & Gossip

Eavesdrop measures your ability to spy on others


without them noticing while gossip is used
primarily when spreading information, passing
notes, using codes or innuendo and separating fact
from rumor.

5<

Character Creation

Aptitudes & Skills

Character Creation

Wands

Ingratiate

Also known as brown-nosing, this is the art of


flattery and sucking up to adults and older kids.

Divination

Prank

This skill reflects your ability to pull off pranks and


practical jokes successfully without getting caught.

Wands are essential tools for all witches and


wizards. The four main attributes of a wand are the
core material, wood, length and flexibility. These
attributes reflect the witch or wizard and each
wand is unique. Choose the perfect wand for your
character from the options outlined below.
The wand chooses the wizard... its not
always clear why. Garrick Ollivander

Sneak

The ability to move silently and stealthily so as to


not be noticed.

Magic Skills

I must warn you at the outset that if you do not have the
Sight, there is very little I will be able to teach you.
Sybill Trelawney

Magic skills include the ability


to cast various kinds of spells,
brew potions, use divination to
foresee the future and defensive
techniques against the
Dark Arts.

The magical art of foretelling the future through


the use of various magical objects and methods.
The following are examples of Divination: Tea
Leaf Reading, Crystal Ball Gazing, Palm Reading,
Rune Casting and Tarot. Not all are convinced that
Divination is a legitimate magical practice.

Charms

Charms are a type of magic


concerned with enchanting
or conjuring an object.
Charm spells are in some
ways the opposite of Curses:
many Charms seem to have
an inherently positive tone while
Curses have an inherently negative one.

Defense Against the Dark Arts

Potions

The study of various potions and


elixers as well as how to brew them.
Known recipes are added to the
list of brews.

(DADA)

Magic lessons that teach students how to defend


themselves against evil creatures and the workings
of Dark Wizards and Witches.
Curse/Counter - Hexes, Jinxes & Counter-Spells
Dueling - Duels between Wizards and Witches
6<

Transfiguration

Transfiguration is magic
which changes one
object into another.
It is possible to change
inanimate objects into
animate ones and vice versa.
Some Transfiguration spells alter
only a part of something, such as changing a
persons ears from normal into rabbit ears.

Wand Wood

Crafted from a variety of trees, the wood of a wand


defines its characteristics. The wood gives a bonus
to specific Aptitude Scores.
Ash Intrigue +1
Elm Knowledge +1
Fir Magic +1
Holly Magic +1

Hornbeam Athletics +1

Mahogany
Athletics +1
Oak Athletics +1

Rosewood
Magic +1
Vine Knowledge +1
Walnut Knowledge +1
Willow Intrigue +1
Yew Intrigue +1

Wand Length & Flexibility

Wand Core

Wands measure between 8 and 16 in


increments of .25. Wand flexibility ranges from
rigid to swishy and reflect the owners nature. The
more flexible the wand, the more adaptable its
owner and vice versa.

At the heart of every wand is the core material. It


is the core material that gives the wand its
personality and magical qualities. The wand core
gives a bonus and penalty to the specific types of
Magic that reflect the cores nature.

Dragon Heart-String:
Transfiguration +1, Charms -1

Pheonix Tail-Feather:
Curse/Counter +1, Transfiguration -1

Unicorn Hair:
Charms +1, Curse/Counter -1
7<

Character Creation

Characteristics

Characteristics

Continue to develop your character by selecting


two Characteristics. One characteristic must be
one of the following: Giants Blood, Goblins Blood,
Magical Upbringing or Muggle-Born. Some
characteristics have prerequisits or restrictions.

*Giant's Blood

Assume the form of an animal at will. Requires a


Magic Aptitude Score of +3 or higher. Playing an
Animagus must be cleared with the Headmaster.
Theyre not meant ter live together, giants ... they cant help
themselves, they half kill each other every few weeks.
Rubeus Hagrid

Bookworm

Being a book-lover, youre at home in a library.


+2 bonus to Library Use.

Born to Fly

Youre a naturally gifted flyer. +2 bonus to Fly.

Charmer

Youre quite the


charmer. +1 bonus to
Allure and Ingratiate.

You have giants blood in your family. +2 bonus to


Brawl and Throw, +1 bonus to General Athletics,
-1 penalty to Dodge and Trip, -2 penalty to Sneak.
As giants blood is very rare, it must be cleared
with the Headmaster.

*Goblin's Blood

You have goblins blood in your family. +1 bonus


to Charms, Dodge and Trip, +2 bonus to Sneak, -2
penalty to Brawl and Throw. As goblins blood is
rare, it must be cleared
with the Headmaster.

Hand - Me - Downs

Class Clown

Youre quite a prankster.


+2 bonus to Prank.

Eccentric

Heirloom
Youve inherited an
enchanted item from
your family. Work
with your
Headmaster
to define the
properties of
your magical
heirloom.

*Animagus

Youre quite lucky to


have older siblings.
No cost for starting
school supplies.

Mistletoe... Its often infested


with nargles. Luna Lovegood

*Parsel Mouth

You have the rare ability to communicate with


serpents. Must be cleared with Headmaster.

Prodigy

Youre naturally gifted with a particular type of


magic. +1 bonus to any one Magic Skill.

Prestigious Family

You have a famous family or relative.

Know - It - All

Youre quite studious and not above letting others


know it. +2 bonus to any one Magical Subject or
+1 to any two subjects.

*Magical
Upbringing
You were raised in a
magical family. +1 bonus to
Care of Magical Creatures
and History of Magic.

Metamorphimagus

You can magically alter


your physical features
at will. +1 bonus to Bluff and Prank.

*Muggle - Born

You were raised in a non-magical family and are


familiar with Muggle society and technology.
+2 bonus to Muggle Studies.

Padfoot

You see creatures and


beings that may or may
not actually exist.

<
8

Character Creation

You walk softly and move silently which comes in


handy for sneaking snacks from the kitchens.
+2 bonus to Sneak.

Fame is a fickle friend Harry. Celebrity is as celebrity does.


Remember that. Gilderoy Lockhart

Tattletale

You are quite good at gathering and sharing


information. +2 bonus to Eavesdrop & Gossip.

Teacher's Pet

You know the value of being on the good side of


your professors. +2 bonus to Ingratiate.

Wealthy

You come from a rich family. Double starting


wealth.
9<

Character Creation

School Supplies

Familiars & Brooms

Aside from their wand, there are other essential


items a student needs to be successful at
Hogwarts School of Witchcraft and Wizardy. All
mandatory school supplies can be purchased from
the various shops in Diagon Alley.

Wizard Money
Currency in the wizarding Britain consists of three
different coins. In decreasing order of value, they
are: Galleon, Sickle and Knut.
Galleons (g)

4.93

Sickles (s)
Knuts (k)

17s = 1g
29k = 1s

First-Year students begin with 150g (300g for


Wealthy Characters). The standard set of school
equipment costs approximately 75g.
Gringotts, the wizard bank! Aint no safer place. Not one.
Except perhaps Hogwarts. Rubeus Hagrid

Uniform & Clothing

Additional Equipment

Familiars or Pets

Brooms

In addition to bringing quills, ink and parchment


students are also expected to bring the following
items:

All students are permitted to bring a familiar with


them to the school. Accepted familiars are toads,
rats, cats and owls. Owls are
the most expensive but
come in handy when the
student needs to deliver
a message. Students
without owl familiars of
their own may use public
post-owls for mailing
documents. Cats are great
companions while Rats
and Toads are perfect for
Tranfiguration practice.

A personal broomstick is necessary for flying


instruction and also for playing Quidditch. Some
broomsticks are built for endurance or for
comfort. The most expensive ones are built for
speed and agility. First-Year students are not
permitted to bring their own brooms.

1 Cauldron (Pewter, Size 2)


1 Set Glass or Crystal Phials
1 Telescope
1 Set of Brass Scales

Textbooks
Every student is required to purchase a number
of textbooks to coincide with their courses. Used
textbooks cost about half as much as new books
and usually come with their own annotations and
pre-underlined passages.
Unfortunately, theyre not
quite as sturdy as new
books and may feature
such unpleasant
features as rippedout pages or blackedout sentences.

Every student must purchase two sets of robes;


one for normal use, one for formal occassions.
There are a variety of

Pointed black hats are also

worn as part of the school additional books
available for purchase

uniform. Dragonhide

gloves are also required in Diagon Alley.

for laboratory work. A

sturdy winter cloak is
First - Year Textbooks

also necessary for
those cold walks The Standard Book of Spells Grade 1

outside.
A Beginners Guide to Transfiguration
A History of Magic
Magical Theory
One Thousand Magical Herbs and Fungi
Magical Drafts and Potions
Fantastic Beasts and Where to Find Them
The Dark Forces: A Guide to Self-Protection
<
10

Character Creation

Some familiars possess unique magical properties


while others are exceptionally mundane. All
familiars, magical or otherwise, grant a bonus to
the owner when casting specific types of spells.
9-11g
2-4g
5-9g
10-15g

Cat
Rat
Toad
Owl


Types of Brooms (In Order of Quality)








Bluebottle
Fly -2, Maneuvar -2
Silver Arrow Fly -1. Maneuvar -1
Shooting Star Maneuvar -1
Nimbus 2000
Cleansweep 5 Maneuvar +1
Cleansweep 7 Fly +1
Comet 260 Fly +1, Maneuvar +1
Nimbus 2001 Fly +1, Maneuvar +2
Firebolt
Fly +2, Maneuvar +2

DADA +1
Transfiguration +1
Potions +1
Charms +1
Other kinds of pets
may be allowed
depending on the
Headmaster. Work
with your
Headmaster to
create your ideal
familiar.
Familiars are not a
requirement.

Irish International sides just put in an order for seven of these


beauties! And theyre favouirites for the World Cup!
Quality Quidditch Supplies Proprieter

Broomstick Servicing Kit


A black leather case containing Fleetwoods High
Finish Handle Polish, tail-twig clippers, compass,
and a Do-it-Yourself Broomcare Handbook.

11<

How to Play

Using Skills

Using Spells

To use a skill, roll a d20 and add the associated


Skill Score as well as any bonuses or penalties that
apply. Consult the following table to determine the
outcome of the dice roll.
>0

Bludge

Couldnt have done worse!

1-5

Flop

Failed, couldve been worse.

6-10

Bumbling Success

Succeed in spite of yourself.

11-19

Success

You did it!

20<

Brilliant Success

Success beyond expectations!

Even if the result is not a Success, SOMETHING


should happen. Bumbling Successes should be
somewhat comical, Flops should be disappointing
(but not stop the action outright) and Bludges
should provide for VERY interesting
complications. Of course, one Brilliant Success
should make up for all the bad die rolls.
For example: James, a third-year, is late to class. He
runs to the classroom and decides to sneak in to
avoid loosing points for Gryfinndor. James rolls a
d20 and adds his Sneak Skill Score (+2) for a total
of 5, a Flop! Halfway to his desk, James trips on his
shoelaces and falls on his face with a loud thump.
The other students laugh and James is scolded by
the professor but no house points are lost. Most
likely to save him from further embarassment.

Opposed Skills

If the character is being directly opposed by


someone or something, then the opposing skill
score becomes a negative modifier to the
characters die roll.
For example: Thomas is being chased by a troll. To
out-run the troll, Thomas rolls, adds his General
Athletics (+3) and his bonus to run (+2) for a total
of 14. He then adds the trolls modifier (-4) for a
final result of 10. Thomas manages to escape with
little more than a nasty leg cramp.
<
12

How to Play

The follow skills are Opposed Skills: Combat,


General Athletics, Quidditch, Observation, Bluff
and Sneak.

Combat and Injury

Combat is performed like any other skill. Roll a


d20, add the Combat Skill Score and any
applicable bonuses or penalties as well as the
opposing modifier score to learn the results of
your actions. If injured, actions may suffer
additional penalties until the character has
recovered or is healed.
Players should be warned prior to engaging their
character in behavior that may result in potentially
fatal injuries or magical afflictions.

Hasty Manuevers
Usually, actions are resolved in order of the skill
involved. However, if you need to perform your
action first you can take a -3 penalty on your roll.

Brewing and Mastering Potions


In order to brew a potion, the Player must have
first learned the recipe and added it to their list
of brews. Once the ingredients are collected, the
Player rolls and adds their Potions Skill Score and
any associated bonuses or penalties. If the potion
is brewed as a Success or better, the Player may
fill in a Master box associated with that brew.
Once all Master boxes have been filled in, the
brewing of that potion is done with a +2 bonus.
Potions brewed in class are considered practice
and do not count toward mastery.

In order to cast a spell, the Player must have first


learned the spell and added it to their spells list.
When casting a spell, the Player says the name of
the spell and then rolls a d20, adding the Magic
Aptitude Score and any bonuses or penalties that
apply.
For example: Lilly, a first-year student, is
attempting to transfigure her rat Whitechin into a
goblet. She has learned how to perform this spell
in her Transfiguration class and has added it to her
spells list. Lilly says Vera Verto! and rolls a d20
with a result of 4. Lilly then adds her Magic
Aptitude Score of +1 which brings her result to 5, a
Flop. Poor Whitechin.

Casting Defensively

Rather than casting offensively, a combatant can


attempt to counter an incoming spell. If the spell
being countered is known by the defender, their
attempt to counter is granted a +1 bonus (+2 if
Mastered). Performing a counter-spell is the same
as casting a spell except if the roll result is higher
than the roll for the incoming spell, it is
successfully deflected and the defender then has
the upperhand.


When a combatant has the upperhand,


their opponent can only cast defensively
until they gain the upperhand or combat


is resolved.

However, Lillys wand is made from Holly with a


Dragon Heart-String core which gives her an
additional +2 bonus. Also, casting spells with her
rat grants her an additional +1 bonus to spells of
this type. These modifiers bring Lillys result up to a
8, a Bumbling Success. It may have fur but its a cup!

Wizards duel. Wands


only no contact.
Draco Malfoy

Dueling

A duel is a confrontation between two or more


wizards or witches. The combatants attempt to
disarm, injure, or kill each other in order to force
submission, and thus a winner is decided.
Opponents are only permitted to use magical
means of combat.
Each combatant attempts to cast a spell on the
other by reciting the spell and rolling a d20. If
both are successful, the spells collide and fizzle
out. If only one succeeds, their spell hits.
To get a jump on their opponent, a Player can
choose to cast their spell in haste at a -3 penalty.
If they succeed, their spell hits first unless their
opponent also succeeds in casting a hasty spell or
counter-spell in which case standard rules apply.

Unfamiliar or Broken Wands

Casting with an unfamiliar wand is done at -2.


Casting with a broken wand is done at -4 and will
result in a mishap if the result is 5 or lower.
Casting without a wand is nearly impossible but
may be attempted at a -10 to the roll.

Mastering Spells

When a spell is cast as a Success or better the


Player may fill in one of the Master boxes
associated with that spell. Once all five Master
boxes have been filled in the casting of that spell
is done with a +4 bonus. Spells successfully cast
while in class are considered practice and do not
count toward mastery.

13<

How to Play

Quidditch
Quidditch is a wizarding sport played on
broomsticks. It is the most popular game among
wizards and witches, and, according to Rubeus
Hagrid, the equivalent to Muggles passion for
football.
The game is played by two teams of seven people
(three Chasers, two Beaters, one Keeper, and one
Seeker) and involves four balls (a Quaffle, two
Bludgers, and a Golden Snitch).

Player Positions

The Keeper guards the goal posts, while the three


Chasers score goals with the Quaffle by tossing it
into one of the opposing teams three goal posts.
The two Beaters keep the Bludgers away from their
team and hit the Bludgers towards the opposing
team, and the Seeker catches the Golden Snitch to
end the game.
Each position grants associated bonuses:


Beater & Keeper (Defense & Maneuver+1)

Chaser (Offense & Maneuver +1)

Seeker (Survey & Maneuver +1)

Strategy & Flow


Prior to a match or during a time-out, the team
Captain may make a Knowledge Quidditch check,
adding their Strategy & Tactics bonus, to gain a
+1 to all checks made for 5 rounds after planning.
This is only granted if the check is a Success or
Brilliant Success.
During play, skills checks are made by rolling a
d20 and adding the Quidditch skill score and any
bonuses or penalties. Each round every player can
perform an action. Keepers are only required to
act when attempting to block an incoming shot.
<
14

How to Play

Advancement & Achievements


Scoring Points
Chasers must roll at least a Bumbling Success to
attempt to score with the Quaffle. A Chaser may
attempt a Maneuver check to recieve a +1 bonus to
score that round. If attempts to score or perform a
Maneuver fail, the control of the Quaffle is lost. A
successful score earns that team 10 points.
The Keeper needs to match or exceed an opposing
Chasers skill check to block a shot, adding their
Defense bonus. Alternatively the Keeper may
attempt to perform a Maneuver to block a shot but
cannot add their Defense bonus.
Beaters keep the Bludgers away from their teams
Chasers and Seeker. Unless blocked, both Bludgers
will get to attack the Chasers and Seeker. To block
a Bludger, a Beater rolls and adds their Defense
bonus. If the result is a Bumbling Success, one
Bludger is deflected toward the other team. A
Success deflects both Bludgers while a Brilliant
Success sends both Bludgers in the direction of the
other teams Seeker.
In order to catch the Snitch the Seeker must roll a
Brilliant Success. If the Seeker first rolls Success or
higher to Survey for the Snitch they are granted a
+1 bonus to capture the Snitch that round.
If attacked by a Bludger, the Seeker must roll a
Fly skill check to avoid the assault or loose their
chance to snatch the Snitch that round. If attacked
by both Bludgers and unable to avoid being hit,
the Seeker is out for the next round of play.
Reaching 250 points or capturing the Snitch will
end the match.
Final standings in the competition for the House
Cup are based on the total amount of points won
over all matches played, rather than the number of
victories.

Throughout the game Players may earn House


Points (HP) by acomplishing various tasks or
performing above and beyond expectation. Those
House Points may then be used to purchase rewards and claim achievements. A word of caution
to rule breakers; House Points may be taken away
as easily as they are given, tread with care.
Each year the Players Magic aptitude score increases by +1. They also recieve an additional
point to increase one of their remaining three
aptitudes.
Players may also spend their collected House
Points to gain additional aptitude points.

150 House Points = +1 to any Aptitude

Achievements

House Points can also be used to claim various


titles known as achievements. All achievements
have prerequisits that must be satisfied prior to
claiming an achievement. Each achievement is
unique and grants bonuses to specific skills.
Achievements may only be purchased at the end
of each school year.

Brew Master
Prereq(s): 4th Year, 5 Mastered Brews, 250 HP
+3 bonus to Potions

Chess Master

Frog Choir Lead


Prereq(s): 3rd Year, 3 Choir Solos, 125 HP
+1 bonus to Allure, Charms, Magical Subjects

Head Boy / Head Girl

Prereq(s): 6th Year, 500 House Points


Authority over Prefects and other students. Access
to castle after curfew and most areas as well as a
trophy and badge of achievement.
+1 to all Aptitude Scores

Prefect

Prereq(s): 4th Year


or Older, 300 House
Points
Authority to deduct
house points from
students of their
own house who break
rules. Access to castle after curfew and some
restricted areas.
+1 Knowledge, Library Use, Observation, +1 all
Magical Subjects, +1 Eavesdrop & Gossip,
Ingratiate

Quidditch Captain

Prereq(s): 4th Year or Older, 2 Team Victories or 2


Caught Snitches, 50 House Points

Prereq(s): 3rd Year, 5 Wizards Chess Wins, 75 HP


+1 bonus to Chess, Observation and Puzzles

Run trails and practices. Choose team members.


Access to some restricted areas.

Dueling Club Captain

+1 Athletics, Quidditch, Defense, Maneuver,


Offense, Survey, History, Strategy &
Tactics. +2 Fly

Prereq(s): 4th Year, 10 Dueling Wins, 250 HP


+1 bonus to Curse/Counter, DADA, Dueling

15<

Credits

Broomstix Rule-Set and Guide


Created by Jared A. Sorensen & Bobby Jennings
Broomstix and Kauldronz Player Primer
Created by Craig A. Stephens
Chapter Illustrations
Mary GrandPr
Based on the Harry Potter Novels
Created by J. K. Rowling

The Broomstix and Kauldronz Player Primer is a non-profit labor of love for private use only
and is not intended for sales of any kind. It is in no way affiliated with, sponsored or approve,
by J. K. Rowling, Bloomsbury, Scholastic Press, Warner Bros. or any of their respective affiliates
or licensees. The content included in this free fan-made digital booklet is for the private use of
the viewer and should not be sold, rented or used for any commercial enterprise in any way,
shape or form. We make no claim to any characters, names, terms, concepts, images or logos
that are trademarked, copyrighted or otherwise protected by federal, state, international or
other intellectual property law. This guide and its content is free for all to share and enjoy.
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16

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