Four female students who are in 7th year at Hogwarts with very few possessions & spells, or perhaps even none, and your goal is to fight creatures/magic folk gone bad to seek glory and get awarded house points.
The problem is that Hogwarts is run a little differently now. As Professor Dumbledor is focusing on teaching the first years this year and so Καθηγητής Καλλιόπη has agreed to step in as the headmistress for the year. That being said, she wishes to put the students through individual surprise practical tests. Yes, they can earn House points, but they can also lose points. To pass the tests, they must reach level 10! Reaching level 10 and having the most points means they pass the test and their house wins the House Cup for the year.
Καθηγητής Καλλιόπη had also made sure there will be some wicked treasures to find along the way.
So how will I do this?
Your characters will all walk around Hogwarts, either separately or together, and obstacles will appear in their path or near them to investigate. Each student must undertake the obstacle alone, unless they can’t defeat it. Then they can either ask for help or run away. Running away can have consequences and they might not even be successful.
We will workout an order of the turns, whether it be randomly or you guys decide.
Then when it’s your character’s turn, they will come across a possible threat and face it alone. If your character must battle and they win, then not only will they get more points, and go up a level but they’ll also find treasures too.
To win the game year at Hogwarts, your student must collect 1000 points for their Hogwarts house.
Levels & Items:
Level:
Each successful battle will reward them with a level up and 100 house points.
Levels are used in battles to defeat the opponent. While most of the time, they will have to add to your level with items worn and in the trunk, to be one level higher than the opponent. Reaching level 10 means the character has passed the test and their house wins the House Cup for the year.
Items on you:
Most treasures are items that have a point value, meaning that if your character wants they can sell their items of value to go up levels too. 100 points is the equalent to one level, as well as cheekily adding 100 points to your house. You just can’t do this at level nine.
These are things that your character can carry can only be equipped asumming there’s a place for it. For example, if you have two hats, you can only use one since you only have one head and the other will have to go in your bag.
Unless you have an Ally or a Cheat. An ally is someone who joins your battles. They give you one extra level point (only for battle) and can also hold one item that you may not be able to use or hold.
Items in your bag:
Most treasures are items that have a point value, meaning that if your character wants they can sell their items of value to go up levels too. 100 points is the equalent to one level, as well as cheekily adding 100 points to your house. You just can’t do this at level nine.
Anything your character collects can go in their bag, so long as it’s an item. Proficiencies you can use must remain in your hand, well as opponents, roles, etc. Or you must discard them.
Unless you have an Ally or a Cheat. An ally is someone who joins your battles. They give you one extra level point (only for battle) and can also hold one item that you may not be able to use or hold.
Proficiencies:
There are 14 of these courses of study. The moment your character plasy a Proficiency they gain its advantages, and they lose them as soon as they lose or discard (forget) it.
Each Proficiency has a Rank of 1, 2, 3, or 4. You may have any number of Proficiencies as long as their total Rank does not exceed your Level.
All enhancers on a single oppoent add together. If there are multiple oppoents in combat, the person who plays each enhancer must choose which oppoent it applies to.
Combat:
Combat:
When an opponent enters combat against your character, you simply compare the opponent’s combat strength (level) to your character. Their combat strength is equal to their Level plus any bonuses or penalties you receive from Proficiencies, Role abilities, Items, Allies, and Curses. Your character and the other characters may play One-Shot Items or use House abilities to help or harm them in combat.
If the opponent’s combat strength is equal to your character, or greater, they lose and must Run Away. If their combat strength is greater than the opponent’s, they kill it and go up a level. Plus, they get the number of Treasures too.
Sometimes a card will let you defeat a monster without killing it. This is still “winning,” but you don’t get a level. Unless the card says otherwise, you don’t get the Treasures either.
Running Away and Bad Stuff: If nobody will help your character… or if somebody tries to help, and others interfere so they still cannot win… they must Run Away. To Run Away, the creator rolls the die. They successfully Run Away on a 5 or 6. Some special Proficiencies, Roles, and Items make it easier or harder to Run Away from opponents.
If your character fails to Run Away from an opponent, it does Bad Stuff to your character, as will be described.
If your character must flee from multiple opponents, I roll separately for them to escape each one, in any order you choose, and suffer Bad Stuff from each as soon as they fail to Run Away from it.
If two characters are cooperating and still can’t defeat them, they must both Run Away.
Interfering With Combat:
Monster Enhancers: They can raise or lower the combat strength of individual opponents. Monster enhancers may be played by any character during any combat.
Fighting Multiple Opponents: Some opponents allow other monsters to join a combat. Your character must defeat their combined combat strengths to kill them. Any special abilities, such as forcing them to fight with their Level only, apply to the entire fight. If their hand allows, they can eliminate one opponent from the combat and fight the other(s) normally, but cannot choose to fight one and run away from another.
Death Eaters & Dragon Opponents: Several opponents are tagged as Death Eaters or Dragons. Your character may play any Death Eater from their hand into combat to help any other Death Eater, without using a Wandering Wandering card. The same is true for Dragons.
Asking For Help: If your character cannot kill an opponent on their own, they may ask any other character to help them. Only one character can help them, adding that character’s combat strength to yours. Anyone can play cards to affect your combat, however!
Your character will probably have to bribe someone to help. They may offer the helper any Item(s) they are currently carrying or any number of the Treasure cards the monster is worth. The helper does not go up any levels nor get house points.
The special abilities or weaknesses of the monster also apply to the helper, and vice versa. For instance, if a Quidditch Captain helps you fight Dolores Umbridge, the opponent’s combat strength is increased by 3 for that fight.
How to interfere?
• Use a One-Shot Item. Your character could help another character by using a One-Shot to strengthen their side. Or they can “accidentally” strengthen the opponent with it instead.
• Play a monster enhancer. They make a opponent stronger and give it more Treasure.
• Add a monster from your character’s hand to join the combat, either with a Wandering Opponent card or by using the special Death Eater or Dragon rule.
• Curse them, if you have a Curse card.
Fainting & Curses:
Fainting:
If your character faints, they lose all their stuff. Once they’ve fainted, they keep their Role, any Proficiencies, and Level (and any persistent Curses on they). But as your character comes to, each other character (in order of highest level) gets to choose an item from your character. Then everything else is magically removed from your character’s possession and they gain consciousness again on the next character’s turn. And a refresh of items will appear on their next turn.
Curses:
If your character walks into a Curse then it applies to that character.
If acquired by Looting the Room, Curse cards go into your character’s hand and be played on any character at any time.
Usually, a Curse affects its victim immediately (if it can). However, some Curses give
a penalty later or have a persistent effect. Keep these curses on your character until they get rid of it or the penalty takes effect.
If someone plays a “your next combat” Curse on your character while they are in combat, it counts in that combat! The same is true for a “your next turn” Curse played during your character’s turn.
If a Curse can apply to more than one Item, the victim decides which Item is lost or Cursed.
If a Curse applies to something you don’t have, ignore it.
If you want to talk about what to do or use, or just ask questions, do so on the sign-up/chat thread.