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Summary
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Summary
This is the story of a young apprentice magi whose identity has yet to be determined. A young eleven year old in his first year at Hogwarts School of Magecraft and the Thaumaturgical Sciences. Where is his story heading? Unknown. Choices yet to be made, paths to be forged, all that good stuff. Can you survive the byzantine politics of the Mage's Association-In-Miniature and advance your magecraft and unlock the mysteries of the world until you are worthy of the title of 'Lord'? Lets find out!
Currently, his House and chosen Thaumaturgical System have yet to be determined.
As this is a fusion setting as opposed to a crossover please be warned as to the use of OOC knowledge from either setting as I all promise as QM that it will most probably be wrong due to butterflies that happen when you neither set of source material wholey influences the state of the game.
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Index
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Index
Prologue.
Part One.
Part Two.
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Relationship With Others
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Relationships With Others
To Be Determined
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Character Sheet
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Character Sheet
Physical
First Year Student.
Social
To be determined
Mental and Magical
To be determined
Thaumaturgical Skills
To be determined.
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Mechanics
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MECHANICS
So this system is pretty much directly cribbed from @shadenight123's You Are a Wizard, SV! quest., as I think its a great system and one that will work well in my game.Shadenight123 is a genius and deserves maximum respect in my book. So you should definitely check out his game (link above!) as he is one of the best QMs on this site hands down.
The D12 system is as follows:
We have three main areas of interest.
Social - Physical - Magical
And it works through Perks which I, the QM, hand out like candy whenever something peculiar catches my fancy in the ongoing quest.
So, for example.
Your family is a bloodline of an ancient lineage with influence in the Mage's Association spiderweb of various alliances.
Translates into Social : Pureblood Connection.
If, during the quest, you 'play on' the role of a connected lordly scion, you start getting Pureblood Connection+, ++, +++, ++++, +++++, (6), (7) and so on.
At every interaction of the + you might alter the perk. I call it 'Perk Flavoring'.
So, Pureblood Connection ++ might become Pureblood Connection: Sea of Estray+++, or it might become Pureblood Connection: Enforcers+++, and then further branch out depending on how much you 'specialize' in an area of choice.
Say:
Runes. Runes+. Runes ++(Bounded Fields). Runes +++(Elemental). Runes ++++(Elemental- Water).
Runes ++(Combat). Runes +++(Combat). Runes ++++(Entropic) and so on.
Runes ++(Concept Manipulation). Runes +++(Concept Manipulation). Runes ++++(Defensive Application: Thurisaz)
When a battle is called upon, the 1d12 is rolled, and to that is added the 'perk'.
So, if you have Runes, you add +1. Runes+ and you add +2.
The QM may add a maximum total of three different perks to obtain a maximum total of +36 as a modifier, provided they make sense with one another.
So, let's say you've got:
Combat Magus+
Enforcer++
Runes+++
Alchemy+
Familiar Use+++
And you're fighting an enemy.
If you say choose to fight by means of your combat familiar ' and engrave a set of runes to supplement its capabilities -say a combination of defensive oriented runes to improve its durability - then you roll the 1d12, and you sum the Familiar Use, Runes and Combat Magus. So you throw a 1d12+9.
Notice, the dice result is to be taken separately at first.
1d12= 1 it's -1 success.
1d12= 2 to 5 is 0 successes. If the bonus gives a result of 6-10, then it's 1 success.
1d12=6 to 9 is 1 success.
1d12= 10+ (including modifiers such as perks on the die roll) is 2 successes.
1d12=12+ (including modifiers such as perks on the die roll) on the dice, that is 3 successes.
A Conflict is when two opposite sides 'want' something the other side isn't willing to give. Diplomacy is write-in based, but battling and duking it out is governed by the Circumstantial bonus one might acquire and the inherent bonuses of their 'perks'.
If there is a difference in the results, (a 16 versus a 17) then the one who has the 'higher result' is considered to have gone first for what concerns delivering the attack.
Both sides attack at the same time, and the 'turn' is simultaneously delivered.
This means that in case a 1d12+6 versus a 1d12+8 fight each other, the first makes a 16 as a total result (10+6) resulting in 2 successes, and the other makes a 15 (7+8) resulting in 2 successes, the 16 delivers his own first. If the latter already 'suffered' two successes before hand, he/she 'loses' the conflict.
Then there is 'Avalanche Reaping'. Let us say you make an 18 and the opponent makes a 6. If the difference of results is 12 or more, then you automatically gain a success. If it's 24 or more, you gain 2. If it's 36 or more, you gain 3.
This serves to make it pretty clear that:
- Circumstantial Bonuses will save your ass.
- The lucky crit of 20 is hardly applicable in the every day circumstances. (as if you make a 12 on the dice, and get three successes, but the opponent makes a higher roll of 45, (9+36) you get three successes, but he gets 2+2=4 and he wins the duel.)
- At the same time, it also implies that in case of bad luck, there *is* the chance of winning.
You get a critical hit of a 12 on the 1d12 , he rolls a 1.
He gets 37 having an incredible bonus of +36 to rolls. That means that you have 3 successes and he has (-1 out of dice rolls, +2 out of result rolls, + 2 of avalanche reaping)
Which leaves you sort of 'even' for the next round, where he'll without a doubt win...but you got one more round of life!
To say your prayers.
Now, this is the 'extreme' case. It won't happen. And generally no matter how thin the odds there *is* always a chance of victory, but...
'Losing a conflict' means precisely that. The 'Conflict winner' enters the conflict for a reason that might vary from brutally murdering the other side to simply breaking a leg, snapping an arm, and of course, the other side attempting to defend itself.
Once you win, the conflict is resolved with your 'success'. So you brutally murder them, or snap their arm, or break their leg.
Now, in case there's an even score the 'dice result' goes by the 'one with the higher bonus score', IE a +8 will go before a +6, if they both roll a 6-8 respectively.
If they have the same bonus score, then the turn is executed at the same exact millisecond, resulting, if it happens, in mutual 'conflict resolution'.
Also known as the 'Pyrrhic Victory' of winning and losing at the same time.
Now, what about the Social?
What about diplomacy!?
Firstly, diplomacy is write-in based. Still, there's a difference between speaking your ideas to your best friend and telling them to your hated enemies.
There is a -12 to +12 range of 'pleasantness' with the individual you are speaking to.
It means a range going from actively trying to murder you at every occasion to trying their very hardest to please you. Do notice that the way the 'characters' act on it is completely up to them.
To say, a mentor-Lord of the Clocktower at +12 might engineer situations that risk your life just to test your mettle and 'improve it' in the way only the Sith can. The same individual -12 will work against you as your bitter enemy do there absolute best to murder you - or worse!
So no, it doesn't mean you get to ask people to commit suicide for you, or do stuff like that. It means the general level of pleasantness the other side has in 'dealing with you'.
But now enough about mechanics! If more stuff will pop up, I'll explain it.
Until then, believe in the Plot that Believes in you!
Narrative > Mechanics anyway!
Let's get the party starting!
HOGWARTS SCHOOL of Magecraft and the Thaumaturgical Sciences
Headmaster: Lord Thomas M. Slytherin
(Wizard-Marshall, Magus of Yellow, Head of the Department of Spiritual Invocation, Deputy-Director of the Mage's Association - Clocktower Branch)
Dear Mr. _____ ,
We are pleased to inform you that you have been accepted to the Hogwarts School of Magecraft and the Thaumaturgical Sciences. This esteemed institution is a preparatory academy for gifted young apprentice magi such as yourself, who have been deemed eligible for potential future admission to one of the Three Great Branches of the Mage's Association.
Term begins on 1 September. We await your reply by no later than 31 July.
Yours sincerely,
Minerva McGonagall
Deputy Headmistress
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This was the letter you have been expecting for weeks now. Your family was prestigious enough that admittance to Hogwarts was a long since forgone conclusion.
Which was just as well, as if you were to make yourself worthy of the surname you bare by advancing your chosen field of study to reach
「 」 and become a First-Rate Magus of the highest class.
This will not be an easy goal - indeed many individuals, even those from lineages longer and more renowned then yours often fail in their path to realize the impossible.
Which family do you belong to?
[ ] A clan which possesses a positively ancient lineage that is known to produce Magi of exceptional quality. While your potential is high, your family has fallen into ill-repute of late due to the previous Head of the Family, your Grandfather, being given a Sealing Designate due to his illicit research in trying to recreate one of the lost True Magics. Despite having fallen on hard times due to this unfortunate series of events, your lineage continues to make steady progress towards your path to the Root. While your grandfather suicided and destroyed much of his workshop rather then allow himself and his work to fall into the hands of the rest of the Lords of the Clocktower, you have recently rediscovered an old research log of his detailing his earlier work into the lost Magic. Do you dare continue your grandfather's research?
[ ] A small but moderately prestigious family that bares a rather unique pedigree. Some three generations ago the Founder of your lineage made a compact with a Greater Elemental, a Faerie of Gaia. This contract has since been renewed, as each new Head mantles the title and responsibility. Due to your family's relative youth your clan is not held in the highest of regards by the more elitist members of the Mage's Association. Despite this however, you are often used as a model example of what newer clans of Magi ought to aspire to be. Your family serves central axis of alliances among the lesser clans in order to maintain a voice in the geriatric based hierarchy of the Clock Tower.
[ ] You are a first-generation practitioner who due to some whim of fate was taken as an apprentice by an extremely influential member of the Magus Association. Why you were taken in as her student remains to be seen for you have yet to learn the reason behind her generosity. While you lack status in the eyes of the established families, your patron is extremely well respected and feared leaving you in the unenviable position of being too well placed to ignore yet not perceived as strong enough to be a true Player yourself yet. You hunger greatly for success and acknowledgement, and you may just carve yourself a place in the Moonlit World if you do not let the many-fold challenges ahead of you strike you down.