Unlicensed Driver (Hogwarts Headmaster Quest)

[X] Yes {+1 R, +1 G}
[X] Keep quiet. {+1 G, +1 H}
[X] Give them your food {+1 S}
[X] Mystery, a gateway to unknown lands
 
[X] Yes {+1 R, +1 G}
[X] Rat them out. {+1 R, +1 S}
[X] Square up {+1 G}
[X] Mystery, a gateway to unknown lands
 
[X] No {+1 S, +1 H}
[X] Keep quiet. {+1 G, +1 H}
[X] Give them your food {+1 S}
[X] Stability, a lighthouse shining in the storm.
 
Vote Closure and Elaboration
Vote's closed. Plan "All the Heartiness" and Innovation win. Here's a breakdown with some extra details:

Fairness (Utility vs Equality)
Yes 8 - Prioritizes utility {RG}
[X] No 10 - Prioritizes equality {SH}

Prisoner's Dilemma (How do you see people)
Rat 1 - Prioritizes self, confident in logic {RS}
[X] Quiet 17 - Values others highly, confident in trust {GH}

Luncheon Crisis (How do you handle direct conflict, especially overwhelming odds)
Give 4 - Patience, placation {S}
[X] Run 9 - Escape, avoidance {H}
Yell 0 - Rely on others {R}
Fight 5 - Face things head on regardless of difficulty {G}

Hogwarts is... (What you personally value, effects to be revealed later)
Legacy 4
Stability 4
[X] Innovation 5
Mystery 4

You prioritize equality over utility, value others highly, and look to escape when faced with an overwhelming threat. You consider Hogwarts a place of innovation.

For now, your Temperament is "Compassionate Tinkerer". Not especially bright and somewhat naive, but caring, industrious and creative. Character sheet updated with basic information. It may be a few days before the prologue starts.
 
I need 2d6 rolled, if anyone cares to do that using SV's dice roller. Higher is better for you. Also, a couple details were added to the character sheet.
 
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Will there be ways to increase our stats? Would love to make us worthy of being the Headmaster at some point. Do find it a little funny we are a tinkerer but have 4 Reasoning.
 
Will there be ways to increase our stats? Would love to make us worthy of being the Headmaster at some point. Do find it a little funny we are a tinkerer but have 4 Reasoning.
It'll take considerable investment, but you will have the opportunity to improve each of your stats. Balancing personal growth and your duties as headmaster is supposed to be a challenge, but not insurmountable.
 
It'll take considerable investment, but you will have the opportunity to improve each of your stats. Balancing personal growth and your duties as headmaster is supposed to be a challenge, but not insurmountable.

Cool. Hoping to improve enough to get the numbers Album had but in different areas. What I'm hoping for is G7, H8, S7 and R6 or if we can R7. No idea how likely this will be but it's the dream goal for me. Though might change my mind depending on what happens.

Which does make me curious what our character was doing before he was picked for Headmaster and why he was picked? What house he was in? Stuff like that.
 
Which does make me curious what our character was doing before he was picked for Headmaster and why he was picked? What house he was in? Stuff like that.
The prologue is going to address most of this, though your house may be up to a vote. The unknown traits on your character sheet describe your current condition, which I rolled for, with one neutral and the other slightly negative. They'll probably be revealed during the prologue.
 
The prologue is going to address most of this, though your house may be up to a vote. The unknown traits on your character sheet describe your current condition, which I rolled for, with one neutral and the other slightly negative. They'll probably be revealed during the prologue.

A negative and neutral trait. How long lasting can they be or it all depend on what the trait is? House pick will have effects on the character I'm guessing. Was Veekie's roll the traits or that something else?

If anything is too spoilery you don't need to answer. Just to let you know for now and for future questions.
 
A negative and neutral trait. How long lasting can they be or it all depend on what the trait is? House pick will have effects on the character I'm guessing. Was Veekie's roll the traits or that something else?

If anything is too spoilery you don't need to answer. Just to let you know for now and for future questions.
These traits in particular are pretty malleable, but most will stick around forever barring exceptional circumstances. Veekie's roll was separate.

None of this is spoiling anything. I would've needed to answer these questions at some point.
 
Prologue 1
Some witches and wizards claim to know the sense of magic. Whether by sight, sound, taste or something else entirely they purport to be able to detect its presence and caress. Often dismissed by their peers, they learn either to be more believable in their lies or more selective with their confidence. Regardless, to magical Britain at large the idea that magic is anything but an abstract, that it has measurable properties or a existence beyond what flows from a wand, is absurd.

The first thing you ever experience is magic.

The instant of your birth is awash with it, surging and spreading, carrying a foreign sense of being along with it. At first it seems you will continue expanding forever -- before your self halts at an apparently arbitrary perimeter. From this confinement, your perception of what is and is not you swiftly develops.

The energy pouring into you stems just as quickly, the overbearing thrum of power dying down to a barely noticeable thing at the utmost edge of observation. Without its distraction, your more conventional senses finally make themselves known -- the feel of cold, dry air and a faint scent of smoke most apparent.

When your eyes first open candlelight greets you. You are seated in a dimly lit chamber, upon a sturdy wooden chair. The room is small, the ceiling low enough that you are forced to stoop on standing, nearly cracking your head against it as you rise with less resistance than expected. There is little of note here besides the seat and scattered candles -- some smeared markings on the floor in various colors, what looks like a large pile of ash, and

{Rolling 2d6+5 (Subtlety) against a threshold of 14. 9+5 = 14, pass.}

a wand, dark green and twisted in on itself, near one of the walls.

Take it?
[X] (Wand) Yes
[] (Wand) No

You know what wands are -- at least, you know what they're called and to what ends they are used -- yet have never seen one before. It's strange, coming into being fully-formed, and stranger that you can recognize your knowledge as something unusual. Unfortunately, it lacks an answer as to its own origin.

Just then, as you are bent towards the wand, a crack sounds from outside the room's sole door. You freeze on instinct, head snapping towards the noise. The door bursts open, a short, irate witch -- with her broad and pointy
hat there's no reasonable chance she's a muggle -- stalking in, wand in hand and eyes darting madly around the room. Her wand is in hand and half-raised, though not towards you.

[] (Action) Raise your hands in surrender and claim you mean no harm.
[] (Action) Charge her and attempt to escape.
[X] (Action) Write-in: "Yes? Can I help you?"

If you took the wand you could:

[] (Action) Ready your own wand. You might not know any spells, but she might believe you do. Demand that she explain who she is and what's happening.

Or choose any of the other (Action)s listed.



I promise this isn't a cop-out. I'm not just making you an amnesiac in order to avoid discussing your character's background, you literally never existed before this scene. There is a fairly detailed reason for it which I hope will prove interesting, and it's intended to work with several other factors to justify your character being put in charge of Hogwarts despite lacking a relevant skill set. You weren't manifested by the school or anything silly like that, either.

Anyway, non-combat and non-spellcasting tests will be handled as above, with 2d6 being rolled, added to the relevant primary attribute (modified by any appropriate traits), and compared to a set difficulty threshold. In this case the outcome was binary -- you either saw the wand or you didn't -- but there can be degrees of success and failure in some instances. Double sixes and double ones are critical successes and failures respectively. Other characters play by the same rules when they perform some difficult task in a scene.

I'll be vetoing write-ins if I feel they don't work for whatever reason.
 
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[x]Plan Pax para bellem
-[x] (Wand) Yes
-[x] (Action) Raise your hands in surrender and claim you mean no harm.
 
[X] (Wand) Yes
[X] (Action) Ready your own wand. You might not know any spells, but she might believe you do. Demand that she explain who she is and what's happening.
 
[X] (Wand) Yes
[X] (Action) Write-In: "Yes? Can I help you?"

I really like this Write-In. It's simple, but with personality, which helps define our character in this early part of the quest, when it's usually all but a blank slate. Kudos!
 
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