Are you:

Are you:

Are you:

Pure Wizard? +2 Ambition, -1 Curiosity

Half Mortal? +2 Courage, -1 Ambition

Mortal Born? +2 Curiosity, -1 Courage

Half Wizard? +2 Stalwart, -1 Curiosity

Do you favor:

Madris? +1 Courage, -1 Curiosity

Dracon? +1 Ambition, -1 Stalwart

Risara? +1 Curiosity, -1 Stalwart

Urza? -1 Ambition, + 1 Stalwart

Basic Moves:

Locate:

When you try to find out something within Boarsdraft roll + Curiosity. On a hit you find it before you are needed elsewhere. On a 10+ you discover some new facet of the castle along the way. On a miss you are called away before you can find it. Someone is upset with you.

Investigate:

When you take time investigating a magical mystery roll + Curiosity. On a hit you may ask the HM questions about it. On a 10 ask 3, on a 7-9 ask 1:

– Who made this?

– What was it’s original purpose?

– Who made use of it most recently?

– How do I trigger it?

– When was it put into place?

Chase:

When you rush through the halls of Boarsdraft to find or lose someone roll + Courage. On a hit you catch or lose them. On a 10+ you do so in a timely manor. On a miss you lose your quarry and the HM may make a Hard Move against you.

Tattle:

When you try to tell an adult about anything that does not fit their preconceptions roll + Courage. On a hit you don’t get into trouble for speaking up. On a 10+ they take you seriously enough to look for confirming evidence. On a miss, you are risking detention.

Patrol:

When you wander the halls of Boarsdraft aimlessly roll + Stalwart. On a 10+ your GM will offer you a Golden Opportunity. On a 7-9 you are unbothered in your perambulations. On a miss you open yourself up to a Hard Move.

Defend:

When you stand up for someone take a String on them and then roll + Stalwart. On a hit they don’t get hurt or in trouble. On a 10+ you don’t get hurt or in trouble either. On a miss you both are hurt, in trouble, or both.

Fight:

When you get into a fight roll + Ambition. On a hit your opponents have to visit the Hospital Wing. On a 10+ you don’t get into trouble over it. On a miss you are in the Hospital Wing and in hot water.

Make Friends:

When you make an overtly friendly gesture towards someone roll + Ambition. On a hit they do not suspect you of having ulterior motives. On a 10+ they count you as friend if you give up every String you have on them (friends don’t hold things over each other’s heads).

Favors:

When you ask someone for a favor and give them a String on you then if they do it they mark XP.

Plot:

When you want a character to show up where you are and you have a String on them, burn that String and if at all conceivable they will show up.

Earn House Points:

When you do something that earns you House Points (HM’s call) you earn 1 Popularity.

Lose House Points:

When you do something that looses you House Points (HM’s call) you earn -1 Popularity.

Plead:

When you try to get a group to do something that is in their best interest roll + Popularity. On a hit they do what you suggest if you reset your Popularity to zero. On a 10+ if things go well for the group you mark XP. On a miss they don’t do what you want but you keep your Popularity.

Learning Magic:

When you attempt to learn a spell tell us about it and then the HM will tell you “You can learn that but…” and then 1-4 of the following:

• it’s going to take hours/days/weeks/months of work to master;

• first you’ll have to get/understand _;

• you’re going to need _ to help you learn it;

• the best you’ll be able to do is a weaker version;

• it is restricted knowledge;

• it’s going to take several/dozens/hundreds of tries;

Once you have done what the HM says then write the spell’s name (in your best psudo-latin) on your sheet. Make a note if it is restricted or not.

Casting Magic:

When you declare that you are using a spell you have on your sheet while making another move take +1 to the roll.

Advanced Moves:

Show Off:

When you show off in an attempt to gain popularity roll + Ambition. On a hit increase your Popularity by 1. On a 10+ you didn’t injure yourself doing it. On a miss everyone thinks your a showoff and you probably hurt yourself doing it.

Press On:

When you decide to act even though your life may be in danger roll + Courage. On a hit you do what you wanted to do. On a 10+ you are not injured doing it.

When you stand shoulder to shoulder with a friend in battle roll + Stalwart. On a hit you both take +1 forward for as long as you are together. On a 10+ you share any damage that comes at you (1 is ignored, 2 is one each, 3 is one each and so on). On a miss you and your friend stand out and become a focus of the battle.

When you search in ernest for the answer to a question roll + Curiosity. On a hit the HM will tell you the answer. On a 10+ you may ask one follow up question.

Friends:

Every friend you have is a permanent +1 to your Popularity. If you ever take a String on a friend they no longer count as a friend and it may mean you have made an enemy.

Insight:

When you use your friends for insight, ask your followers what they think your best course is, and the HM will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience.

This is My Gang:

As long as you have friends with you, you count as a gang (the size depends on how many friends you have with you.

I Have Needs:

When you tell your friends that you need something roll + Ambition. On a 10+ they will bring it to you, no strings attached. On a 7-9 they will bring you something close or at least word on where you can find it. On a miss, they find it but there will be a cost to get it. Your HM will tell you what that is.

Lend Me an Ear:

When you tell your friends that you want to speak with someone roll + Curiosity. On a hit they find them and either bring them to you or you to them. On a 10+ the person is predisposed to talk freely.

Stand Up:

When you want a policy, staff appointment, or some other facet of the way the school is run to change scratch through Popularity and tell us what you do to force the change.

#Boarsdraft

12 thoughts on “Are you:”

  1. Yeah HM is Head Master. I was doing this as a hack for DW but I was having an issue that nearly all of the rolls were INT, CHA, or WIS so there are bound to be a few dangling bits. The best tag I can think of for this is #Boarsdraft

  2. Thanks. I banged all of this out yesterday so I’m sure I’m missing something. I need to playtest this and see where things grind. Who is interested?

  3. I would take the Half Mortal choice for him, because Courage is certainly an attribute of his and neither of the two you mention seem appropriate. We may say that his heritage is wizard, but he was educated a human, so half seems appropriate.

  4. Half-wizard is a catchall term for everyone else who had one wizarding parent and one, something else. Hagrid is the archetype here but it also works for Remus as a werewolf.

Comments are closed.