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sections over the next year.]

In document GURPS Harry Potter (Page 30-33)

Part 2 of 5

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[Editor's Note: This article was so long and so well written, that we decided to break it up into five parts. All five have been completed, and you'll see the next three

sections over the next year.]

Chapter 3 - Races and Beasts

Humans aren’t the only inhabitants of the world of Harry Potter. Various non-human magical races exist. Their cultures and governments exist along with that of the Wizarding world, and although the wizards are the most numerous and powerful race, they must treat the other races with respect.

Centaurs (10 points): Centaurs in GURPS Harry Potter are identical to Centaurs in GURPS Fantasy Folk, with the exception that they are Primitive (TL3) [-45 points] and most have Intolerance (Humans) [-10] and the Odious Personal Habit (Aloof, Arcane, Philosophical and Fatalistic, -2) [-10 points].

Most centaurs avoid humans and try to speak to them as little as necessary, although they will not attack humans unless severely provoked. If questioned by a human, most centaurs speak in riddles or obscure metaphors to bring the conversation to a close as quickly as possible. Most Centaurs seem to be fatalistic, letting astrologic signs guide their actions, because of this, they might have the Astronomy and Astrology skills. They might also know the Divination (Astrology) spell. In the latter case, centaurs might be powerful diviners; although they would be reluctant to share their knowledge with humans. Centaurs are only appropriate as NPCs.

Centaurs govern their own affairs and have little contact with wizards. At their own request, the Ministry of Magic has classified Centaurs “beasts.” The centaurs requested this change both because they objected to sharing “being”

status with sinister races such as Hags and Vampires and because they wished to have nothing to do with the wizarding world.

Goblins (-15/-20 points): Goblins are an aloof, enigmatic race to whom the wizards have delegated most of their finances. Goblins are nearly identical in statistics to the Goblins described in GURPS Fantasy Folk, but are shorter (3’ 6” to 4’ 6” tall), slightly more heavy-set and have large green eyes, swarthy faces, pointed beards and sharp teeth. Their hands and feet are extremely long. Reduce ST by 1 [-10], Replace Impulsiveness with Greed [-10 points] especially for precious metals and add Sharp Teeth [5 points]. Goblins, like Wizards, tend to be Primitive (TL5/6) [-10/-5 points]. Goblins speak their own language (Gobbledygook) and must learn English as a non-native language.

Although Goblins live among wizards, they don’t seem to particularly like them. Goblins come across as being aloof and quarrelsome. Historically, goblins have deliberately sabotaged negotiations between the sentient races; either as

an object lesson or as a practical joke. There have been many goblin rebellions; presumably against the hegemony imposed on the goblins by the Ministry of Magic and its predecessors.

Goblins are best known to wizards as from Gringott’s bank. If this institution can be taken as typical of goblin culture, Goblins seem to be brusque; with a preference for deep subterranean environments and a deep affinity for magic and magical traps.

Giants (105 points): Giants in the Harry Potter world are identical to the Large Giants in Fantasy Folk, except that they can breed with wizards to produce Half-Giants. They stand about 20’ tall and have dark eyes, dark hair and light brown or olive skin. Giants have a history of violence and warring among themselves. When Voldemort held power, many giants allied themselves with him and massacred Muggles; others withdrew to remote mountain ranges. Their numbers are in decline and in Britain they are believed to be extinct.

Giants add the following disadvantages to the Fantasy Folk template: Bad Racial Reputation (Dangerous and Destructive, -2) [-10]; Dying Race [-5]; Intolerance (Humans) [-10] and Primitive (TL3) [-20].

Ghosts (151 points): Ghosts use the Old Ghost template found on p. 69 of GURPS Undead. Typical Ghost

compulsions are relatively minor, and might consist of “Haunt a Particular Place,” “Haunt the people who made you miserable in life,” or “Continue to Teach.” Ghosts in the Harry Potter world (at least those at Hogwarts) act as faculty and staff and are generally friendly towards the living staff and students, but they presumably are

exceptional. A more typical ghost might be expected to be more hostile to the living - at least to the extent of scaring them away.

Harry Potter Ghosts also have the Anosmia (Limitation: Can barely taste or smell very strong flavors or scents. -20%) [-4] disadvantage. It is also possible that ghosts have either the Cooling (Limitation: Involuntary, -75%) [3] or Icy Weapon [15] Natural Attacks, or a similar magic knack, since they are able to cause a chill in mortal creatures they touch. If the touch of a ghost merely causes mild discomfort to humans, this is nothing more than a Racial Quirk [-1].

Half-Giants (205 points): Half giants are the offspring of a wizard and a giant. They look like unusually large, broadly-built humans and stand 9-10’ tall. Half-giants are rare and don’t fit in well with either giant or human culture. Wizards consider them to be bad-tempered and dangerous and giants consider them to be overgrown humans; with all the human vices and weaknesses that giants abhor. As a result, they tend to keep to themselves or try to pass themselves off as “large-boned” humans. Hagrid is a half-giant. Half-Giants have ST 20 [110]; HT +4 [45] and DX -1 [-10]. They have the advantages DR +3 [15]; High Pain Threshold [10]; Increased Hit Points +6 [30]; Longevity [5] and Magery [15].

They have the disadvantages of Inconvenient Size [-10] and Social Stigma (Second-Class Citizen) [-5].

House Elf (-92 points): House Elves are an intelligent form of faerie. They are dedicated, unpaid servants to wizards. House Elves look like small 2-3’ wizened humanoids with light brown skin, large bat-like pointed ears, luminous green eyes and large oddly-shaped noses (either long and pointed or bulbous and clown-like).

House elves are typically encountered as the servants of wealthy, old magical families. Their slave mentality requires them to serve their master faithfully, regardless of the danger or abuse their duties might require, and never betray their master’s secrets. A house-elf can operate on its own, but vastly prefers to have a master to give it directions and a sense of belonging. While a house elf won’t starve to death if its master forgets to tell it to eat, it would starve itself to death if its master gave it orders to do so.

As a mark of their servitude, house elves do not wear normal clothing. In fact, if the house elf’s master gives it a proper piece of clothing - even a worn-out garment - the house-elf is released from the master’s service. Depending on the situation and the house-elf’s personality, it might consider this a blessing or a mark of shame. In any case, a house-elf who is dismissed from one master’s service will soon take up service with another master. Due to their

low initiative, house elves are best used as NPCs. It is possible that a player might have an exceptional house elf as an Ally.

House Elves have ST -5 [-50]; DX +1 [10]; IQ-2 [-15]; HT +2 [20] and 4 levels of Reduced Hit Points [-20]. They have the advantages of Acute Hearing +2 [4]; Acute Smell/Taste +2 [4]; High Pain Threshold [10]; Less Sleep x 5 [15]; Longevity [5]; Magery [15]; Night Vision [10]; Pitiable [-5] Racial Group Skill Bonus to “domestic” Artistic and Craft skills (+2 bonus) [12]; and Silence x 1 [5].

They have the disadvantages of Compulsive Behavior (Cook, Clean, Make and Mend) 10]; Inconvenient Size [-10]; Low Self-Esteem [-[-10]; Primitive (TL5) [-15]; Selfless [-[-10]; Sense of Duty (Owner and his family) [-[-10];

Slave Mentality (Partial) [-20]; Social Stigma (Valuable Property) [-10];Vow (Minor) (Do Not Wear Normal Clothes) 5]; Vow (Never Tell Their Master’s Secrets or Speak Ill of Their Master) 5]; Wealth (Dead Broke) [-25]; Workaholic [-5].

They have the Racial Skill of Stealth at DX level; it is a mark of a good house-elf that they can go about their business without being noticed.

An experienced house elf will also know about 20 points in spells; mostly from the Food, Making and Breaking and Movement colleges. They can use these spells without needing a wand as a focus, but they cannot use them without their master’s implicit permission. These limitations and enhancements cancel each other out. An elf can use a wand; gaining a +2 bonus to skill (or +4 for an attuned wand), but it is illegal for house elves to own or use wands.

Leprechaun (-23 points): Leprechauns are a rare, intelligent form of Irish faerie. They are identical to the Leprechauns in GURPS Fantasy Folk except that they have IQ -1 [-10]; Primitive (TL3) [-40] and Trickster [-15]

disadvantages. Their advantages include Magery [15] and the Racially Learned Magic spells False Coins at IQ+3 [6, including Magery] and Flight IQ+2 [6, including Magery]. They have green skin and, unless they can get something better, make clothes out of leaves. They are best used as NPCs.

Merfolk (-10 points): Merfolk are aloof, aquatic beings that inhabit both fresh and salt water. They are distinctly inhuman in appearance, even discounting their fishy tails. Their humanoid half has grayish skin, long green hair, large yellow eyes and pointed teeth. They fish with spears. Above water, their voices are unintelligible (this is the 0 point version of the Speak Underwater advantage). They are identical to the Merfolk in GURPS Fantasy Folk, with the exception that they have the Primitive (TL3) [-20] disadvantage and the Sharp Teeth [5] advantage.

Merrows are Scottish and Scandinavian merfolk. They have Unattractive or worse appearance. Merfolk are best used as NPCs.

Merfolk govern their own affairs and have little contact with wizards. Like centaurs, they have voluntarily asked to be classified as “beasts.”

Poltergeist (155 points): Poltergeists are a form of ghost, but with a -10 point Compulsion to make noise, break things, play practical jokes and generally be obnoxious. Individual poltergeists will have additional Odious Personal Habits worth -5 to -15 points. Poltergeists tend to Materialize more than most ghosts, mostly so they can wreak havoc in the material world.

Veela (53 points): Veela are Eastern European nature spirits with the power to enchant men with their voices. They look like extremely beautiful fair-haired, light-eyed human women, except when they are angry, where their appearance becomes fearsome instead.

Veela have magic hypnosis powers over men. When a veela sings or talks, any male human (or similar race) who can hear her must roll vs. Will or be drawn to the veela, doing whatever it takes to impress her, even if it is stupid or dangerous. Though they can see that other people are acting in a stupid or reckless way, they don’t notice their own foolishness. As long as the veela sings or talks, her victims will continue to cluster around her, ignoring their

surroundings and jockeying for her attention. If more than one veela sings, increase the radius of their power and the number of victims that can be affected. If a potential victim thinks to cover his ears, or has the Hard of Hearing disadvantage, he gets +2 to his effective Will roll. Characters with the Deaf disadvantage or who use spells or technology to completely block their ears are immune to the veela’s song, as are women.

Veela can interbreed with wizards, producing offspring of exceptional beauty, but without their mother’s shapeshifting powers. Because of their rarity, they are best used as NPCs.

Veela have the advantages of Very Beautiful [25], Magery 2 [25] and Racial Magic Spell (Mass Suggestion-15) (Limitation: Men Only. -25%), (Limitation: Limited to Suggestions of “Try to Impress Me.” -25 %.) (Limitation:

Must sing or speak. -25 %.) [4]. They also have a bird-like form which has the following advantages and disadvantages: Alternate Form [5]; Flight (Limitations: Winged, Cannot Hover, Only in Bird-Form -50 %.) [20];

Peripheral Vision (Limitation: Accessibility. Only in Bird-Form. -25%) [7]; Sharp Teeth (Beak) (Limitation:

Accessibility. Only in Bird-Form. -25%) [4]; and Appearance (Ugly) (Limitation: Accessibility. Only in Bird-Form.

-25%) [-7]. In either form, they have the disadvantages of Bad Temper [-10], Selfish [-5] and Primitive (TL5) [-15].

Werewolf (-64/-84 points): A werewolf is a human (wizard or muggle) who turns into a werewolf when the moon is full. Unlike an animagus A “hereditary” werewolf cannot control his changes and becomes a ravening monster with a taste for human flesh.

A werewolf who can keep his problem secret has a disadvantage worth -64 points. A known werewolf will be treated as a dangerous outsider by wizarding society. If the were poses a threat to society he will be hunted down by the Ministry of Magic. Alternatively, a werewolf can register with the appropriate Ministry of Magic office and can try to live as best he can in the midst of human society. In the latter case, the only real alternative is for the werewolf to go into voluntary exile from the rest of humanity during the month and to imprison himself in a sturdily-built, locked room on the nights of his transformation. A known werewolf has a disadvantage worth -84 points.

Advantages: Shapeshifting (Werewolf) (Limitation: Involuntary changes when exposed to the light of the full moon, can’t shapeshift otherwise, -75%). [4].

Disadvantages: Berserk (Limitation: Only in Werewolf form, resisted with Will roll, roll once per minute. -75%.) [-4]; Bestial (Limitation: As above. -75%) [-5]; Bloodlust (Limitation: As above. -75%). [-4], Infectious Attack [-5];

Odious Racial Habit (Eats Humans) [-15]; Painful Transformation [-5] and Vulnerability x 1 (Silver) [-10].

A “secret” werewolf will have the Secret (Werewolf) [-20] disadvantage.

A known werewolf will have the Social Stigma (Outsider) [-15] and one of either Enemy (Werewolf Hunters, Medium Group, 9-) [-20] or Duty (Imprisonment on nights of the full moon, 6-) [-5] and Great Vow (Self-exile from humanity) [-15].

In document GURPS Harry Potter (Page 30-33)