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Author Topic: World of Harry Potter: Dark Territory  (Read 1147 times)

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Offline Natalie C. BarneyTopic starter

World of Harry Potter: Dark Territory
« on: January 05, 2006, 02:14:19 PM »
Its happened after many centuries muggle governments discovered wizards and witches exist. Not sure WHAT to make of this several governments united to form a special agency to investigate this further- The International Special Investigations Agency (ISIA). Armed with modern tools including Spectral Energy Detectors, Energy Absorbtion Armor and various other weapons they have captured several wizards and witches to experiment on. Right now the consensus is this is a race apart from human coined HOMEO ARCANUS and a threat. They know of the war with dark wizards, of the weapons of this enemy and already openly attacked Dagon Alley with a Spectral Implosive Device or a muggle anti-magic nuclear bomb of sort it did nothing to the city of London but all the magical devices were destroyed and the wake even affect Hogwarts leaving it vulnerable to a technological attack.

Its a dark time for the word of magic the superstiotious and wonderous Muggles are going to war and the world is changing- its entering the Dark Territory.

Interested? Well I'm using Risus and need wizards and witches, friendly pro-wizard Muggles (spouses especially) and others for this variant world where the two worlds are about to clash for the first time. Technology verses Magic- the greatest of all wars is coming. Setting Hogwarts so faculty and staff can apply. This is going to be different as the formidable magical wards are weakening and wizards have little knowledge of Muggle technology.

Offline indarkestknight

Re: World of Harry Potter: Dark Territory
« Reply #1 on: January 05, 2006, 06:26:19 PM »
Tempting... System or no? And are Dark Wizards allowed, if they're willing to set aside their differences with their... softer cousins?

Offline timethian

Re: World of Harry Potter: Dark Territory
« Reply #2 on: January 05, 2006, 06:37:05 PM »
How system-heavy will your use of Risus /be/?

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #3 on: January 05, 2006, 07:27:18 PM »
Ok its going to be basic 10 dice plus a die for background and a hook. I'll have a basic hit point system to add a little realism. It will be used to resolve major battles and will use it as light as possible.

Right now the Dark Wizards are in the same boat as the rest but are giving Muggles the wrong impression. After all the first wizards they engaged were Death Dealers and they took out many Muggle agents and innocent bystanders. And the the Ministry of Magic came in meeting the Russian Muggle agents who went on the offensive. Guess who invented the Sprectral Bomb.

The only advantage is the Muggle agents and wizards are covering everything up but tabloids and wackos are noticing bad things going on.

So yes you can be a dark wizard or witch- certain ones are going to have a hard time like big V's followers but various ones are siding with the major Wizard factions. Right now there are four England/Western Europe (taking the brunt of the action), The America's (the only area where the Muggles and Wizards are talking- some), The Far East and China (a major crackdown is going on there).

For an idea of themes the Muggles only see a very powerful human offshoot that is arrogant and thinks they are unworthy- plus the ones they MET are dangerous. Wizards and Witches have very little practical knowledge of Muggles and their science is so alien and innovative that they are having a hard time adapting. And many Muggle agents are not willing to talk. And worst Muggles have religious fanatics and wacko groups hunting Wizard's now.

Offline timethian

Re: World of Harry Potter: Dark Territory
« Reply #4 on: January 05, 2006, 07:57:32 PM »
Ah heck... count me in. I'll have to bone up on my Risus again, but...

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #5 on: January 05, 2006, 08:24:03 PM »
Well you think Wizards would stay hidden forever? Muggles sooner or later would find out and likely be seriously threatened. And to me magical energy is just like any other energy can be routed, insulated against and duplicated in time. And Wizards are NOT bullet proof!

Not to mention the religious factions think of Muslim Zealots running into a Wizard school and blowing himself up! Or a Fire & Brimstone Christain fanatic rousing up members to burn Wizards at the stake. It could easily go that way.

Right now its government agencies against them not the general population.

Offline Siegfried

Re: World of Harry Potter: Dark Territory
« Reply #6 on: January 05, 2006, 11:54:40 PM »
I'm very tempted, but first I'd like to know more about what system your using.  I've got a few of my own IRL, so if it's one I know I'll be safe.  If not, I'll just read it here.  So, what system is it?

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #7 on: January 06, 2006, 12:16:47 AM »
I'm very tempted, but first I'd like to know more about what system your using.  I've got a few of my own IRL, so if it's one I know I'll be safe.  If not, I'll just read it here.  So, what system is it?

Here are the basic Risus RPG Rules save I added a basic hit point system that like one paragraph.

Risus
THE ANYTHING RPG
By S. John Ross © 1993-2001

Visit http://risus.cumberlandgames.com to download this game in other formats!

Risus is a complete Role Playing Game (RPG) designed to provide an "RPG Lite" for those nights when the brain is too tired for exacting detail. Risus is especially valuable to GMs assembling a quick convention game, or any late-night beer-and-pretzels outing. While it is essentially a Universal Comedy System, it works just as well for serious play (if you insist!). Best of all, a Risus character takes about 20 seconds to create!

CREDIT WHERE IT'S DUE

Inspiration for the nature of this game comes largely from the sadly out-of-print classic, Ghostbusters, from West End Games, sparked against an idea (Clichés) from DC Heroes. The final shape and form of the game was inspired by Over the Edge, from Atlas Games. Other RPGs (most notably GURPS, FUDGE and Tunnels and Trolls), have also provided valuable inspiration. Many friends, fellow gamers, total strangers on the street, and others have provided useful commentary as the game has developed, including Dan "Moose" Jasman, Frank J. Perricone, Jason Puckett, David Pulver, Sean "Dr. Kromm" Punch, and the gamers on the Risus internet mailing list.

CHARACTER CREATION!

Characters are defined by Clichés (sometimes several of them). Clichés are a shorthand which describe what a character knows how to do. The ``character classes'' of the Neolithic Period of RPGs were Clichés: Fighter and Magic-User, Space Marine and Star Merchant. You can take Clichés like that, or choose a more contemporary one, such as Biker, Spy, Computer Nerd, Supermodel, or William Shatner (formerly an actor - now just a Cliché). Which Clichés are permitted are up to the GM.

Clichés are defined in terms of Dice (by which we mean the ordinary six-sided kind you can scavenge from your old Yahtzee set). This is the number of dice that you roll whenever your skill as a Fighter, Supermodel, or William Shatner (for instance) is challenged. See ``Game System,'' below. Three dice is professional. Six dice is mastery. One die is a putz.

Characters are created by naming and describing them, and listing their Clichés. When designing your character, you have 10 dice with which to define his Clichés (a Normal Schmoe would be built on anywhere from 3 to 5 dice). A straightforward medieval fighter character might look like this:

Grolfnar Vainsson the Viking
Description: Tall, blond, and grinning. Likes to drink and fight and drink and chase Viking women and fight and sail the high seas and raid.Wants to write great sagas about himself.
Clichés: Viking (4), Womanizer (2), Gambler (3), Poet (1)

A character may have any number or combination of Clichés, but more than 10 different Clichés would be odd, considering the number of dice you get. Characters shouldn't begin their career with more than 4 dice in anything, but just because you're creating a character today doesn't mean that he's beginning his career! The GM will tell you if he's requiring ``beginners'' for the game. It's not our business.

SOME SAMPLE CLICHÉS (AND WHAT THEY'RE GOOD FOR)
Astronaut (Piloting spaceships, not puking in zero-gee)
Barbarian (Beating things up, drinking, whoring, grunting, sweating)
Biker (Riding Harley, brawling, being Invisible to other motorists)
Bimbo (Available in both genders. Distracting, teasing, not teasing...)
Computer Geek (Hacking, programming, fumbling over introductions)
Con Artist (Convincing other people to give you money, evading cops)
Cowboy (Ridin', ropin', brandin', spittin', and shootin')
Fighter Pilot (Dogfighting, not blacking out at high-Gs, bragging)
Gadgeteer (Building a radar out of a bent fork and some gum)
Gambler (Betting, cheating, winning, running very fast)
Gangster (Shooting, speaking with an accent, intimidation)
Geezer (Wheezin', cursin', bitter reminiscin', failin' to understand kids)
Hairdresser (Dressing hair. If anything.)
Kid (Being a sidekick to heroes, making friends with Giant Monsters)
Knight (Riding, lancing, sword-swinging, heraldry, being chaste)
Latin Lover (Seducing, loving, running from irate husbands)
Mad Scientist (Raving, world-domination, trying to play God, cackling)
Martial Artist (Fancy hand-to-hand combat, out-of-synch speech)
Magician (Palming things, sawing ladies in half, public speaking)
Sorcerer (Spellcasting, demon-summoning, speaking in gibberish)
Novelist (Drinking, brawling, cut-rate world traveling, introspection)
Olympic Athlete (Running, swimming, jumping, skiing, javelin-tossing)
Outdoorsman (Following tracks, building shelters, finding wild food)
Policeman (Eating donuts, writing tickets, shooting civilians)
Poltergeist (Being dead, throwing things, scaring people)
Soldier (Shooting, hiding, partying, catching venereal diseases)
Special Forces (Following orders, looking stern, following orders)
Swashbuckler (Stabbing things, swinging from ropes, sailing, romance)
Thief (Sneakin' around gaining access and objects they shouldn't have)
Vampire (Charming people, sucking blood, turning into mist or bats)
Other Kind of Vampire (Self-pity, erotic blood poetry, wearing black)
 

These are just examples to get you started - players should feel free to make up their own Clichés (subject to GM approval). In particular, Note that the GM will require the "fine tuning" of any Cliché that he considers too broad. If the game is about sorcerers (for example), then "sorcerer" becomes too all-encompassing for the game, and Clichés like necromancer, mentalist, fire-wizard and wise woman are more the order of the day.

THE GAME SYSTEM

Whenever anybody wants to do something, and nobody is actively trying to stop him, AND the GM doesn't think that success would be automatic, the player rolls dice. If the total rolled beats (equals or exceeds) the Target Number the GM sets, success! If not, failure!


Target numbers follow this scale:
5: A cinch. A snap. A challenge for a Schmuck. Routine for a pro.
10: A challenge for a Professional.
15: An Heroic challenge. For really inventive or tricky stunts.
20: A challenge for a Master. Nearly superhuman difficulty.
30: You've GOT to be Kidding. Actual superhuman difficulty.

This can be subjective, and anybody can try anything: Crossing a chasm by swinging on a rope, vine or something similar would be child's play (automatic success!) for a Swashbuckler or a Lord of the Jungle, easy (Difficulty 5) for a Pulp Archaeologist, and challenging but definitely doable (Difficulty 10) for a Gymnast, Barbarian, or Thief. Even a Wheelchair-Bound Eccentric Occultist could try it (Difficulty 15, but the wheelchair is lost unless the roll beats a 30)!

PROPER TOOLS

Every character is assumed to be equipped with the Tools of His Trade (at least the portable ones). Warriors are wearing armor and wielding good weapons. Cowboys have leather chaps, lasoo, a couple of pearl-handled six-guns and some chaw. Netrunners have an expensive jack-in laptop and funny clothes.

If, through the course of an adventure, a character LOSES any of these vital totems, his Cliché operates on half the normal number of dice (or not at all, if the GM rules that the equipment was REQUIRED) until they are replaced.

A Barbarian(5), for instance, can fight without his sword as a Barbarian(3), but a Netrunner can't run the net without his cyberdeck. If the Netrunner manages to find another computer to play with besides the kind he's used to, he can operate at half-dice.

Some special tools (magic wands, hot-off-the-line military cyberdecks, and so on) may give bonus dice to your Clichés when used. Characters never begin the game with bonus-dice gear; they must be acquired in adventures.

THE COMBAT SYSTEM

``Combat'' in this game is defined as any contest in which opponents jockey for position, utilize attacks, bring defenses to bear, and try to wear down their foes to achieve victory. Either literally or metaphorically! Some examples of combat include:

ARGUMENTS: People using whatever verbal weapons they have at hand to make their points. Truth is the first casualty.
HORSE-RACING: People on horses running around and around a dirty track, trying to get nowhere first.
DOGFIGHTS: People in airplanes or spaceships flying around and trying to blow each other out of the sky.
ASTRAL/PSYCHIC DUELS: Mystics/psionics looking bored or asleep, but trying to rip one another's egos apart in the Otherworld.
WIZARD'S DUELS: Sorcerers using strange magics and trying to outdo the other.
DUELING BANJOS: Banjo players using strange melodies and trying to outdo the other.
SEDUCTION ATTEMPTS: One (or more) characters trying to score with one (or more) other character(s) who is(are) trying to resist.
COURTROOM ANTICS: Prosecution vs. Defense. The goal is victory. Justice is incidental.
ACTUAL PHYSICAL COMBAT: People trying to injure or kill each other.

The GM decides when a combat has begun. At that point, go around the table in rounds, and let each combatant make an attack in turn. What constitutes an ``attack'' depends on the sort of combat, but it should ALWAYS be roleplayed (if dialogue is involved) or described in entertaining detail (if it's physical and/or dangerous and/or normally requires contraceptives).

Attacks require rolls against character Clichés. The GM must, at the outset of combat, determine what TYPE of Clichés are appropriate for the fight. In a physical fight, Clichés like Viking, Barbarian, Soldier, Swashbuckler, and Novelist are appropriate. Clichés like Hairdresser and Latin Lover are not (but may still be used; see next section).

An attack must be directed at a foe. Both parties in the attack (attacker and defender) roll against their chosen Cliché. Low roll loses. Specifically, the low roller loses one of his Cliché dice for the remainder of the fight - he's been weakened, worn down, or otherwise pushed one step towards defeat. In future rounds, he'll be rolling lower numbers.

Eventually, one side will be left standing, and another will be left without dice. At this point, the winners usually decide the fate of the losers. In a physical fight or magical duel, the losers might be killed (or mercifully spared). In Courtroom Antics, the loser gets sentenced by the judge, or fails to prosecute. In a Seduction, the loser gets either a cold shower or a warm evening, depending on who wins.

You needn't use the same Cliché every round. If a Viking/Swashbuckler wants to lop heads one round, and swing on chandeliers the next, that's groovy, too. However, anytime a character has a Cliché worn down to zero dice in combat, he has lost, even if he has other appropriate Clichés left to play with.

Dice lost in combat are regained when the combat ends, at a "healing" rate determined by the GM. If the combat was in vehicles (space fighters, mecha, wooden sailing ships) then the vehicles themselves are likely damaged, too, and must be repaired.

INAPPROPRIATE CLICHÉS

As stated above, the GM determines what sort of Clichés are appropriate for any given combat. An INAPPROPRIATE Cliché is anything that's left . . . In a physical fight, Hairdresser is inappropriate. In a Wizard's duel, Barbarian is inappropriate.

Inappropriate Clichés may be used to make attacks, PROVIDED THE PLAYER ROLEPLAYS OR DESCRIBES IT IN A REALLY, REALLY, REALLY ENTERTAINING MANNER. Furthermore, the ``attack'' must be plausible within the context of the combat, and the genre and tone that the GM has set for the game. This option is more valuable in silly games than in dead-serious ones.

All combat rules apply normally, with one exception: If an inappropriate Cliché wins a combat round versus an appropriate one, the ``appropriate'' player loses THREE dice, rather than one, from his Cliché! The ``inappropriate'' player takes no such risk, and loses only the normal one die if he loses the round.

Thus, a skilled hairdresser is dangerous when cornered and attacked unfairly. Beware.

When in doubt, assume that the aggressor determines the type of combat. If a wizard attacks a barbarian with magic, then it's a Wizard's duel! If the barbarian attacks the mage with his sword, then it's Physical Combat! If the defender can come up with an entertaining use of his skills, then he'll have the edge. It pays in many genres to be the defender!

Note: If the wizard and barbarian both obviously want to fight, then both are aggressors, and it's "Fantasy Combat," where both swords and sorcery have equal footing.

TEAMING UP

Two or more characters may decide to form a TEAM in combat. For the duration of the team (usually the entire combat), they fight as a single unit, and are attacked as a single foe. There are two kinds of teams: Player-Character teams and NPC teams ("Grunt Squads.")

Grunt-Squads: This is just special effects. When you want the heroes to be attacked by a horde of 700 rat-skeletons inside the lair of the Wicked Necromancer(5), but don't feel like keeping track of 700 little skeletal sets of dice, just declare that they're a team, fighting as Skeletal Rat-Horde(7). Mechanically, the Rat-Horde is the same as any other single foe - except it has more dice! Grunt-Squads can have any level of cliché the GM feels is appropriate. Grunt-Squads stick together as a team until they're defeated, at which point many survivors will scatter (though at least one will always remain to suffer whatever fate the victor decides).

Player-Character Teams: When PCs (or PCs and their NPC allies) form a team, the "Team Leader" is defined by the highest-ranking Cliché in the team (a title that must be designated if there is a tie). Everybody rolls dice, but the Team Leader's dice all count. Other Team Members contribute only their sixes (if the Funky Dice option is used, Team Members may contribute their single highest die-roll above six, or their sixes, their choice). Team members who roll nothing above five don't contribute anything to the Team Leader's total for that roll.

Clichés joined in a team need not be identical, but they all must be equally appropriate or inappropriate. This means five Vikings could band together in physical fight with no problem. It also means that a Hairdresser, a Parakeet Trainer, and a Career Counselor could team up in a physical fight if they have a REALLY good description of how they'll use their skills in concert to take out the Vikings!

Whenever a team loses a round of combat, a single team-member's dice is reduced by one (or three!) as per the normal combat rules. Any team member may "step forward" and voluntarily take this personal "damage" to his dice. If this happens, the noble volunteer is reduced by twice the normal amount (either two dice or six!), and the team leader gets to roll twice as many dice on his next attack, a temporary boost as the team avenges their heroic comrade. If no volunteer steps forward, then each member must roll against the Cliché they're using as part of the team: Low-roll takes the (undoubled) hit, and there is no "vengeance" bonus.

Disbanding: A team may voluntarily disband at any time between die-rolls. This reduces the Cliché each team-member was using in the team by one, instantly (not a permanent reduction - treat it just like "damage" taken from losing a round of combat). Disbanded team-members may freely form new teams, provided the disbanding "damage" doesn't take them out of the fight. Individuals may also "drop out" of a team, but this reduces them to zero dice immediately as they scamper for the rear. Their fates rest on the mercy of whoever wins the fight!

Lost Leader: If the team leader ever leaves the team for any reason (either by dropping out or by having his personal dice reduced to zero), every member of the team immediately takes one die of "damage" as if the team had disbanded (since, without a leader, they've done exactly that). They may immediately opt to reform as a new team (with a new leader) however, and if the old leader was removed by volunteering for personal damage, the new team leader gets the double-roll vengeance bonus to avenge his predecessor!

CONFLICTS THAT AREN'T COMBAT

Many conflicts that arise in the game cannot be defined as ``combat;'' they're over too quickly, defined by a single action. A classic pistol-duel isn't combat - the two duelists simply turn and fire, and then it's all over. Two characters diving to grab the same gun from the floor isn't combat. Two cooks preparing chili for a cookoff isn't combat; there's no ``wearing down of the foe'' and no jockeying for position.

Such ``single-action conflicts'' are settled with a single roll against appropriate Clichés (or inappropriate Clichés, with good roleplaying). High roll wins.

WHEN SOMEBODY CAN'T PARTICIPATE

It will often occur that characters will find themselves involved in a Combat or quicker conflict where they simply have no applicable Clichés, even by stretching the imagination. Or maybe ONE character will have an appropriate Cliché, while the others feel left out. An example might be a pie-eating contest. One character was wise (or foolish) enough to take ``Disgusting Glutton(2)'' as a Cliché. The other characters are astronauts or accountants, neither of which traditionally engorge themselves on pie.

In situations like this, give everybody two free dice to play with, for the duration of the conflict. This INCLUDES characters who already HAVE appropriate Clichés. In the example above, the astronauts and accountants would get Pie-Eating(2), while the Disgusting Glutton would be temporarily increased to Disgusting Glutton(4). The Glutton, naturally, still has the winning edge, but anyone can TRY to eat lots of pie. This ``temporary promotion'' applies only in opposed conflicts, not in challenges based on Target Numbers.

A WORD OR TWO ABOUT SCALE

No standard time or distance scale is provided for Risus; it really depends on what kind of action is happening. However, the GM should try to stay consistent within a single conflict. In a physical fight, each round represents a few seconds. In a long-term fight between a married couple, each round might represent an entire Day (Day one: Husband ``accidentally'' burns wife's favorite dress in the oven, Wife ``accidentally'' feeds Drano to Husband's prize goldfish, and so on until there is a victor).

CHARACTER ADVANCEMENT

At the end of each adventure, each player should roll against every Cliché that was used significantly during the game (using their current number of dice). If the dice land showing only even numbers, this indicates an increase by one die for that Cliché. Thus, advancement slows down as you go. No Cliché may go higher than Cliché(6), although if Pumping is allowed (see below), they can be pumped past (6).

Anytime you do something really, really, really spectacularly entertaining that wows the whole table, the GM may rule that you may roll instantly (in the middle of the game!) for possible improvement, in addition to the roll at the end of the adventure.

Adding New Clichés: There may come a time when a character has grown and matured enough to justify adding an entirely new Cliché to his character sheet. If the player and GM agree this is the case, and agree on what the new Cliché is, the player rolls for Character Advancement as usual, but any of the new dice earned may be put toward the new Cliché instead of the ones that earned them. This can also be applied to "in-game" improvements, if the situation warrants it!

ADVANCED OPTION: HOOKS and TALES

Normally, a character is created using 10 dice. With this Advanced Option, players can bargain for extra beginning dice by giving their character a Hook and/or a Tale.

A Hook is some signifigant character flaw - an obsession, a weakness, a sworn vow, a permanently crippling injury - that the GM agrees is so juicy that he can use it to make the characters life more interesting (which usually means less pleasant). A character with a Hook gets an extra die to play with.

A Tale is a written "biography" of the character describing his life before the events of the game begin. The Tale needn't be long (two or three pages is usually just fine); it just needs to tell the reader where the character is coming from, what he likes and dislikes, how he became who he is, what his motives are. Some Tales are best written from the player's omniscient perspective; others are more fun if written as excerpts from the character's own diary. A character with a Tale provided before gameplay begins gets an extra die to play with.

 

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #8 on: January 06, 2006, 12:30:39 AM »
Example of a Harry Potter cliche': Young Prodigal Wizard [survived attempt on life by old magic protections, lucky, adept at magic but still learning]. Another is Bookish but Perky Witch [knows everything about magic, reads everything on magic she can get her hands on, really good at casting spells].

In this game a Muggle Agent might be: Fanatical Wizard Hunter [knows the latest spectral technology, use weapons, thinks all wizards are evil and must be destroyed]. Jyhad Terrorist [knows how to make bombs, recruit idiots to be suicide bombers, hates wizards as agents of Satan]. Inquisitor [backed by the Holy Mother Church, use latest anti-wizard technology, hates wizards as agents of Satan].

Normal Muggles: Brilliant Engineer [understands Muggle technology, sympathetic to wizards since her sister is a witch, thinks wizards are SOOOOO cool]. Tabloid Journalist [sneak around being nosey without being caught, write stories for third rate publications, knows too much about the wrong things]. Paranoid Conspiracy Nut [knows whats going on, place information damaging to the wrong parties on the Internet, babble about the Great Wizards and Witches out to rule humanity in a wide eyed nutty fashion].

Its not a serious system but very fun and flexible...

Offline timethian

Re: World of Harry Potter: Dark Territory
« Reply #9 on: January 08, 2006, 03:48:15 PM »
So... any other interested takers?

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #10 on: January 08, 2006, 06:28:12 PM »
Right now Muggles have three key bits of technology personally used by agents-

Spectral Detector: Basically a radiation detector hooked into a GPS system to detect active magical use- won't work on wards like around Hogwarts (yet) but anything like a broom used or a spell will give off a radiation spike. Potions are the one exception since they don't use active magic.

Spectral Armor: A high-tech anti Spectral Armor that absorbs magical energy and disrupts its use even against the THREE FORBIDDEN CURSES although the death one stills a bitch. Has computers and other items, gas mask and the like so is pretty good. Also is armored.

Spectral Flash Grenade: This gadget shoots of an energy disrupting pulse that knocks out magic use for a couple moments and damages magical devices. A larger demolition version can take out hardened magical areas like wards. A very large on was dropped on London and crippled Dagon Alley, London and much of the magic in England in the wake on the ether.

Other than that they have standard guns and weapon most coated in Spectral Insulating Metal. Also Black Helicopters, Vans, Cars, Boats and other vehicles used in the shadow war.

Most of this the Wizard Community is just getting to figure out.

Major Factions of Muggles:

ISIA: Major group like Interpol that is leading the vanguard with the dark wizards serving you know who actively hunting them down and their families they are taking no prisoners save to experiment on.

Holy Order of the Cross and Crescent: A religious group that is made up of Christians (mostly Vatican) and Muslim agents and are not as high tech but have methods to fight in the war although up to know did so to Evil Creatures. Are now in possession of the new technology on a smaller scale and are using it to go after Wizards especially in Italy and the Middle East.

China: High tech enough, huge army of Muggles and are actively hunting Wizards down in China and Asia. The only one with a formal military and intelligence arm just to take them out. Have standard squads of 12 called the Black Dragons that are a special ops army force trained to take Wizards out. Also support the ISIA and the Holy Order! The enemy of our enemy is our friend as the old saying goes.

Technomancers: A rival tradition of Wizards that blend technology to hide their craft and modern technology, some of which has been given to the others. If you see a transforming hawk robot fighter in use thats going to be them or a magically enhanced bilogical weapon or anything else that can hurt and kill! Small but if the war continues they may be the last wizards and witches left. They are the ones that let the Muggles know about wizards- they want to dominate magic. Is based out of Japan and Hong King with agents all over the world. This is not known to the Wizards in the main even the Dark Wizards but their plan is working better than they had hoped.

The Dark Wizards: Led by You-Know-Who is the major wizard faction causing the trouble after Big V almost got taken out by four Muggle Agents he's been going after their families and killing Muggle Leaders with no care of the image he's giving other wizards.


Offline timethian

Re: World of Harry Potter: Dark Territory
« Reply #11 on: January 20, 2006, 01:50:28 AM »
Did you ever make any progress on this idea, either?

Offline Tahiri Anashia

Re: World of Harry Potter: Dark Territory
« Reply #12 on: January 20, 2006, 04:46:10 AM »
i'd like to join :D

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #13 on: January 20, 2006, 10:25:33 AM »
There are good groups and no there seems to be little interest- ROLL CALL! Who wants to play?

GOOD GROUPS

International League of the Oracle: A discretely supported group of diplomatic wizards and muggles based out of Geneva Switzerland to bring an end to the conflict. Are trying hard to show most wizards are decent to the other powers. TRYING the key word here.

The Island of Avalon: Hit hard by the latest WMD magical attack but coming back they have friends in muggle government agencies in the UK and they are making some headway.

Society of Evolution: A rather stron arm with wizards and muggles that want to OUT the magical community and backed various media projects to get the world ready. Are against the war and have a tie to the other two agencies but they want to OUT all magic workers to the world. Figures they can get public support for equality of Homeo Sapiens and Homeo Magica as unique branch of humanity. Is opposed by both sides.

The Silver Dragon Society: A group of muggles that support Asian wizards and are Confuscionist feeling as long as a wizard acts honorably they are a good thing and hunts with wizards the EVIL ones. Based in Singapore and formerly Hong Kong but they moved the operations to safe places on small islands. GOOD THING!

Offline indarkestknight

Re: World of Harry Potter: Dark Territory
« Reply #14 on: January 20, 2006, 05:25:13 PM »
Dark Wizard, ready to rip the spines and hearts from Muggles in my way.

Offline Natalie C. BarneyTopic starter

Re: World of Harry Potter: Dark Territory
« Reply #15 on: January 20, 2006, 06:16:21 PM »
Ok I'll wait a bit if noone else wants in I'll run it under FUN AND GAMES somewhere. And remember dark wizards are STILL on the wizard side many are grudgingly at Hogwart due to their desire to survive.

Offline indarkestknight

Re: World of Harry Potter: Dark Territory
« Reply #16 on: January 20, 2006, 06:24:17 PM »
Duly noted.

Offline timethian

Re: World of Harry Potter: Dark Territory
« Reply #17 on: January 20, 2006, 08:01:18 PM »
Actually... you've had a couple of interested parties... but I think people are waiting to hear that you're going for a board or somesuch.

For my own part... I'm partly waiting to see what other sorts apply before I pin myself down as specific chartype.