TEXT:  
  
   
   
  About the Game 
  In this game, you will play students at Hogwarts, 
  School of Witchcraft and Wizardry! This game is 
  about: 
  ● Braving forbidden places! 
  ● Fighting evil monsters and dark wizards! 
  ● Surviving awkward crushes! 
  ● Winning Quidditch matches! 
  ● Maybe even doing your schoolwork and 
  passing your exams! 
   
  To play, you will need: 
  ● Two six-sided dice! 
  ● A copy of this game! 
  ● Character sheets and pencils to write with! 
  ● At least one friend to play with! 
   
  In this game, one person will act as the Game 
  Master (GM) and will create the details of the 
  setting and play the non-player characters (NPCs). 
  The rest of the players will take on the roles of the 
  main characters of the story: students at 
  Hogwarts! 
   
  It's the GM's job to present the players with 
  problems, mysteries, and temptations! It's the 
  player's job to keep the story moving with 
  dramatic and exciting choices! 
   
  During this game, the players will be called upon 
  to roll dice when a move is triggered by something 
  specific happening in the game, usually when an 
  outcome is uncertain or when there are potential 
  risks or consequences involved! 
   
  About the Setting 
  This game takes place after Harry Potter and the 
  Order of the Phoenix defeated Voldemort and his 
  Death Eaters at the famous Battle of Hogwarts. A 
  few things have changed: 
  ● It is illegal to discriminate against werewolves! 
  ● Goblins are allowed to own wands! 
  ● Creatures of all shapes and sizes are allowed to 
  attend Hogwarts as students! 
   
  A few things have changed at Hogwarts, too: 
  ● Sixth and seventh years take Advanced 
  History of Magic, which includes recent 
  history of the wizarding world and current 
  events. 
  ● Muggle Studies is a required core class. 
  ● The Ravenclaw Science Club has an old film 
  projector magicked to show muggle films one 
  night a week! 
  ● Technomagic is still experimental but there 
  are rumours of muggle devices that have been 
  charmed to work at Hogwarts! 
  ● Flitwick is Headmaster! 
   
  Most things at Hogwarts, however, are still the 
  same: 
  ● Students start at age eleven on September 1st 
  and must complete seven years of schooling to 
  graduate. 
  ● Students are sorted into one of four houses: 
  Gryffindor, Hufflepuff, Ravenclaw, and 
  Slytherin! 
  ● Hagrid still teaches Care of Magical Creatures 
  and Filch still stalks the castle with his cat Mrs. 
  Norris! 
  How to Play 
  In this game, only the players roll dice! The GM 
  describes what is happening in the world around the 
  characters, and the players respond with what their 
  characters do in response. Moves are triggered when 
  a character does something that aligns with a basic 
  move or one of their special or house moves. 
   
  When a move is triggered, a player rolls 2d6 (two 
  six-sided dice) and adds a +1 for every question in 
  that move that they answer "yes." The final total 
  determines the result: 
  ● 6 or lower: A miss! The move fails and the 
  situation gets worse or more complicated, and 
  you mark experience. 
  ● 7 or higher: A hit! The move succeeds either 
  fully, partially, or with an added complication. 
  ● 7-9: A partial success or a success with a 
  complication. 
  ● 10+: A full success! 
  ● 13+: A full success and you mark experience! 
   
  Each move will specify what happens on a 7 or 
  higher, and it's usually up to the player to choose! 
  On a miss, if the move doesn't give the player 
  options to choose from, it's up to the GM to say 
  how the situation gets worse. 
   
  When a move says to take +1 forward, that means 
  you add +1 to the next roll you make that meets the 
  conditions of the move. Once you use that +1, it's 
  gone. 
   
   
   
  1 
   
  
   
   
  Character Creation 
  When you make a character, you will choose one 
  of four different character sheets to fill out. Each 
  character sheet represents a Hogwarts house, 
  which is based on your character's personality and 
  values. Your house will also give you two questions 
  that you can always ask when you roll. 
   
  You'll choose several things on your character 
  sheet: 
  ● Props! 
  ● Your two best classes! 
  ● Special moves! 
  ● Relationships! 
   
  Your relationship scores determine how easy it is 
  for you to help or hinder other player characters. 
  You start the game with a relationship score of +2 
  with the player character you feel you know the 
  best, a -1 with the player character you feel you 
  know the least, and a +1 to every other player 
  character. Your relationships with NPCs always 
  start at 0. 
   
  A high relationship score could mean: 
  ● You're close friends! 
  ● You hold some kind of sway over them. 
  ● You know how to manipulate them. 
  ● You've been rivals for a long, long time. 
   
  A relationship score can never go below -2 or 
  above +3. 
   
  Conditions 
  Conditions can be physical or mental! They are 
  often applied as a consequence of an action that 
  doesn't cause damage but should affect role 
  playing. Conditions might impose a penalty on 
  certain moves or make them altogether 
  impossible. 
   
  Conditions include: 
   
  Physical: 
  ● Headache 
  ● Exhaustion 
  ● Twisted ankle 
  ● Bad sunburn 
  Mental: 
  ● Confused 
  ● Frightened 
  ● Angry 
  ● Helpless 
   
  Conditions can be erased if a move says you can or 
  if enough time passes that everyone agrees the 
  condition no longer applies. A physical condition 
  can be erased if you get enough rest or healing. A 
  mental condition might be able to be erased if two 
  or more characters spend time talking it out. 
   
   
  Experience 
  Mark experience whenever you roll a miss, roll a 13 
  or higher, or when a move tells you to. Characters 
  also earn experience for working together, solving 
  mysteries, completing storylines, or starting a new 
  year at school. 
   
  When you reach six experience, erase them and 
  level up! If you choose to gain more props, one of 
  the props can be exchanged for a new species, 
  such as if your character becomes a werewolf! 
  Your Time to Shine 
  Each character has a moment when they can take the 
  main stage and use their strengths and abilities to 
  save the day! 
   
  When a player uses their Time to Shine, that player 
  takes over the story and describes exactly what their 
  character does to turn things around and defeat the 
  bad guys! During this time, the player has total 
  narrative control of how the current situation 
  resolves itself. 
   
  You can activate Your Time to Shine to: 
  ● Defeat your enemies in a major battle! 
  ● Win the big Quidditch game! 
  ● Get past an obstacle that's standing in your way! 
  ● Convince someone to help you! 
  ● Solve a mystery (the GM can help describe how 
  you figure it out and what it all really means)! 
   
  After the GM takes back control over the story, 
  they can conclude the scene however they like, but 
  they should never reverse what was done during a 
  character's Time to Shine! 
   
   
  Your Reputation 
  Your reputation is a measure of how famous you are! 
  Harry Potter started at Hogwarts already famous, 
  but your characters will start at zero and have to 
  work their way up as they solve mysteries, defeat 
  enemies, and save people or even the school itself! 
  There are four ranks of reputation. When you reach 
  6 reputation, you go up to a new level of reputation! 
   
  2 
   
  
   
   
  Damage and Death 
  In this game, no one dies unless everyone decides 
  that they do. If a character's damage track ever 
  fills up all the way, it means they just get taken out 
  of the game for a while, either for the scene or for 
  longer, but they'll be back! 
   
  Characters can heal naturally by spending time in 
  a safe place, and heal extra if another character is 
  helping tend to their wounds! Healing with magic 
  requires a roll, but can be done faster! Both of 
  these moves are described in the Basic Moves 
  section. 
   
   
  Running a Game 
  A game of Hogwarts: The Next Generation 
  should include: 
  ● A balance of the fantastic and the mundane! 
  ● Mystery, exploration, and maybe even 
  combat! 
  ● Going to classes and finishing schoolwork on 
  time! 
  ● Good triumphing over evil! 
  ● The power of friendship! 
   
  Dangers in the wizarding world include: 
  ● Getting cornered by bullies! 
  ● Dangerous magical plants and animals! 
  ● Quidditch accidents! 
  ● Spells going wrong! 
  ● Evil wizards! 
   
   
  For a single one-shot session, don't be afraid to 
  ratchet up the danger right away. For example: 
  ● An ancient vampire has awakened and is 
  targeting oldblood children for a dark 
  experiment! 
  ● A group of rogue dark wizards have escaped 
  from Azkaban and taken over the school! 
   
  For a longer adventure, you might want to start 
  small and work your way up! Connect each session 
  into a bigger plotline to make the final session 
  more exciting! For example: 
  ● Session One:​ The characters delve into the 
  Black Lake to deal with hostile grindylows! 
  ● Session Two:​ Deal with a bunch of students 
  who have been acting strange and volatile! 
  ● Session Three:​ Seek out the dark wizard who's 
  been hiding in the Forbidden Forest 
  experimenting with mass mind control! 
   
  Consider including in a one-shot, in this order: 
  ● Evocative details to set the scene! 
  ● Social interaction so the characters can get to 
  know each other and important NPCs! 
  ● Evidence of the main threat! 
  ● Exploration or research! 
  ● A short fight or an important discovery about 
  halfway through! 
  ● Discovery of the main threat, maybe with 
  insight on how to defeat it! 
  ● A final return to the mundane: classes, 
  schoolwork, and friends! 
  Enemies 
  Threats come in four different types! 
   
  Type 0: 
  ● Typically does no damage. 
  ● May take between 1 to 5 damage to be defeated. 
  ● Ex: A nosy professor who thinks you're up to no 
  good, a big wall blocking your way, or a 
  tanglevine that will try to restrain you! 
   
  Type 1: 
  ● Typically does 1 damage. 
  ● Takes 1 to 2 damage to be defeated. 
  ● Ex: Small creatures, rival students, some magical 
  plants! 
   
  Type 2: 
  ● Typically does 2 damage. 
  ● Takes 2 to 3 damage to be defeated. 
  ● Ex: Medium creatures, adult wizards, dangerous 
  magical plants! 
   
  Type 3: 
  ● Typically does 3 damage. 
  ● Takes 3 to 6 damage to be defeated. 
  ● Ex: Large or huge creatures, powerful wizards, 
  extremely dangerous magical plants! 
   
   
  Credits 
  Written by ​Thor​ and ​Litza Bronwyn​ of ​Baby 
  Squalling Dragons​! Inspired by ​Monsterhearts 2​ by 
  Avery Alder, ​Masks​ by Brendan Conway, and ​Pasión 
  de las Pasiones​ by Brandon Leon-Gambetta. Created 
  using the ​Powered by the Apocalypse​ system by Vincent 
  Baker and based on the ​Harry Potter​ books. 
  3 
   
  
   
  Basic Moves 
   
  Research or Remember 
  When you attempt to Research or Remember a 
  piece of knowledge, roll with the questions: 
    ​+​  Is what you are trying to discover or remember 
  related to one of your best classes? 
    ​+​  Are you free from distractions? 
  On a 10+, ask one question and the GM will give 
  you an honest answer that is applicable to your 
  situation. On a 7-9, the GM will give you 
  information that is interesting, but it is up to you 
  to make it useful. 
   
  Convince with Words or 
  Actions 
  When you attempt to Convince with Words or 
  Actions, roll with the questions: 
    ​+​  Are you close to or very familiar with the 
  person you are attempting to convince? 
    ​+​  Do you have their best interests at heart? 
  When rolling against a PC, on a 10+, choose two. 
  On a 7-9, choose one. 
  ● They mark experience or gain +1 relationship 
  with you if they do what you want (their 
  choice). 
  ● If they don't do what you want, give them a 
  condition. 
  When rolling against an NPC, if they are a beast 
  or magical creature of beastial intelligence, roll 
  with a -2 unless one of your best classes is Care of 
  Magical Creatures. On a 10+, they do what you 
  want. On a 7-9, they do it but they will harbor ill 
  will against you or there will be an unintended side 
  effect, GM's choice. 
  Lash Out with Magic or Might 
  When you Lash Out with Magic or Might with 
  intent to do damage, roll with the questions: 
    ​+​  Is Dueling one of your best classes? 
    ​+​  Have they just wronged you? 
  On a 10+, you deal them 1 damage or inflict a 
  condition on them. On a 7-9, choose one. On a 
  10+, choose two. On a miss, they gain +1 
  relationship with you as they learn something 
  about your true nature. 
  ● You take something from them. 
  ● You avoid their blows (unless they are a player 
  character). 
  ● You inflict a condition on them. 
  ● You deal an additional 1 damage. 
   
  Talk It Out 
  When you Talk It Out, spend time talking to at 
  least one other player character about what's 
  going on in your character's head and roll with the 
  questions: 
    ​+​  Are you being open and vulnerable? 
    ​+​  Do you care about each other? 
  On a 7-9, choose one. On a 10+, choose two. 
  ● Clear one mental condition that you talked 
  about. 
  ● Mark experience if at least one other person 
  cleared a condition because of your 
  conversation. 
  ● Choose one other person that was in the 
  conversation. You both gain +1 relationship 
  with each other. 
  Observe or Investigate 
  When you Observe or Investigate in order to 
  learn information about a person or situation, roll 
  with the questions: 
    ​+​  Are you close to or very familiar with the 
  person or object you are observing or 
  investigating? 
    ​+​  Are you free from distractions? 
  On a 7-9, ask one. On a 10+, ask three. 
  ● What are you really planning? 
  ● Are you telling the truth? 
  ● How could I best get you to ________? 
  ● How do you really feel about me? 
  ● What here is useful to me? 
  ● What is the best way in or past? 
  ● What here is not what it seems? 
  ● What happened here recently? 
   
  See Beyond the Veil 
  When you attempt to See Beyond the Veil, roll 
  with the questions: 
    ​+​  Is Divination or Astronomy one of your best 
  classes? 
    ​+​  Do you have an object of divination such as a 
  crystal ball or tea dregs, or a clear view of the 
  stars? 
  State what you are searching for. On a 10+, you 
  have a clear vision and you take +1 forward to 
  acting on the information. On a 7-9, you have a 
  confusing or alarming vision but you get your 
  answer nonetheless. 
   
   
   
  4 
   
  
   
  Basic Moves (Cont.) 
   
  Create or Transform with 
  Magic 
  When you attempt to Create or Transform with 
  Magic, state what you wish to transform or create 
  and roll with the questions: 
    ​+​  Is Charms or Transfiguration one of your best 
  classes? 
    ​+​  Is what you are creating or changing small and 
  simple? 
  On a miss, it goes wrong. On a 7-9, it is temporary 
  or unstable or there is an unintended side effect. 
   
  Brew a Potion 
  When you attempt to Brew a Potion, name the 
  potion you are attempting to brew and what its 
  effects are. If the GM determines that you have all 
  the tools and ingredients necessary to brew the 
  potion, roll with the following questions: 
    ​+​  Is Potions one of your best classes? 
    ​+​  Is what you are brewing quite simple? 
  On a hit, you succeed. On a miss, the potion fails 
  or goes wrong somehow. On a 7-9, choose one. 
  ● The effects will be unstable or shorter than 
  expected. 
  ● You exhaust yourself trying to make it work. 
  Take 1 damage or mark the "exhausted" 
  condition if you don't already have it. 
  Avoid or Resist Damage 
  When you try to Avoid or Resist Damage not 
  dealt by a player character, roll with the following 
  questions: 
    ​+​  Are you prepared? 
    ​+​  Are you behind cover? 
    ​+​  Is Dueling one of your best classes? 
  On a 7-9, you avoid up to 1 point of damage. On a 
  10+, you avoid up to 2 points of damage and 
  choose one from the list below. 
  ● You spot an opening in your enemy's form; 
  take +1 to your next roll to Lash Out With 
  Magic or Might against that creature. 
  ● You create an opportunity for one of your 
  allies to act. 
  ● You protect one of your allies from harm; 
  they gain +1 to their next roll to Avoid or 
  Resist Damage. 
  ● You get a chance to run away safely. 
  You can always avoid taking 1 point of damage by 
  instead choosing one of the following: 
  ● You take 2 negative conditions instead, and at 
  least one of them must be physical. 
  ● You Lash Out With Magic or Might at one of 
  the other player characters in the scene, and 
  they can immediately inflict one condition of 
  their choice on you. 
   
  Help or Hinder 
  When you want to Help or Hinder a character, say 
  what you're doing and roll + your relationship stat 
  with them. On a 10+, add 1 or subtract 2 from their 
  roll. On a 7-9, the GM will name a cost; if you 
  accept the cost, add 1 or subtract 2 from their roll. 
  Move with Strength or Grace 
  When you attempt to Move with Strength or 
  Grace, roll with the questions: 
    ​+​  Are you healthy and well rested? 
    ​+​  Are you free of stress and worry? 
  On a 10+, choose one. On a 7-9, choose two. 
  ● Someone dangerous sees you. 
  ● You leave something important behind. 
  ● You hurt yourself and take 1 damage. 
  ● You take a negative condition of your choice. 
   
  Heal Naturally 
  When you spend time tending to your wounds in a 
  safe place, once per session you can choose one 
  from below. If another player character helps tend 
  your wounds in a tender and caring way, choose 
  two. You can choose the same option twice. 
  ● Clear one physical condition. 
  ● Heal one damage. 
   
  Heal with Magic 
  When you try to Heal with Magic, roll with the 
  following questions: 
    ​+​  Is Potions or Charms one of your best classes? 
    ​+​  Are you in a safe place? 
  On a 7-9, choose one. On a 10+, choose two. You 
  can choose the same option more than once. On a 
  miss, the damage is worse than you thought. The 
  GM will describe what is needed before the 
  damage can be healed. 
  ● Clear one physical condition. 
  ● Heal one damage. 
  5 
   
  
   
  Species Moves 
   
  Part-Veela 
  Any witch or wizard with a recent veela ancestor is 
  considered part-veela and is typically very 
  beautiful, possessing a natural magnetism. If you 
  are part-veela, add +1 when you ​Convince with 
  Words or Actions​. 
   
  Part-Giant 
  Any witch or wizard with a recent giant ancestor is 
  part-giant and is typically bigger and stronger 
  than normal. They retain the natural resistance to 
  most types of magical attacks from their giant 
  blood, and are more likely to live among humans 
  than giants. If you are part-giant, add +1 when 
  you use your brute strength to ​Lash Out with Magic 
  or Might​. 
   
  Metamorphmagus 
  If you are a metamorphmagus, you can change 
  your appearance at will. When pretending to be 
  someone with influence, you gain +1 to ​Convince 
  with Words or Actions​. 
   
  Centaur 
  Centaurs are typically incredible hunters and 
  archers, with a natural gift for divination. If you 
  are a centaur, you can add +1 when you​ See Beyond 
  the Veil​. 
  Werewolf 
  Werewolves are humans who were either born 
  with lycanthropy passed down from a werewolf 
  parent, or cursed with lycanthropy after being 
  bitten by a werewolf on the full moon. 
  There is no cure for lycanthropy, but drinking a 
  wolfsbane potion the day before the full moon 
  will cause a werewolf to transform into a normal 
  wolf with its free will intact rather than a savage 
  monster. Wolfsbane potion is provided free of 
  cost at St. Mungo's and in the Hospital Wing at 
  Hogwarts. 
  Werewolves have perhaps suffered the greatest 
  amount of discrimination and are still greatly 
  feared among wizards for good reason. Most 
  werewolves still keep their identities secret, or at 
  least isolate themselves and their packs from the 
  rest of the wizarding world as much as possible. 
  If you are a werewolf, you must transform into a 
  werewolf on the night of a full moon. While 
  transformed, unless you previously imbibed a 
  wolfsbane potion, you must ​Lash Out with Magic or 
  Might​ with a +1 every round, targeting the nearest 
  creature, or attempt to find a creature to attack. 
  When you transform back at dawn, you take 1 
  damage and take -2 to all ​Lash Out with Magic or 
  Might​ rolls for the next day. 
  You always have +1 to rolls to ​Observe or Investigate 
  when using smell. 
  Vampire 
  Vampires don't age and can only be killed by 
  beheading, fire, a stake through the heart, or 
  powerful magic such as the killing curse. Vampires 
  are severely allergic to sunlight, and thus must be 
  entirely covered with no skin showing if they 
  attempt to go outside during the day. 
  The sucking of another student's blood, even 
  consensually, is forbidden at Hogwarts, and blood 
  is provided to any vampire student in the Hospital 
  Wing. 
  If you are a vampire, add +2 when you ​Move with 
  Strength or Grace​. If you enter direct sunlight with 
  skin exposed or start your turn in direct sunlight 
  with skin exposed, you take 1 damage. When you 
  Lash Out with Might or Magic​ with intent to bite a 
  creature and suck its blood, on a hit you add the 
  following option: 
  ● You heal 1 damage. 
   
  Dhampir 
  Dhampirs are the product of a vampire and a 
  human mating, and are born without a sun allergy. 
  They grow and age normally until maturity, and 
  can die from old age, but live longer than humans, 
  drink blood, and are faster and stronger than 
  humans. 
  If you are a dhampir, add +1 when you ​Move with 
  Strength or Grace​. When you ​Lash Out with Might or 
  Magic​ with intent to bite a creature and suck its 
  blood, on a hit you add the following option: 
  ● You heal 1 damage. 
  6 
   
  
   
  Species Moves (Cont.) 
   
  Ghost 
  Magical beings who have died and refused to 
  travel on to the afterlife, ghosts are incorporeal 
  and frozen as they were in the moment of their 
  death. If you are a ghost, you can fly and pass 
  through solid objects, but are unable to interact 
  with solid objects, making some actions impossible 
  for you. 
   
  Goblin 
  Highly intelligent and cunning, rebel goblins 
  fought for and won the right to bear wands in 
  recent years. If you are a goblin, you take +1 when 
  you ​Research or Remember​ or ​Observe or Investigate​. 
  You have their own type of magic that you can 
  perform without a wand, and you retain the ability 
  to ​Create or Transform with Magic​ without a wand. 
   
  Merfolk 
  Sentient humanoids that live primarily 
  underwater, merfolk who attend Hogwarts are 
  given an amulet of levitation that allows them to 
  move about through the air as though they were in 
  the water. If you are a merfolk, you can swim very 
  quickly in the water and breathe underwater 
  without magic. 
  House Elf 
  House elves are, perhaps, the most common and 
  yet the most overlooked of all creatures in the 
  wizarding world. Typically bound to a particular 
  witch or wizard, wizarding family, or institution 
  such as Hogwarts, most house elves consider it a 
  mark of success to do their work without ever 
  being noticed or acknowledged. 
  There are exceptions, however, and free house 
  elves have become more common, especially 
  among those who have been mistreated by their 
  masters. 
  If you are a house elf, you are either free or have a 
  master. If you have a master, choose who they are, 
  PC or NPC. When they call you, you can 
  immediately appear at their location. If you even 
  disobey their orders or speak bad about them, you 
  must immediately roll to ​Avoid or Resist Damage​ (1 
  damage) as you are compelled to punish yourself. 
  Both free and not free house elves gain a +1 to all 
  rolls to ​Create or Transform with Magic​. You have 
  your own special type of magic, and you do not 
  require a wand to do magic. 
   
   
  7 
   
  
   
  Artifact Moves 
   
  Time-Turner 
  If you are in possession of a time-turner, you can 
  use this move. Roll with the following questions: 
    ​+​   Are you or you and only one other person the 
  only ones going back in time? 
    ​+​   Are you going back in time only 5 hours or 
  less? 
  On a 10+, you arrive exactly when you need to be 
  and the GM will warn you about any potential 
  dangers or paradoxes in plenty of time for you to 
  avoid them. On a 7-9, you arrive when you need to 
  be, but the GM won't give you any extra help. On 
  a miss, you will definitely cause a paradox, though 
  you might still be able to change things before 
  that happens. A paradox is anything you do in the 
  past that would cause your future to be impossible.  
  If you cause a paradox, everyone using the 
  time-turner must roll to ​Avoid or Resist Damage​ (3 
  damage) and immediately be transported back to 
  the present. No one in the past remembers the 
  paradox occuring. 
   
   
  Love Potion 
  Love potions, such as Amortentia, are strictly 
  forbidden at Hogwarts, with extremely harsh 
  penalties resulting in their use or possession. A 
  person under the effects of a love potion is unable 
  to consent to any act, and if they are coerced into 
  any action, the person coercing them will be 
  punished accordingly. 
  A love potion is considered "completed" when the 
  person possessing it dissolves a piece of themself 
  in it, such as a strand of hair or a fingernail. If a 
  love potion has not been completed, it is less 
  powerful but can still cause the drinker to fall in 
  love with the first person they see. 
  If you drink or imbibe a love potion, roll with the 
  following questions: 
    ​+​   Do you already have strong feelings about the 
  person who completed this potion, positive or 
  negative? 
    ​+​   Is the potion incomplete? (Add +2 rather than 
  +1 if the answer is yes.) 
  On a 10+, you resist the worst effects of the 
  potion, though you feel incredibly ill after taking 
  it. On a 7-9, choose one. On a miss, both apply to 
  you. 
  ● You become madly obsessed with the person 
  who completed the potion, or the first person 
  you lay your eyes on if it is incomplete. You 
  frequently speak in poetic, romantic language 
  about that person and keep trying to turn any 
  conversation back to them 
  ● You are dangerously unstable toward others. 
  This potion wears off after 24 hours or if the 
  charmed individual is otherwise cured with magic. 
  The Resurrection Stone 
  If you are in possession of the resurrection stone, 
  you can use this move. Summon the spirit of one 
  dead person and roll with the following questions: 
    ​+​   Did you know them well? 
    ​+​   Do you intend to let them depart in peace 
  after your questions are asked? 
  On a 10+, ask up to two questions and the spirit 
  will answer honestly to the best of their 
  knowledge, perhaps even using the knowledge of 
  other spirits. On a 7-9, ask one question and the 
  spirit will answer honestly to the best of their 
  knowledge, but in a way that may be cryptic or 
  confusing.  
  On a miss, the spirit is a dark shadow of its former 
  self, unable to answer your questions or help you, 
  and you take an appropriate mental condition as a 
  result of seeing it in that state.  
  Regardless of what you roll, the spirit will urge 
  you to join it in death. 
   
  Foe-Glass 
  If you are within sight of a foe-glass, you can use 
  this move. Roll with the following questions: 
    ​+​   Are you looking directly into the foe-glass? 
    ​+​   Are you free from distractions? 
  On a hit, you see nearby enemies as sharp images 
  and far away enemies as blurred images. On a miss, 
  you cannot make out who you are seeing, or the 
  foe-glass is being tricked in some way. On a 10+, 
  take +1 forward to acting on what you see. 
  8 
   
  
   
   
  Artifact Moves (Cont.) 
  End of Session Moves 
  Polyjuice Potion 
  A potion that allows the imbiber to transform into 
  another person for an hour or more, polyjuice 
  potion requires several rare ingredients and a 
  skilled hand to brew. To finish the potion, a piece 
  of the person being impersonated must be added; 
  a piece of hair is most commonly used. 
  When you drink a polyjuice potion, roll with the 
  following questions: 
    ​+​   Was the person who brewed this potion very 
  skilled in potion making (if a PC, is Potions 
  one of their best classes)? 
    ​+​   Are you very familiar with the person you are 
  impersonating? 
  On a 10+, the transformation is perfect and will 
  last at least one hour. You will not be suspected by 
  anyone who doesn't know the person you are 
  impersonating very well. On a 7-9, choose one. 
  ● The potion will wear off suddenly sometime 
  within the hour. 
  ● The transformation is imperfect and will draw 
  suspicion. 
  On a miss, the transformation fails or the hair 
  added to your potion was from someone else or, 
  worse, an animal, GM's choice. 
   
  Healing Potion 
  When you drink a basic healing potion, choose 
  one: 
  ● Clear one physical condition. 
  ● Heal one damage. 
  Felix Felicis 
  If you drink Felix Felicis, or split one potion 
  between two or more people, you suddenly feel 
  incredibly good and incredibly lucky. Divide four 
  hours evenly among everyone who drank the 
  potion. For the duration of that time, starting 
  immediately, treat any miss as a 7-9 and any 7-9 as 
  a 10+. 
   
  Pepper-up Potion 
  This potion relieves the symptoms of the common 
  cold and has a slightly peppery taste. If you drink 
  a pepper-up potion, you can immediately erase 
  the condition "cold" (regardless of whether this 
  refers to the illness or a low body temperature) 
  and gain the condition "steam coming from your 
  ears" for the next few hours. 
   
   
  At the end of each session, complete the following 
  moves: 
   
  Relationships 
  At the end of each session, each player can adjust 
  their relationship score with one or two player 
  characters up or down by 1. Explain how your 
  character grew closer to or away from those 
  characters this session. 
   
  Experience 
  At the end of each session, a character marks one 
  experience for each of the following questions 
  they answer yes: 
    ​+​   Did all the characters work together as a team? 
    ​+​   Did you finish a school year or will be starting 
  a new school year next session? 
  After these questions are answered, if a character 
  hasn't marked any experience this session, they 
  mark one experience. 
   
  Reputation 
  At the end of each session, a character gains one 
  reputation for each of the following questions 
  they answer yes: 
    ​+​   Did we solve a major mystery? 
    ​+​   Did we defeat a major foe? 
    ​+​   Did we save someone important or famous? 
   
  9 
  
   
   
  You are a ​Gryffindor​, brave and loyal! 
   
  Known for their boldness and fearlessness, students of Gryffindor 
  house have a reputation for brash recklessness and a need for 
  daring, heroic adventure! 
   
   
  Who You Are 
   
  Your Name: ​______________________________________________________________ 
  Circle your blood status:  
  Pureblood, Halfblood, Muggleborn 
  Circle your species: 
  Human, Part-Veela, Part-Giant, Merfolk, Centaur, Werewolf, 
  Vampire, Dhampir, Ghost, Goblin, House Elf, 
  Metamorphmagus 
  Circle your two best classes: 
  Astronomy, Care of Magical Creatures, Charms, Defense 
  Against the Dark Arts, Deuling, Divination, Herbology, History 
  of Magic, Muggle Studies, Potions, Transfiguration 
  Circle your goal: 
  Pull off an awesome stunt, save someone, keep being awesome! 
  You have: 
  School robes with a Gryffindor crest, a wand, a bag full of school 
  books, a quill and a pot of ink, a cauldron, and spare parchment 
  Circle three extra props (or two if you're not human): 
  ● A racing broomstick 
  ● A rat, a cat, a toad, or an owl 
  ● Cool muggle sunglasses 
  ● Exploding snap 
  ● A subscription to the Daily Prophet or Witch Weekly 
  ● Muggle clothing 
  ● A partial map of Hogwarts and the grounds 
  ● A snitch, quaffle, bludger, or beater's bat 
  ● A box of Bertie Bott's Every Flavor Beans 
   
   
   
   
  Your Questions ☙ 
  Whenever you roll, add +1 for each question you answer yes: 
    ​+​  Are you protecting a friend? 
    ​+​  Are you acting with bravery? 
   
   
   
  
   
   
  Damage Track​ ○○○○○○ 
  ● At 1 damage, take -2 to ​Move with Strength or Grace 
  and ​Convince with Words or Actions 
  ● At 2 damage, take +1 to ​Lash Out with Magic or 
  Might 
  ● At 3 damage, take -2 to ​Research or Remember​, ​Create 
  or Transform with Magic​, and ​Brew a Potion 
  ● At 4 damage, take -2 to ​Observe or Investigate​ and 
  Heal with Magic 
  ● At 5 damage, take +1 to ​See Beyond the Veil 
  ● At 6 damage, you get taken out for at least this 
  scene; clear 2 damage when you come back 
   
   
  Experience​ ○○○○○○ 
  When six experience are marked, erase them all and 
  choose one from below. 
  ○ Take a new move from your house 
  ○ Take a new move from your house 
  ○ Take a move from a different house 
  ○ Take a move from a different house 
  ○ Choose 3 more props 
   
   
  Reputation​ ○○○○○○ 
  When six reputation are marked, circle the lowest rank 
  of reputation that isn't yet circled, then erase all 
  reputation. When you gain a rank of reputation, you 
  can use Your Time to Shine once at any time. You must 
  gain another rank of reputation before you can use 
  Your Time to Shine again. 
  ● Rank 1:​ Everyone at Hogwarts hears about what 
  you did. 
  ● Rank 2:​ Everyone at Hogwarts knows your face 
  and name. 
  ● Rank 3:​ Some people outside of Hogwarts have 
  heard about you. 
  ● Rank 4:​ You get your name in the Daily Prophet; 
  almost everyone in the Wizarding World knows 
  who you are. 
  Your Relationships 
  Fill in at least two with another player character. 
   
  ● You got caught breaking the rules with: 
   
   
  ● You keep trying to impress: 
   
   
  ● You feel compelled to protect: 
   
   
  ● They snuck into the Forbidden Forest with you 
  because you convinced them to: 
   
   
  Your Relationship Scores 
   
   
   
   
   
   
  Your Conditions 
   
   
   
   
   
   
  Your Time to Shine 
  This is your moment to be a hero, to be the center of 
  attention, and have everyone remember your name. 
  Nothing can stop you or stand in your way. You blast 
  through every barrier, defy all odds, stand courageous 
  and valiant, and emerge victorious. You stop every 
  enemy and save everyone, and you look awesome doing 
  it! 
  Gryffindor Moves 
  Choose two to start with: 
   
  ○ Reckless: ​When you ​Lash Out With Might or Magic​, 
  take the condition "reckless" if you don't already 
  have it and add +1 to your roll, but you always take 
  damage or cause collateral damage, even on a 10+. 
   
  ○ Fearless:​ You cannot gain the condition 
  "frightened." When you roll against a PC to 
  Convince with Words or Actions​, you add the 
  following to your list of choices: 
  ● If they do what you want, they mark 
  experience and erase the condition 
  "frightened." 
   
  ○ Rally the Troops!:​ When you roll to ​Convince with 
  Words or Actions​, you can target any number of PCs 
  or NPCs that you are close to or very familiar with. 
  On a hit, they take +1 forward to doing what you 
  want. 
   
  ○ White Knight:​ When you roll to ​Convince with 
  Words or Actions​ or ​Lash Out With Might or Magic​, 
  add the following question to your roll: 
    ​+​  Is there an audience? 
   
  ○ Valiant:​ When you stand strong in the face of 
  incredible odds or a formidable foe, add the 
  following question to your roll: 
    ​+​  Are you willing to sacrifice everything? 
   
  ○ Quidditch Champion:​ When you roll to ​Move with 
  Strength or Grace​, add the following question to 
  your roll: 
    ​+​  Are you on a broomstick? 
   
   
  
   
   
  You are a ​Ravenclaw​, inventive and clever! 
   
  Known for their intelligence and wit, students of Ravenclaw house 
  have a reputation for creative genius and a need to learn and 
  discover new things! 
   
   
  Who You Are 
   
  Your Name: ​______________________________________________________________ 
  Circle your blood status:  
  Pureblood, Halfblood, Muggleborn 
  Circle your species: 
  Human, Part-Veela, Part-Giant, Merfolk, Centaur, Werewolf, 
  Vampire, Dhampir, Ghost, Goblin, House Elf, 
  Metamorphmagus 
  Circle your two best classes: 
  Astronomy, Care of Magical Creatures, Charms, Defense 
  Against the Dark Arts, Deuling, Divination, Herbology, History 
  of Magic, Muggle Studies, Potions, Transfiguration 
  Circle your goal: 
  Invent something new, discover a new place, don't get in trouble! 
  You have: 
  School robes with a Ravenclaw crest, a wand, a bag full of school 
  books, a quill and a pot of ink, a cauldron, and spare parchment 
  Circle three extra props (or two if you're not human): 
  ● A racing broomstick 
  ● A rat, a cat, a toad, or an owl 
  ● A small mechanical device of your own invention 
  ● An odd piece of jewelry 
  ● An old record player with a few albums 
  ● A wizard's chess set 
  ● A musical instrument 
  ● A muggle device you've rigged to work at Hogwarts 
  ● A bag stuffed full of notes from your studies 
   
   
   
  Your Questions ☙ 
  Whenever you roll, add +1 for each question you answer yes: 
    ​+​  Are you using reason and logic? 
    ​+​  Are you discovering or creating something new? 
   
   
  
   
   
  Damage Track​ ○○○○○○ 
  ● At 1 damage, take -2 to ​Move with Strength or Grace 
  and ​Convince with Words or Actions 
  ● At 2 damage, take +1 to ​Lash Out with Magic or 
  Might 
  ● At 3 damage, take -2 to ​Research or Remember​, ​Create 
  or Transform with Magic​, and ​Brew a Potion 
  ● At 4 damage, take -2 to ​Observe or Investigate​ and 
  Heal with Magic 
  ● At 5 damage, take +1 to ​See Beyond the Veil 
  ● At 6 damage, you get taken out for at least this 
  scene; clear 2 damage when you come back 
   
   
  Experience​ ○○○○○○ 
  When six experience are marked, erase them all and 
  choose one from below. 
  ○ Take a new move from your house 
  ○ Take a new move from your house 
  ○ Take a move from a different house 
  ○ Take a move from a different house 
  ○ Choose 3 more props 
   
   
  Reputation​ ○○○○○○ 
  When six reputation are marked, circle the lowest rank 
  of reputation that isn't yet circled, then erase all 
  reputation. When you gain a rank of reputation, you 
  can use Your Time to Shine once at any time. You must 
  gain another rank of reputation before you can use 
  Your Time to Shine again. 
  ● Rank 1:​ Everyone at Hogwarts hears about what 
  you did. 
  ● Rank 2:​ Everyone at Hogwarts knows your face 
  and name. 
  ● Rank 3:​ Some people outside of Hogwarts have 
  heard about you. 
  ● Rank 4:​ You get your name in the Daily Prophet; 
  almost everyone in the Wizarding World knows 
  who you are. 
  Your Relationships 
  Fill in at least two with another player character. 
   
  ● Your study buddy is: 
   
   
  ● You convinced them to sneak into the restricted 
  section of the library with you: 
   
   
  ● They once caught you cheating but didn't turn you 
  in: 
   
   
  ● They helped you with one of your inventions when 
  you were stuck: 
   
   
  Your Relationship Scores 
   
   
   
   
   
   
  Your Conditions 
   
   
   
   
   
   
  Your Time to Shine 
  You finally reveal the true extent of your genius—a 
  spell, invention, or piece of knowledge that gives you 
  exactly what you need to save the day. You take 
  control, defeating even impossible odds with your wit 
  and skill. Everyone sees exactly what you're capable of, 
  and even your enemies are impressed. 
  Ravenclaw Moves 
  Choose two to start with: 
   
  ○ Studious:​ Choose two additional best classes. You 
  can take this move more than once, choosing 
  different classes each time. 
   
  ○ Bookworm:​ When you roll to ​Research or Remember​, 
  treat a miss as a 7-9. 
   
  ○ Inventive:​ When you roll to ​Create or Transform with 
  Magic​, add the following questions to your roll: 
    ​+​  Do you have outlines, blueprints, or excessive 
  notes that you've spent a long time working 
  on? 
    ​+​  Have you created or transformed successfully 
  in game in the same way before? 
   
  ○ Hyperfixated:​ Whenever you roll with one of your 
  best classes, add an additional +1 to the roll. 
   
  ○ Sharp-Eyed:​ When you roll to ​Observe or Investigate​, 
  you can ask an additional question, even on a miss. 
   
  ○ Exceptional Talent:​ Choose one from below. If 
  you take this move again, choose a different 
  option. 
  ○ Apparition:​ When you roll to ​Move with 
  Strength or Grace​, on a hit, you can choose to 
  immediately exit or enter a scene. You can 
  take up to one other person with you. On a 
  miss, you still apparate, but you or someone 
  you are transporting is splinched and takes 3 
  damage. 
  ○ Legilimency:​ When you roll to ​Observe or 
  Investigate​, on a hit, you can add the question 
  "What are you thinking?" to the list of 
  questions you can choose to ask. 
   
   
  
   
   
  You are a ​Hufflepuff​, loyal and fair! 
   
  Known for their strong work ethics and hospitality, students of 
  Hufflepuff house have a reputation for open-mindedness and a 
  need for fairness and justice! 
   
   
  Who You Are 
   
  Your Name: ​______________________________________________________________ 
  Circle your blood status:  
  Pureblood, Halfblood, Muggleborn 
  Circle your species: 
  Human, Part-Veela, Part-Giant, Merfolk, Centaur, Werewolf, 
  Vampire, Dhampir, Ghost, Goblin, House Elf, 
  Metamorphmagus 
  Circle your two best classes: 
  Astronomy, Care of Magical Creatures, Charms, Defense 
  Against the Dark Arts, Deuling, Divination, Herbology, History 
  of Magic, Muggle Studies, Potions, Transfiguration 
  Circle your goal: 
  Comfort someone, make a new friend, prove that being good is 
  its own reward! 
  You have: 
  School robes with a Hufflepuff crest, a wand, a bag full of school 
  books, a quill and a pot of ink, a cauldron, and spare parchment 
  Circle three extra props (or two if you're not human): 
  ● A racing broomstick 
  ● A rat, a cat, a toad, or an owl 
  ● A large box of chocolates 
  ● A small herb garden under your bed 
  ● A pouch of medicinal herbs 
  ● A potted plant 
  ● A box charm that projects a beautiful scene around you 
  ● A muggle item that non-muggles might find fascinating 
   
   
   
   
  Your Questions ☙ 
  Whenever you roll, add +1 for each question you answer yes: 
    ​+​  Have you put in the work? 
    ​+​  Are you taking what you believe is the most just and fair course of 
  action? 
   
   
  
   
   
  Damage Track​ ○○○○○○ 
  ● At 1 damage, take -2 to ​Move with Strength or Grace 
  and ​Convince with Words or Actions 
  ● At 2 damage, take +1 to ​Lash Out with Magic or 
  Might 
  ● At 3 damage, take -2 to ​Research or Remember​, ​Create 
  or Transform with Magic​, and ​Brew a Potion 
  ● At 4 damage, take -2 to ​Observe or Investigate​ and 
  Heal with Magic 
  ● At 5 damage, take +1 to ​See Beyond the Veil 
  ● At 6 damage, you get taken out for at least this 
  scene; clear 2 damage when you come back 
   
   
  Experience​ ○○○○○○ 
  When six experience are marked, erase them all and 
  choose one from below. 
  ○ Take a new move from your house 
  ○ Take a new move from your house 
  ○ Take a move from a different house 
  ○ Take a move from a different house 
  ○ Choose 3 more props 
   
   
  Reputation​ ○○○○○○ 
  When six reputation are marked, circle the lowest rank 
  of reputation that isn't yet circled, then erase all 
  reputation. When you gain a rank of reputation, you 
  can use Your Time to Shine once at any time. You must 
  gain another rank of reputation before you can use 
  Your Time to Shine again. 
  ● Rank 1:​ Everyone at Hogwarts hears about what 
  you did. 
  ● Rank 2:​ Everyone at Hogwarts knows your face 
  and name. 
  ● Rank 3:​ Some people outside of Hogwarts have 
  heard about you. 
  ● Rank 4:​ You get your name in the Daily Prophet; 
  almost everyone in the Wizarding World knows 
  who you are. 
  Your Relationships 
  Fill in at least two with another player character. 
   
  ● You have a huge crush on: 
   
   
   
  ● You never would have passed your classes if it 
  wasn't for: 
   
   
  ● They caught you smoking gillyweed but didn't 
  tell: 
   
   
  ● You always share your sweets with each other: 
   
   
   
  Your Relationship Scores 
   
   
   
   
   
  Your Conditions 
   
   
   
   
   
  Your Time to Shine 
  This is the moment where all your hard work and 
  dedication pays off. You may be frequently overlooked 
  and undervalued, but not right now. You're the one 
  making the calls, because you're the one who believes 
  in justice and fairness and you won't stand by and let 
  the bad guys win. You do what it takes to save the day, 
  and you do it your way, the right way. 
  Hufflepuff Moves 
  Choose two to start with: 
   
  ○ Dedicated:​ When you roll a miss, describe how you 
  try again harder and immediately roll again with a 
  +1. If you roll another miss, you can't try again. 
   
  ○ A Helping Hand:​ When you roll to ​Help or Hinder 
  and choose to help, you can add an additional +1 to 
  your roll and the roll of the person you're helping. 
   
  ○ Friend to All:​ You add an additional +1 to all rolls 
  to ​Talk It Out​ and ​Convince with Words or Actions 
  when you speak with kindness or compassion. 
   
  ○ Tireless:​ At any time you can name a specific goal, 
  like "keep watch," "finish this essay," or "find my 
  lost friend." You can only have one such goal at a 
  time. You take +1 forward in pursuit of that goal 
  and will not become exhausted or fall asleep 
  against your will for at least 24 hours while acting 
  on it. 
   
  ○ Good Cook:​ When you share your food (whether 
  you made it or not, so long as you share it with 
  love) with someone who is healing naturally, this 
  counts as you tending to their wounds and they can 
  heal an additional 1 damage or clear an additional 
  physical condition. 
   
  ○ Here When You Need Me:​ When a character that 
  you have at least a +1 relationship with is in 
  trouble, and you aren't in the scene, roll with the 
  following questions: 
    ​+​  Are they close by? 
    ​+​  Do you know where they are? 
  On a hit, you immediately show up in the scene. 
  On a 10+, you also take +1 forward to helping 
  them. On a miss, you can't get to them or 
  something stands in your way. 
   
   
  
   
   
  You are a ​Slytherin​, cunning and resourceful! 
   
  Known for their ambition and determination, students of Slytherin 
  house have a reputation for tradition and fraternity and a need for 
  power and control! 
   
   
  Who You Are 
   
  Your Name: ​______________________________________________________________ 
  Circle your blood status:  
  Pureblood, Halfblood, Muggleborn 
  Circle your species: 
  Human, Part-Veela, Part-Giant, Merfolk, Centaur, Werewolf, 
  Vampire, Dhampir, Ghost, Goblin, House Elf, 
  Metamorphmagus 
  Circle your two best classes: 
  Astronomy, Care of Magical Creatures, Charms, Defense 
  Against the Dark Arts, Deuling, Divination, Herbology, History 
  of Magic, Muggle Studies, Potions, Transfiguration 
  Circle your goal: 
  Make a new contact, gain something of worth, increase your 
  reputation! 
  You have: 
  School robes with a Slytherin crest, a wand, a bag full of school 
  books, a quill and a pot of ink, a cauldron, and spare parchment 
  Circle three extra props (or two if you're not human): 
  ● A racing broomstick 
  ● A rat, a cat, a toad, or an owl 
  ● A signet ring from your family 
  ● Charmed parchment that translates any language you can hear 
  ● A book of dark magic 
  ● Sleekeazy's Hair Potion 
  ● Fine wizarding robes 
  ● A useful contact 
   
   
   
  Your Questions ☙ 
  Whenever you roll, add +1 for each question you answer yes: 
    ​+​  Are you working toward a personal goal? 
    ​+​  Have you weighed all potential outcomes and picked the one most 
  beneficial to you? 
   
   
  
   
   
  Damage Track​ ○○○○○○ 
  ● At 1 damage, take -2 to ​Move with Strength or Grace 
  and ​Convince with Words or Actions 
  ● At 2 damage, take +1 to ​Lash Out with Magic or 
  Might 
  ● At 3 damage, take -2 to ​Research or Remember​, ​Create 
  or Transform with Magic​, and ​Brew a Potion 
  ● At 4 damage, take -2 to ​Observe or Investigate​ and 
  Heal with Magic 
  ● At 5 damage, take +1 to ​See Beyond the Veil 
  ● At 6 damage, you get taken out for at least this 
  scene; clear 2 damage when you come back 
   
   
  Experience​ ○○○○○○ 
  When six experience are marked, erase them all and 
  choose one from below. 
  ○ Take a new move from your house 
  ○ Take a new move from your house 
  ○ Take a move from a different house 
  ○ Take a move from a different house 
  ○ Choose 3 more props 
   
   
  Reputation​ ○○○○○○ 
  When six reputation are marked, circle the lowest rank 
  of reputation that isn't yet circled, then erase all 
  reputation. When you gain a rank of reputation, you 
  can use Your Time to Shine once at any time. You must 
  gain another rank of reputation before you can use 
  Your Time to Shine again. 
  ● Rank 1:​ Everyone at Hogwarts hears about what 
  you did. 
  ● Rank 2:​ Everyone at Hogwarts knows your face 
  and name. 
  ● Rank 3:​ Some people outside of Hogwarts have 
  heard about you. 
  ● Rank 4:​ You get your name in the Daily Prophet; 
  almost everyone in the Wizarding World knows 
  who you are. 
  Your Relationships 
  Fill in at least two with another player character. 
   
  ● Your deepest, darkest secret is known by: 
   
   
   
  ● You once badly insulted them but they gave you a 
  second chance: 
   
   
  ● You once lost something valuable but they 
  returned it to you: 
   
   
  ● They once comforted you in a moment of extreme 
  vulnerability: 
   
   
  Your Relationship Scores 
   
   
   
   
   
  Your Conditions 
   
   
   
   
   
  Your Time to Shine 
  This is the moment when all your plans come to 
  fruition—or everything falls apart and you're forced to 
  act with all the desperation and willpower you have. Are 
  you calm and in control or raw and laid bare for all to 
  see? Either way, the situation bends to your will, 
  exactly how you want it. 
  Slytherin Moves 
  You start with: 
   
  ● Dark Reputation:​ Your house has a reputation for 
  evil wizards and dark magic. Add the following 
  questions to all of your rolls: 
    ​+​  Are you using dark magic? 
    ​+​  Are you causing unnecessary pain or damage? 
  On a hit, you gain a point of reputation and the 
  condition "dark wizard." NPCs who encounter 
  you will treat you accordingly, usually with 
  mistrust or hostility. 
   
  ○ Pureblood Legacy:​ Your family name is well 
  known throughout the wizarding world. When you 
  bring up your family name to who isn't a muggle, 
  roll with the questions: 
    ​+​  Was your family involved with the Death 
  Eaters? 
    ​+​  Was your family known for being blood 
  prejudiced? 
  On a 10+, they know about your family and 
  respond as favorably as is reasonable based on your 
  family's reputation. On a 7-9, they know your 
  family name and respond according to what 
  they've heard, for better or worse, GM's choice. 
  On a miss, they don't know your family or don't 
  care. 
   
  ○ Old Money:​ Your family has a lot of money. 
  Describe how your family made its money and take 
  3 extra props. 
   
  ○ Honeyed Tongue:​ Add +1 when you lie while 
  attempting to ​Convince with Words or Actions​. 
   
  ○ Help Me Help You:​ When you roll to ​Help or 
  Hinder​ and choose to help, you do not put yourself 
  in harm's way. 
   
  ○ Resourceful:​ When you roll a miss, describe how 
  you try again with a different tactic or resource and 
  immediately roll again with a +1. If you roll 
  another miss, you can't try again. 
   
  
SOURCE: textdata/thevault/Hogwarts The Next Generation (PbtA)/Hogwarts The Next Generation.pdf