Author’s summary: No TARDIS, no screwdriver, and no memory — on the plus side, an owl and a wand! May or may not be AU. “It’s all in the mind, you know.”
There are only a few Harry Potter / Doctor Who crossovers, so it’s a small thing to say, “This is the best of the lot.” It may mean more to say, “This is the best Doctor Who crossover of any fandom, of those I have read.” It may mean very little to say, “This is better than some Doctor Who episodes,” because of them are terrible, but I will say that anyway. This is better than some Doctor Who episodes.
Arson is difficult to investigate, because…
- Arson can be planned in advance.
- Arson can occur without the presence of the arsonist.
- Arson can destroy important evidence related to the crime.
Make a shocking impression.
Electric Wizards are all the rage in Buckeye, where mad alchemy is the order of the day.
This campaign’s settings and rules are highly derived from the Survival Paradigm posts on A Blasted, Cratered Land.
Everything changed when the kaiju attacked. Even today, scientists don’t have a clue where they came from or why they’re here. They shouldn’t even be able to live, let alone move, but that’s colossobiology for you. The important thing is that they came, they attacked, and even though their activity seems to fluctuate in accordance with some years-long cycle, they’re still here and still attacking, and only the most cutting-edge technology can do anything about them.
Some countries responded to the kaiju threat by fielding vast national armies of mechs. The United States chose to throw the gig economy at them instead, because of course it did. There’s no “Grand Mechanical Army” like they’ve got in Europe, no “Volunteer Self-Defense Force” like in Japan, just a bunch of poor saps who gotta hope that they make enough cash from this week’s kill to cover the wear-and-tear and their medical expenses.
Roughly seventy-five years ago, there was war in Upper Thaumerica, and the armies of Eastron and the Lake Countries marched against those of the Southlands. The most dramatic and enduring consequence of that war, at least as some reckon these things, was that the Wizards of the Red Hand were broken utterly, and their order, their lore, and their power was divided among two successor organizations.
The Wizards of the White Hand trace their scholastic lineage from those who, when war came, sided with the Second Grand Alliance and chose to forever sunder the Red Handed Order. Their power is in the body, to heal it and to injure it, and they can target their spells from a great distance. However, between themselves and their counterparts, the Wizards of the Black Hand, it is they who may be the most restricted: they cannot eat meat, except it be carrion, nor accept gifts, nor ride mounts.
Just, you know, a table of races, like everyone and their dogling has.
There are three important components to each race. During character creation, each race can re-roll a particular ability and pick the better of the two results. They also get a bonus and a weakness, which, ideally, will come up in play on a regular basis and either open up new options (bonuses) or be terrible for your character in ways which are fun for you, the player (weaknesses).
Not everybody has flavor text. You’ll just have to live with that.
Meet interesting people and then eat them.
You may also want to check out this post on rations and on hunger rules.
Try not to explode or turn yourself into a frog.
In the monochrome cities of Illinoir, Shadow Wizards are the Monocrat’s secret police. Operating beyond the reach of Sun’s bright rays and holy gaze, the Shadow Wizards are the last word in enforcing the Colorfast Decree.
Theirs is a dangerous life, because not only do they have to contend with the Pigment Mafia, but some of their own cannot be trusted: not only have some turned coat in exchange for gilded coins and lush hues, but the shadows themselves are intelligent and resentful of their subordinate condition, and never rest in trying to seize control or at least hurt their controllers.
Devils (usually) live in the cavernous bowels of Hell, but demons are another thing entirely: mutated spells with psychoplasmic bodies. The Squeaking Immaculus, or sponge demon, is produced from Randolph’s abrasive cleanser, which doesn’t find much use among dungeon delvers for some reason.
The biggest trouble with Squeaking Immaculi is that they can hold all kinds of liquids, including potions, for later use. The second biggest trouble is that they’re clever enough to use this to their full advantage, turning invisible at a moment’s notice and crawling up the walls with a potion of spider climb to make an unseen attack from above, or spraying the party with oil and then using a potion of fire breath on its next turn.
When it comes to sponge demons, oozes count as “liquid” and may be soaked up (and spewed out) like anything else, which makes them indispensable to alchemists (whose experiments can produce oozes when they go wrong).
Rules for the Squeaking Immaculus, and for Randolph’s abrasive cleanser, below the cut.