Tuesday, October 4, 2022

Hufflepuff: Clan Sprout

Sprout

"our roots go deep"

she's so wise

Sigil: the mandrake and flowers, orange on green

Skills: Herbology (expert) | Charms (advanced) | Potions (basic) | Wand-Lore (basic)


A quiet folk with little land of their own, the Sprouts are a curious choice for Head of House. Their castles are modest, comfortable warrens and even their great lairds and ladies are often mistaken for traveling healers, peddlers, and hedge-witches. Still, those who laugh at their country speech or despise them as cure-alls for beasts and muggle children are themselves foolish - after all, was not the Boy Who Lived Himself merely the son of a humble potter? The Sprouts have more wisdom and knowledge of the deep magic than many nobler families have ever learned.


Inspired Action – Healing Arts

You know what herbs to bring and what charms to sing. You can spend Inspiration to heal an injury or physical condition (Sickened, Deafened, Blind, etc).


Flaw – Compassion

The Sprouts take seriously the duty to preserve life, without prejudice. To take a life is to steal everything that a person might have been or done, and even the darkest soul may yet come to the light.

When you spare an enemy, gain Inspiration.


Starting Equipment –pick two–

  1. Noise-canceling earmuffs & Potted mandrake (immature) – all who hear its scream must test Strength or fall unconscious.
  2. Dragon-hide gauntlets (protect hands) & trollskin jerkin (Armour 1)
  3. Portable cauldron and common potion ingredients (ud6)
  4. Dragon dung fertilizer – Sickening to animals but very attractive to plants (ud3)
  5. Staff of living wood – produces fruits and flowers on command (ud3 per expedition, Bulky)
  6. Flagon of dandelion wine – supernaturally warming, turns drinker yellow for a day (ud3) 

Names

  1. Ballabard

  2. Carmelo

  3. Sylvanus

  4. Daphne

  5. Laurel

  6. Ivy


Design Notes: the cleric archetype/healer. Another one where the concept is so clear that there aren't many surprises in the execution. I do like a mechanical incentive to spare your opponents though, it's a softer version of some of the inter-party conflict mechanics that other clans have

Names: plant and plant-mythology themed, as expected. Much tougher to fill out the boys' names here.

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