TTRPG Wiki

Compare tabletop RPG systems to find your next game

City of Amber vs Hogwarts: An RPG

Compare City of Amber and Hogwarts: An RPG side by side. See differences in complexity, dice, genre, and more.

City of AmberHogwarts: An RPG
GenreFantasy, HorrorFantasy
TagsUrban Fantasy, Rules-Light, Career-Based, Investigation, Mystery, Noir, Atmospheric, Roll to Cast, Deadly, One-Shot FriendlyMagic School, Licensed IP, Family-Friendly, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly, CC-Licensed Rules
Core MechanicRoll d100 (2d10: one die chosen as the tens, the other as the ones) and try to roll under one of four Stats: Vitality, Willpower, Agility, or Cunning. Skills, situational advantages, or assists let the player roll twice and take the better result; disadvantages take the worse. Three Saves (Fear, Magic, Body) resolve the same way. Failed rolls, entering combat, and casting spells each add Stress; reaching 10+ Stress drains Vitality or Willpower and adds a Consequence, and a critical Save failure forces a Panic check against current Stress.Roll 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.
Diced1002d6
ComplexityLowVery Low
AvailabilityPaidFree core rules
Runnability3 of 5 book toolsBook tools not listed
LicenseAll rights reservedCC BY-NC-SA 4.0 (original non-Harry Potter content and rules only; Harry Potter IP/trademarks excluded)
Third-Party PublishingNot yet researchedNot yet researched
PublisherChrome Dog GamesDavid Brunell-Brutman
Year20262020
LanguagesEnglishEnglish, Czech, French, German, Italian, Polish, Portuguese, Spanish, Ukrainian
Best ForGroups who want a 1940s urban fantasy with horror undertones, where ordinary New Yorkers awaken to a hidden city of orcs, fey, and shades and pierce the illusion that keeps everyone else asleep. Built for one-shots and short campaigns driven by investigation, magical awakening, and dread.Harry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time players
Highlights
  • Amber level (1–10) is a double-edged progression: rising levels unlock new perceptions and career abilities (eventually including the power to command Grays), but falling to 0 reverts a character to a mindless Gray and hitting 10 retires them from play permanently.
  • The Stress/Panic/Consequence cascade is the mechanical heart of the horror: failed rolls and entering combat each add Stress, hitting 10+ drains Stats and locks in a long-term Consequence (Haunted, Catatonic, Amber Dread, and nine others), and a critical Save failure forces a Panic check against current Stress.
  • Career-gated magic means the same 20-spell list works differently across Careers: Street Wizards cast directly from randomly rolled spells, Artists bake spell effects into physical objects anyone can trigger, and Vagabonds redistribute Amber at personal cost.
  • The Anchor (a mundane personal object worth two starting Amber points) makes every character's connection to the ordinary world a mechanical vulnerability.
  • Complete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference: all free.
  • Mysteries mechanic drives story forward with player-generated questions.
  • Friends & Rivals system creates immediate inter-character drama.
  • Conditions track both emotional and physical harm with distinct recovery paths.
Considerations
  • Setting is locked to the City: characters cannot leave, and the GM improvises everything beyond its borders.
  • Career and Kindred lists are fixed with no guidance for homebrew options.
  • Magic is heavily gated to Street Wizards; other Careers receive one or two minor spell-like abilities at most.
  • The 49-page rulebook is rules-light by design and leaves substantial setting detail, adventure structure, and faction development to the GM.
  • Unlicensed fan game with no official support from the IP holders.
  • No structured character classes or playbooks: characters differ mainly by trait scores and House.
  • Advancement is slow, tied to accumulating four Experience.
  • No rules for combat beyond the Duel magic move: physical conflicts use the same basic moves as everything else.