Thread for Quidditch Stuff

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 Quidditch Stuff
Sweetpea
1:24am, November 15, 2010
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Here is a list of the Quidditch teams and their players. If you would like to try out for your house team, please contact the captain.

Gryffindor
Captain:
Seeker:
Keeper:
Beater:
Beater:
Chaser:
Chaser:
Chaser:


Hufflepuff
Captain:
Seeker:
Keeper:
Beater:
Beater:
Chaser:
Chaser:
Chaser:


Ravenclaw
Captain:
Seeker:
Keeper:
Beater:
Beater:
Chaser:
Chaser:
Chaser:


Slytherin
Captain:
Seeker:
Keeper:
Beater:
Beater:
Chaser:
Chaser:
Chaser:


Quidditch Schedule
Gryffindor vs. Slytherin (December)
Hufflepuff vs. Ravenclaw (January)
Ravenclaw vs. Slytherin (February)
Gryffindor vs. Hufflepuff (March)
Hufflepuff vs. Slytherin (April)
Gryffindor vs. Ravenclaw (May)

 Rules
Sweetpea
1:26am, November 15, 2010
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Quidditch Rules

Brief overview: These rules rely on the chats rather…. unreliable dice system but it is all we have at this point. Depending on how these works out…. I’m pretty sure the admins may make some adjustments later on. All players are required to take note of their “damage” levels on a pad of paper. It is your responsibility to pay attention. Before each match a Storyteller/Referee will be appointed to watch over the game. It is this person’s job to RP the bludgers and snitch as well as keep order and keep track of the damage to players. That means both the players and the Storyteller must be willing to commit to writing down damage to said players on paper. However players need only be concerned with their own damage levels.
Rules:

Weather: the Mod or Admin rolls a 1d10 at the beginning of the match to set the weather for the day
1-2 - Think Prisoner of Azkaban - Gusty day + Raining/snowing effects
3-4 - Gusty Day - Throws and intercepts have a - 1 to complete
5-6 - Raining/Snow - - 2 to spotting the snitch, dodge, and goalkeeping
7-10 - Perfect Quidditch Weather - low wind, bright sunlight - no negatives

Upon Rolling the weather, The Admin or Mod is requested to update the top of the page so that it can be remember by all players and the referee.

To start the game, each captain in a private AIM chat will list the order of posting of their players. upon getting both of the lists. The captains roll off in the Main chat to see which team has the first post, it then alternates between teams.

The only change to the Post order is after the third round, when the Seekers can possible see the snitch. Once the snitch is seen, the Two seekers post after every other player until it is caught. Players wanting to disrupt the seekers can do so, but at the cost of a penalty.

The Captains will then roll a 1d10 to see who gets the first possession off of the toss by the referee.

Penalties: stop the normal flow, and the captain decides on a chaser to attempt to score past the keeper using the vs system.

Chaser:

Throw: Roll 1d10. 1-3 fails. 4-10 Succeeds (applies to passes as well as goal throws)

Dodge: Roll 1d10 - beaters roll vs. Chasers roll - Must equal or be greater than “deflect” roll to dodge.

Quaffle intercept (offense only): Roll 1d10. 1-4 fails. 5-10 succeeds (failure results in automatic turnover).

Steals from Opposing Players: 1-7 fails, 8-10 Succeeds

After Three sucessful passes between teammates, the team with the Quaffle can attempt to score with a roll between the Chaser vs. the Keeper.

Hit by Bludger: If hit by bludger roll 1d10 to “soak” damage. “Soak” rolls are not affected by damage. Both player roll a 1d10 - the beaters roll is subtracted from the Victim's roll, and then subtracted from ten. if the damage is a 0 or less there is no damage whatsoever.

Damage levels= “soak” successes:
10. Minor cuts (-1 digits) (All future rolls made with –1 digits. I.E. a Throw roll of 5 is really equal to 4 when you have 1 level of damage . Same success rules still apply)
9. Larger cuts and bruises (-2 digits)
8. Severe bruising and cuts. (-3 digits)
7. Minor fractures or minor broom damage ( -4 digits on rolls)
6. Major fractures/compound fracture or moderate broom damage (-5 digits)
7. Multiple broken bones (-6 digits)
5.Broken bone or severe broom damage (-7 digits)
4 successes and Below. Severe damage to broom and/or rider. (Player knocked unconscious)
IMPORTANT NOTE: DAMAGE IS CULMULATIVE.

Keeper:
Block: Roll 1d10 if “Throw” roll succeeds. Must equal or be greater than “Throw” roll to block.
SAME RULES APPLY FOR BLUDGER HITS/DAMAGE

Beaters:
Deflect/Aim: Roll 1d10 to deflect incoming bludger. 1-3 fails (failure is followed by a dodge roll). 4-6 Deflects. 7-10 sends bludger at targeted player.

SAME RULES APPLY FOR BLUDGER HITS/DAMAGE


Seeker:
Awareness: Upon appearance of Golden snitch. Each seeker rolls 1d10 to become aware of the snitch. 1-4 Fails. 5-10 succeeds.

+2 to spotting for the second person to see the Snitch.
+5 for being the first to spot the Snitch.


The race for the golden snitch: If either Seek notices snitch before other seeker, that seek will gain a +5 to the total of the first “race” roll.
The race will consist of four sets of 1d10 , each set of rolls will be done individually (with accompanying IC posts of course of racing after the snitch.) The Seeker with the highest total of the 4 roll sets catches the snitch.

SAME RULES APPLY FOR BLUDGER HITS/DAMAGE
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