Post by Dr. Althea Lannsman on Nov 5, 2007 23:05:40 GMT -5
Posting in The Quidditch Pitch.
All players will post using their team colors. You may use another color to highlight dialog if you so choose.
Gryffindor team members will post in Red.
Hufflepuff team members will post in Yellow.
Ravenclaw team members will post in Blue.
Slytherin team members will post in Green.
The referee will post in Pink.
Please keep all posts brief. A good precise description is enough. We don't need to hear about the wind blowing in your character's hair or what color his shorts are. We want to keep the game moving, but please RP your moves. That's the point isn't it?
Try not to edit your post once you've posted your moves. If players modify their posts, it will confuse the ref.
The referee has final say on what happens. Do not undermine the referee's authority or your team will automatically loose the match for unsportsmanlike conduct.
Only the referee may roll dice.
The Quidditch Pitch is magically warded so that audience members cannot be hurt by the players or the Quidditch equipment. It is also warded to prevent spectator interference. Spectators may post in the Quidditch match threads, however, spectators may not interfere with the Quidditch match.
Rules of Quidditch
1) 7 players/ team + NPC replacements. Vacancies will be filled by NPCs. NPCs are controlled by the team captain.
2) Coin flip to see which team starts with the quaffle. (1d2) 1= Team 1 2= Team 2
3) The quaffle must be successfully passed minimum 3 times before a shot on goal can be made.
4) When a pass is being made, the other team has a chance at intercepting the quaffle. (1d3) 1= Successful pass 2= quaffle intercepted 3= quaffle dropped
5) When the quaffle is dropped, a d6 is rolled to see which chaser picks it up. (1d6)
1= Chaser 1 team 1
2=Chaser 2 team 1
3= chaser 3 team 1
4= Chaser 1 Team 2
5=Chaser 2 team 2
6=chaser 3 team 2
6) After 3 successful passes in a row have been made by the same team they may take a shot on goal. Both the Keeper and the Chaser roll a d10, whom ever rolls higher, succeeds. (If the Keeper rolls higher the shot is blocked. If the Chaser rolls higher, a goal is scored and 10 points are awarded to that team.) In the event of a tie, the win goes to the Keeper.
7) The bludgers will randomly attack the players each turn. Players are numbered 1-14. A d14 is rolled for each bludger. The bludgers will attack the player with the same numbers as rolled.
8) The beaters have an opportunity to beat off the bludgers from their team mates. Failure to do so means that player is struck and has a chance of being injured and cannot act next turn. A d2 is rolled. 1=Bludger is beaten off 2= The Bludger strikes the player. If a player is struck, they cannot act next turn. A d10 is rolled to determine damage. Damage over 7 means the player must be replaced and is taken off the field.
1= Grazed
2= Hit
3= Struck
4= Pummeled
5= Bruised
6= Severe bruising
7= Sprained limb
8= Fractured bone
9= Broken bones
10= Concussion. The player is unconscious.
Sometimes there is no beater to cover a player being attacked or the beater fails to block the bludger. In this case the would-be victim of the bludger has an opportunity to dodge. The player has a 50/50 chance of being struck. (1d2) 1= player gets hit and takes damage (d10) 2=player dodges and receives no damage.
9) Players may interfere with the other team if they are not already engaged in another action. The outcome of such actions will be determined by the referee. If you perform an illegal move, there is a chance that the referee may catch you at it. The ref has a 1/4 chance of spotting the illegal move.(1d4) Illegal moves caught by the referee will be punished by the deduction of points. The number of points subtracted depends on the severity of the foul. (At the refereeās digression.) 1=player(s) are caught.
9) Seekers have a chance every turn to catch the snitch when they are not engaged in another action. (Such as being hit by the Bludger or another player.) A d20 is rolled. The Snitch is caught on a 20. In the event that both Seekers roll a 20, a d2 is rolled and the win will go to Team 1 on a 1 and Team 1 on a 2. The team who catches he snitch is awarded 150 points.
11) Turns keep going until the snitch is caught. When the snitch is caught, the game ends.
12) When the bludger is successfully beaten off, the beater who did so chooses the next target. If the bludger is dodged or hits someone it will randomly attack someone the next turn.
13) Any player may try to steal the quaffle from another player. A 1d4 is rolled. 1= the quaffle is stolen 2,3 or 4= the quaffle is not stolen.
14) Any player may illegally tackle another player. When a player is illegally tackled 1d2 is rolled. 1= player is tackled and takes damage (1d10) and there's a possibility they can be taken out of the game. 2= player dodges and is not tackled. There is a 1/4 chance that the referee may see the illegal tackle (1d4 1=illegal move is seen by the referee).
16) When a player needs to be replaced, that team is short that one player for one turn until the replacement fills in.
17) The team who has the quaffle posts first. The referee will announce who has the quaffle at the end of each turn. Players may only post once the score for that turn has been posted. The ref needs to modify their post numerous times. Once the score is posted, the ref's post is finalized.
All players will post using their team colors. You may use another color to highlight dialog if you so choose.
Gryffindor team members will post in Red.
Hufflepuff team members will post in Yellow.
Ravenclaw team members will post in Blue.
Slytherin team members will post in Green.
The referee will post in Pink.
Please keep all posts brief. A good precise description is enough. We don't need to hear about the wind blowing in your character's hair or what color his shorts are. We want to keep the game moving, but please RP your moves. That's the point isn't it?
Try not to edit your post once you've posted your moves. If players modify their posts, it will confuse the ref.
The referee has final say on what happens. Do not undermine the referee's authority or your team will automatically loose the match for unsportsmanlike conduct.
Only the referee may roll dice.
The Quidditch Pitch is magically warded so that audience members cannot be hurt by the players or the Quidditch equipment. It is also warded to prevent spectator interference. Spectators may post in the Quidditch match threads, however, spectators may not interfere with the Quidditch match.
Rules of Quidditch
1) 7 players/ team + NPC replacements. Vacancies will be filled by NPCs. NPCs are controlled by the team captain.
2) Coin flip to see which team starts with the quaffle. (1d2) 1= Team 1 2= Team 2
3) The quaffle must be successfully passed minimum 3 times before a shot on goal can be made.
4) When a pass is being made, the other team has a chance at intercepting the quaffle. (1d3) 1= Successful pass 2= quaffle intercepted 3= quaffle dropped
5) When the quaffle is dropped, a d6 is rolled to see which chaser picks it up. (1d6)
1= Chaser 1 team 1
2=Chaser 2 team 1
3= chaser 3 team 1
4= Chaser 1 Team 2
5=Chaser 2 team 2
6=chaser 3 team 2
6) After 3 successful passes in a row have been made by the same team they may take a shot on goal. Both the Keeper and the Chaser roll a d10, whom ever rolls higher, succeeds. (If the Keeper rolls higher the shot is blocked. If the Chaser rolls higher, a goal is scored and 10 points are awarded to that team.) In the event of a tie, the win goes to the Keeper.
7) The bludgers will randomly attack the players each turn. Players are numbered 1-14. A d14 is rolled for each bludger. The bludgers will attack the player with the same numbers as rolled.
8) The beaters have an opportunity to beat off the bludgers from their team mates. Failure to do so means that player is struck and has a chance of being injured and cannot act next turn. A d2 is rolled. 1=Bludger is beaten off 2= The Bludger strikes the player. If a player is struck, they cannot act next turn. A d10 is rolled to determine damage. Damage over 7 means the player must be replaced and is taken off the field.
1= Grazed
2= Hit
3= Struck
4= Pummeled
5= Bruised
6= Severe bruising
7= Sprained limb
8= Fractured bone
9= Broken bones
10= Concussion. The player is unconscious.
Sometimes there is no beater to cover a player being attacked or the beater fails to block the bludger. In this case the would-be victim of the bludger has an opportunity to dodge. The player has a 50/50 chance of being struck. (1d2) 1= player gets hit and takes damage (d10) 2=player dodges and receives no damage.
9) Players may interfere with the other team if they are not already engaged in another action. The outcome of such actions will be determined by the referee. If you perform an illegal move, there is a chance that the referee may catch you at it. The ref has a 1/4 chance of spotting the illegal move.(1d4) Illegal moves caught by the referee will be punished by the deduction of points. The number of points subtracted depends on the severity of the foul. (At the refereeās digression.) 1=player(s) are caught.
9) Seekers have a chance every turn to catch the snitch when they are not engaged in another action. (Such as being hit by the Bludger or another player.) A d20 is rolled. The Snitch is caught on a 20. In the event that both Seekers roll a 20, a d2 is rolled and the win will go to Team 1 on a 1 and Team 1 on a 2. The team who catches he snitch is awarded 150 points.
11) Turns keep going until the snitch is caught. When the snitch is caught, the game ends.
12) When the bludger is successfully beaten off, the beater who did so chooses the next target. If the bludger is dodged or hits someone it will randomly attack someone the next turn.
13) Any player may try to steal the quaffle from another player. A 1d4 is rolled. 1= the quaffle is stolen 2,3 or 4= the quaffle is not stolen.
14) Any player may illegally tackle another player. When a player is illegally tackled 1d2 is rolled. 1= player is tackled and takes damage (1d10) and there's a possibility they can be taken out of the game. 2= player dodges and is not tackled. There is a 1/4 chance that the referee may see the illegal tackle (1d4 1=illegal move is seen by the referee).
16) When a player needs to be replaced, that team is short that one player for one turn until the replacement fills in.
17) The team who has the quaffle posts first. The referee will announce who has the quaffle at the end of each turn. Players may only post once the score for that turn has been posted. The ref needs to modify their post numerous times. Once the score is posted, the ref's post is finalized.