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Magic of Hogwarts

PostPosted: Mon Jun 25, 2007 9:52 pm


User ImageThe site for the school-wide favorite event: Quidditch! Each year the houses compete to win the house cup. The rules of Qudditch are simple and are as follows:

There are six players on each team. Three chasers, Two beaters, one seeker, and one keeper. They each have individual roles in the game.

The Chaser: They attempt to catch and throw the quaffle through one of three hoops of the opposing team. A successful goal results in ten points.

The Beater: The beater is responsible for using a wooden bat to divert the Bludger from hitting a player of their team and to (hopefully) aim for a player of the opposing team.

The Seeker: Must keep an eye on the golden snitch. A small golden ball with wings, the snitch moves quickly and is difficult to see. The seeker is to find the snitch and capture it before the opposing team's seeker. Catching the golden snitch earns the team 150 points and ends the game.

The Keeper: The keeper is to guard the three goal posts to prevent the opposing team from scoring a goal with the quaffle.


Practices can be arranged by the appropriate Head of House and matches can be scheduled to be played throughout the school year.

((The rules have been posted, and I must give Kineta some major credit for helping me with this. If you have feedback or suggestions, please post it in the Quidditch Feedback Thread))
PostPosted: Mon Jun 25, 2007 9:52 pm


Chasers


Chasers are responsible for the scoring of goals. This requires a great deal of accuracy and skill. This is how you will be playing.

At the beginning of the game, I will throw the quaffle into the air. Both team captains will roll a 20-sided die to see who catches the quaffle first. The highest number wins. The one with the quaffle must now decide what to do and how to get it to the goal. Of course you may not be silly enough to attempt to score a goal from your starting position. You must dodge other players, throw to other team members, and put some skill into your handiwork.

To Throw to and Catch from Another Player:
Roll a 20-sided die. If you roll something other than a 19 or 20(which indicates a perfect throw, resulting in a perfect catch), the person you are throwing the quaffle to must roll the same or higher than you to catch the quaffle (if you throw a 1, then it is an automatic miss). If the person misses, a player from the opposing team must roll to see if he or she intercepts and catches it. A roll of 10 or better will get you the quaffle. If you roll lower than 10, the other team rolls again to catch the quaffle, also using the 10 or higher rule.

To Score a Goal:
When you get close enough to the goal, roll a 20-sided die. If the keeper rolls higher than you, then your quaffle is blocked and the ball is thrown to the opposing team.

To Dodge a Bludger:
Roll a 20-sided die. A roll over 10 will assure you a dodge. A roll under 10 will mean you've been hit by the bludger, and depending on the roll, it may either leave you bruised or unconcious (a 9 will be a small bruise, whereas a 1 will knock you out). Once the bludger hits its target, it will move on to someone else and I will announce its next location. If you successfully dodge the bludger, I will also announce its next location.

The Madame Hooch


The Madame Hooch

PostPosted: Mon Jun 25, 2007 9:53 pm


Keepers


Keepers are very essential to the game, as they prevent goals from being scored. This requires some agility and some fast reflexes.

As explained in the section for the Chasers, scoring a goal is relatively easy, as is blocking the goal.

To Score a Goal:
When you get close enough to the goal, roll a 20-sided die. If the keeper rolls higher than you, then your quaffle is blocked and the ball is thrown to the opposing team.

To Dodge a Bludger:
Roll a 20-sided die. A roll over 10 will assure you a dodge. A roll under 10 will mean you've been hit by the bludger, and depending on the roll, it may either leave you bruised or unconcious (a 9 will be a small bruise, whereas a 1 will knock you out). Once the bludger hits its target, it will move on to someone else and I will announce its next location. If you successfully dodge the bludger, I will also announce its next location.
PostPosted: Mon Jun 25, 2007 9:57 pm


Beaters


The most brutal part of the game belongs to the beaters. Armed with only a bat and thier wits, beaters aim to keep the menacing bludger away from their teammates and heading in the direction of their opponents.

To beat a bludger:
I will announce where the two bludgers will first make their attempt at the same time I throw the quaffle into the air. The players that are being targeted must do the following: when I announce the destination of the bludgers, I will also roll 2 20-sided die, one for each bludger. The first number is for the first bludger and the second number is for the second bludger. The targeted players must roll higher than the bludger's roll to successfully beat the bludger back in a different direction. If you successfully roll over the bludger, then you may direct the bludger in any direction you want. If you roll the same as the bludger, then the bludger is hit blindly and in no particular direction. I will announce its next target.

To Dodge a Bludger:
If, on your roll, you roll lower than the bludger, you have missed beating the bludger, but you still have an attempt to dodge. Roll a 20-sided die again and a roll over 10 will assure you a dodge. A roll under 10 will mean you've been hit by the bludger, and depending on the roll, it may either leave you bruised or unconcious (a 9 will be a small bruise, whereas a 1 will knock you out). Once the bludger hits its target, it will move on to someone else and I will announce its next location. If you successfully dodge the bludger, I will also announce its next location.

The Madame Hooch


The Madame Hooch

PostPosted: Mon Jun 25, 2007 9:58 pm


Seekers


The most important and complicated part of the game belongs to the seekers. If the golden snitch is caught, that team is awared 150 points and the game ends. Catching the snitch, however, takes a great amount of speed and sight.

To Spot the Snitch:
The only thing Seekers can do until they wait to spot the snitch is to avoid bludgers. This is how the Snitch will make itself known: A character, The 1 Golden Snitch, will post in this arena, with or without a picture of the snitch and the words "catch me if you can" and 2 20-sided die rolled, the snitch "announcing" which roll applies to each player. If you see this picture and the roll, you must also roll a 20-sided die. If your roll is the same or over the roll the snitch has designated you, then you spot the snitch. If you roll under but your opponent rolls over, then you must roll again to see if you spot your opponent. A successful second roll will get you off in the right direction of the snitch. If both players roll under the roll for the snitch, neither players sees the snitch, and it goes back into hiding until it posts again.

To catch the snitch:
Once you have spotted the snitch, you must outrun it and attempt to capture it. To do so, You must first catch up with it. When you have spotted the snitch, the snitch will roll another 20-sided die (only one this time, and it will apply to both players if both have spotted the snitch). Rolling on or over the roll for the snitch will have you caught up to it. Rolling under will have you falling back. If you have caught up to it, the snitch will then roll another 20-sided die to dodge your grasp. If you roll on or over the snitch's roll, then you catch the snitch. If you roll under, then you fail to catch the snitch, which causes the snitch to speed back up, which means you must roll again to catch up with the snitch with the snitch's inital speed roll. If both players fail to catch or speed up to catch the snitch, the snitch will go into hiding again until it re-emerges.

To Dodge a Bludger:
Roll a 20-sided die. A roll over 10 will assure you a dodge. A roll under 10 will mean you've been hit by the bludger, and depending on the roll, it may either leave you bruised or unconcious (a 9 will be a small bruise, whereas a 1 will knock you out). Once the bludger hits its target, it will move on to someone else and I will announce its next location. If you successfully dodge the bludger, I will also announce its next location.
PostPosted: Mon Jun 25, 2007 10:02 pm


Quidditch Teams


User Image denotes Team Captain.

Ravenclaw
Chaser: Stella Angelica
Chaser:
Chaser:Gary LupusUser Image
Keeper: Nicholas Zweck
Beater:
Beater:
Seeker: Mandora Finkle

Gryffindor
Chaser:
Chaser: Star Black User Image
Chaser: Arianna Spinestra
Keeper: Rose Wood
Beater: Chuck Schoultz
Beater: Kat Kolbert
Seeker: Deanna Hansen

Hufflepuff
Chaser:
Chaser:
Chaser:
Keeper: Mackenzie Helvarez
Beater: Kitanna Blade
Beater:
Seeker:

Slytherin
Chaser: Luft Crola
Chaser: Icarus Lofthine
Chaser:
Keeper:
Beater: Jaden Freebird User Image
Beater:
Seeker: Draco Malfoy

The Madame Hooch


`Kibbs

PostPosted: Mon Jun 25, 2007 10:25 pm


    I thought I should tell you that you have it wrong. It's seven players per team;
    3 Chasers
    2 Beaters
    1 Keeper
    1 Seeker
    You only put 2 chasers. C:>
    Just thought you should know.


From Magic: Thank you for the correction! ^^
PostPosted: Tue Jun 26, 2007 5:15 pm


Gryffindor Quidditch Captain reporting for duty, anyone wishing to join the team let me know, I'm a Chaser so there are 2 chaser positions left!

padfootfan


padfootfan

PostPosted: Tue Jun 26, 2007 11:04 pm


steps out onto the pitch taking a deep breath of the cool afternoon air around her, she walked toward the storage shed and grabbed the bats and let the bludgers out of the box then mounted her broom flew around a few laps and stopped in front of Kat and handed her the other bat, " Ok lets see how you do, make sure though you don't hit me i've had a few bludgers hit me in the head, let's use this as a target" and out of mid air she creates a red hoop, "try to aim the bludger through there"  
PostPosted: Tue Jun 26, 2007 11:07 pm



    She mounted her broom and kicked from the ground. She flew to a good distance from the hoop. Gripping the bat tightly, took a deep breath a let it out. "Okay, I'm ready!" She shouted at Star.

`Kibbs


padfootfan

PostPosted: Tue Jun 26, 2007 11:18 pm


a bludger came soaring at Star and she took a deep breath and swung her bat with her best swing and the bludger went through the hoop perfectly she smiled thinking to herself *George taught me well*, the bludger came soaring back through the hoop this time heading for Kat, Star took a deep as she watched in earnest.  
PostPosted: Tue Jun 26, 2007 11:20 pm


    She gripped the bat until her knuckles turned white. The Bludger was heading her way. Closer, and closer. With her best power and aim she swung the bat. The Bludger flew through the hoop and bypassed Star. She sighed a huge sigh and smiled in spite of herself.

`Kibbs


padfootfan

PostPosted: Tue Jun 26, 2007 11:26 pm


Star gave her a huge smile and said, "NOW THAT'S WHAT I'M TALKIN ABOUT!" she flew over to Kat, " i think i can safely say that you're on the team Ma'am just show me more like that! Man I'll have to get George out here to train you you're almost as good as they were!" she said giving her a huge high five, then she noticed that the 2 bludgers were coming for both of them, "uh oh" she said swinging her bat again and one went flying off in the other direction.  
PostPosted: Tue Jun 26, 2007 11:29 pm


    She returned the highfive, with a huge grin on her face.
    "Uh-oh," she heard Star say. She looked over and saw her whack one Bludger away. She mimicked her and knocked away the other. She gave a sigh of relief.
    "That was a bit close," she said, her smile returning to her face. "You mean it though? I'm on the team?!"

`Kibbs


padfootfan

PostPosted: Tue Jun 26, 2007 11:37 pm


she smiled back at her saying, " I'm serious you're definatly on the team! though we should probably land so we don't get hurt" she laughed  
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Recycling Alley

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