Experience Mods: 1-2 years = +1 3-4 years = +2 5-6 years = +3 7 years (only with MTA) = +4 {Do not add these together}
*1+ Year Experience for Quidditch MTA Skill
Experience adds +1 point to both AC and Skills!
Training: (In order to add these as modifiers, you must have completed the course) Advanced Flying I = +1 Advanced Flying II = +2 {After AF2 mods can be changed ONCE}
Special Skills:
Sharp Eyes - Seeker +2 for Spotting the Snitch Natural Flyer - AC Boost +2 for AC Good Arm - Chaser +2 To Shoot Mean Swing - Beater +2 to Hit Bludgers Deft Dodger - AC Boost +2 for AC Great Catch - Keeper/Seeker +2 to Catch Snitch OR Quaffle Dang Healthy - Life Boost Gives 1 extra life (Total of 4) Hold the Line - Keeper +2 to Catching the Quaffle ONLY Swift Swipe - Chaser +2 to Steal the Quaffle
These SUBTRACT from AC and Mods check the Weather Thread. Weather Conditions: Windy, Rain, Snow -1 Thunderstorm, Sleet, Hail -2 For every life lost, add another -1 to all rolls.
Here are the best Mods by position
Keeper: Hold The Line, Great Catch, Natural Flyer/Deft Dodger Seeker: Sharp Eyes, Great Catch, Natural Flyer/Deft Dodger Beater: Mean Swing, Dang Healthy, Natural Flyer/Deft Dodger {Also can use Mean Swing, Nat Flyer, and Deft Dodger for double AC boost instead of bonus life} Chaser: Swift Swipe, Good Arm,Natural Flyer/Deft Dodger Generic/No Choice: Natural Flyer, Deft Dodger, Dang Healthy
Posted: Wed Jan 25, 2017 11:12 am
H o w x t o x P l a y
General Rules
Editing - You may only edit your post to mark your total rolls and edits such as you forgot to change from 1/3 to 2/3. You can also edit to add a quote if you hit someone/aim
Quoting - Quote when you're aiming at the goals OR when you hit someone. This is a rule to keep the game moving smoothly.
The Dice You'll Use
d20 - Used for all player actions, including shooting, hitting, scoring, and defending. d10 - Used (x10) to get the quaffle for the initial tossup.
All About AC
AC {Armor Class} is the number that opponents will have to beat in order to make action against you. Everyone starts at a base of 10, then any modifiers and experience add to the number, making it harder to hit or steal from you.
Lives (and how to 1UP)
Every player gets Three lives. You lose a life whenever you get hit by a bludger. You lose three, you're out of the game (probably with a concussion... ouch!). If you get hit, you're allowed to chose where your character gets hit, but do NOT hit the head/face/neck. You'll probably die. Remember, the Bludger is a solid iron ball that weighs about 60 lbs. When traveling fast, it'll snap bones like a cookie.
To gain an extra life, the Dang Healthy Modifier adds +1 life, bringing you to a total of four.
The Six-Hour Rule
The 6-Hr Rule basically exists to prevent the game from being unable to progress. If you post at say, noon, then at 6PM, if the other player hasn't posted, you'll be able to post again.
Now you've got all that, here's how to play all the positions!
Chasers
The Chasers have three main goals. Get the quaffle, keep the quaffle, and score.
To Get the Quaffle you can do this in two ways.
1) Win the Tossup - Roll 10, 10 sided dice at the beginning of the game (only one chaser per team). *For the tossup, mods do NOT matter* Whomever gets the highest, starts the game with the quaffle. {Fun Fact: if you both roll the same number, the two chasers collide! If this happens, a new chaser from each team must go for tossup.}
2) Steal the Quaffle - if someone on the other team has possession, you can steal the quaffle by rolling 1 20-sided die. If you beat their AC, you take the ball into your team's possession. (Then you can post your 1/3 without waiting) You can also steal during Interceptions. These are between either Keeper and Chaser, or Chaser and Chaser when the ball is being passed. If it is mid-pass, you must beat the AC of the one CATCHING the pass.
To Keep the Quaffle is simple. Make it 3 posts without it getting stolen. Remember, you can use the 6-Hour Rule to your advantage here!
To Shoot the Quaffle, you roll 1 20-sided die ON your 3/3 post. 3/3 = At the goals! Instead of beating the Keeper's AC, you have to beat their roll. If you win, you score. If they win OR there's a tie, they defend the goals and throw to their team.
Beaters
Beaters are both the enemy and protectors. They hit opponents to weaken them, and defend their teammates to keep them playing. **Remember, after a post you can NOT post the same beater again until the quaffle has moved! The 6-Hour Rule does NOT affect this!**
To Hit you have to roll higher than the target's AC. If you tie, it does not hit.
To Protect you must roll a total of 16. To hit on a defend post, you must both roll higher than 16 AND their AC. (people with AC 16 and under make wonderful targets!)
To Self-Protect you must roll a 19+ (including mods), but cannot aim in the same post.
While protecting the "hit yourself" rule is no longer in function. If you are trying to save and you roll Nat1-3, you aren't injured, but you fail the save.
To Hit... Yourself is when you roll a Natural 1, 2, or 3. Mods don't help here, you just get hit. If you roll like this, NO ONE can defend you, you just lose a life. (Dangers of the job!)
When taking aim, please keep in mind your teammate's targets. You may not both hit the same target. If they miss, you may aim for the same player, however, once they've been hit, you'll need to choose another target. This is to prevent tag-teaming and making it impossible for the other team to defend. In order to aim at that target again, they must have either posted being hit OR be defended from the previous hit.
**Only two players, regardless of team, may be targeted at any one time. This is to make sure everyone can have a chance to be defended... and also because there are only 2 bludgers on the pitch!**
Keepers
Keepers aren't played as often (and are great for busy people!), since they are only posted when someone's trying to score against them.
Their one job is to protect. After the Chaser has rolled their die, you have to beat it. If you both tie or Keeper wins, no score is made. If the Chaser wins, their team gets the point.
After you either defend or fail the catch, you must post a second time (allowed to be in a row), tossing to one of the Chasers on your team.
Seekers
Seekers have the most complicated job in the guild, but they have to spot, then catch the ever elusive Snitch.
The Seekers may NOT post more than 3x/hour, doing moreso will be considered spamming. This rule is to allow time for the other players to post. If the game has gone through Friday, the spamming rule is lifted.
To Spot you have to roll your d20 to get a 19 or higher. If you fail you must wait for the other Seeker or the 6-Hour Rule to post again.If you succeed, you must spend 3 posts catching up to the Snitch.
To Catch the Snitch, you must have gotten to 3/3 on the catching up. Once you're there, you begin trying to catch. You get 2 chances to catch. You have to roll a total of 22 or higher to grab it! If you don't roll a 22 in those 2 turns, you have to start the whole mess all over again. Good luck!
If the ref calls a final seeker battle (either when time is running out OR players are unable to continue without forfeit, the 3 posts/hour rule is lifted. If you fail to spot, you now need to spot, then the next roll can be a new set of trying to catch. THIS IS ONLY DURING THE OFFICIAL SEEKER BATTLE TIME, ANY OTHER TIME IT WILL BE CONSIDERED CHEATING.
s p e c i a l x s k i l l s xxxxx (+2 to xxxxx) xxxxx (+2 to xxxxx) xxxxx (+2 to xxxxx)
e x p e r i e n c e x & x t r a i n i n g years of quidditch : xxxxxx (+x to all) advanced flying I : xxxxxxx (+1 to all) advanced flying II : xxxxxxxx (+2 to all)
m o d i f i e r s stealing : +x shooting : +x defending : +x spotting : +x catching : +x hitting : +x ac : xx
s p e c i a l x s k i l l s Sharp Eyes (+2 to Spotting) Great Catch (+2 to Catching) Natural Flyer (+2 to AC)
e x p e r i e n c e x & x t r a i n i n g years of quidditch : six (+4 to all) advanced flying I : yes (+1 to all) advanced flying II : yes (+2 to all)
m o d i f i e r s stealing : +6 shooting : +6 defending : +6 spotting : +8 catching : +8 hitting : +6 ac : 18
s p e c i a l x s k i l l s Mean Swing (+2 to hitting) Deft Dodger (+2 to AC) Natural Flyer (+2 to AC)
e x p e r i e n c e x & x t r a i n i n g years of quidditch : one (+1 to all) advanced flying I : yes (+1 to all) advanced flying II : yes (+2 to all)
m o d i f i e r s stealing : +5 shooting : +5 defending : +5 spotting : +5 catching : +5 hitting : +6 ac : 18
s p e c i a l x s k i l l s Natural Flyer (+2 to ac) Deft Dodger (+2 to ac) Dang Healthy (+1 to Lives)
e x p e r i e n c e x & x t r a i n i n g years of quidditch : 1 (+1 to all) advanced flying I : yes (+1 to all) advanced flying II : enrolled (+2 to all)
m o d i f i e r s stealing : +3 shooting : +3 defending : +3 spotting : +3 catching : +3 hitting : +3 ac : 17