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2 May 2019, 22:19
Quidditch System
QUIDDITCH
Simply put, Quidditch is a game of teams on brooms competing against each other to earn the most points. It is one of the most popular and well-known games among wizards and witches. It consists of four player positions - the seeker, the keeper, the beater, and the chaser - and three sports balls - the golden snitch, the quaffle and the bludger. Please refer to the Sports in Hogwarts.io thread for an overview on playing a sport.

This is the "Game Master" account. Please do not owl this account, unless specified. This account is not moderated actively and therefore, you may not receive a response.

Contact a Head of House or the Headmaster if you need anything.

2 May 2019, 22:27
Quidditch System
Quidditch Championship
Each house has a Quidditch team composed of 7 first-string players: 1 Keeper, 1 Seeker, 2 Beaters and 3 Chasers; and 4 second-string players (1 for each of the 4 positions), bringing the total team size to 11. The teams aim to gain as many points as possible before the golden snitch is caught, which ends the game.

There are three Quidditch matches in a school year - one in fall, one in winter and one in spring. Scoring with a quaffle earns 10 points for the team. Catching the snitch earns 150 points for the team and ends the game. The team with the most points at the end of a Quidditch match wins that game. The house team with the most points at the end of the year wins the championship.

If a game ends with the scores between two teams tied, all users still standing get a chance to score one last quaffle. Mechanically, this means all players still on the field will get an accuracy roll. Whichever player rolls the highest wins the game for their team by getting the quaffle against everyone else and scoring the final goal (worth 10 points) against unguarded hoops. Like with any quaffle grab, a tied highest accuracy roll results in a contested strength check.
Quidditch Mechanics
The following is an example of how a Quidditch match plays out:
  1. Start of the Match - the pitch is described. The players are listed. The setting is written with a narrative post.
  2. Players enter the thread - the players enter the thread and all fly up to their starting positions. They will be given a predetermined amount of time to post and submit actions - 120 hours from the time of the moderation post. Any posts or strategies made after this time will not count towards the round.
  3. First round is moderated - the moderator will do rolls and take into account the actions submitted, player stats, and the correct order of operations.
    1. Debuff Fouls (ie cobbing, part-veela scream and part-giant break limb) - takes place at the start of the round and effects all actions performed.
    2. Chasers make a grab attempt - this include quaffle-related actions and quaffle-related fouls.
    3. Seeker grabs/seeks for the snitch - this would be snitch-0related activities and snitch-related fouls (ie snitchnipping and blurting).
    4. Bludgers - this would be bludger-related activities such as beaters targeting a bludger AND rogue-bludger mechanics. Users may start falling from their broom at this time due to negative health and these users can only be saved by a user that has rapid reviver. In cases where multiple players are performing bludger actions during a round, in terms of moderation they will be performing this action "at the same time" (there is no need for an initiative roll here).
    5. Damaging fouls (ie dhampir's fang/claw attack and a martial artist's punch/kick) - these are guaranteed actions even if they were knocked off their broom (KOB) from bludgering. we treat this as happening at the same time as bludgering. In cases where multiple players are performing damaging fouls during a round, in terms of moderation they will be performing this action "at the same time" (there is no need for an initiative roll here).
    6. Fouls that only cause KOB (ie. blatching and pincering) - players are knocked off their broom (KOB) due to the effect of an action, not negative health occurs after #1-5 and an initiative roll is rolled to determine which KOB foul happens first if there is more than one KOB foul happening during the round to determine who is blatching/pincering first. If the target of a blatch is already knocked from their broom by the time a user performing a KOB foul attempts to perform their action, the user loses their action. A a user also cannot pincer/blatch if they were knocked off their broom (KOB) before this step. This means that blatching/pincering is not a guaranteed action. A penalty lap only applies if a user attempted a blatch or pincer move.
    7. Saves and returns to broom - a user cannot save/return to broom if they were knocked off their broom (KOB) before this step. This means that saving is not a guaranteed action.
  4. Players will post - the players post again in the thread. They will be given a predetermined amount of time to post and submit actions - 120 hours from the time of the moderation post. Any posts or strategies made after this time will not count towards the round.
  5. The next round starts.
A Quidditch Match lasts until the snitch is caught or there is no longer any Seeker capable of attempting to catch the Snitch. When a Quidditch Game ends without a snitch being caught, the winning team is decided by the present score made with Quaffles.

Rogue Bludgers
  • If at least one beater on a team takes a bludger-related action (eg bludgering or backbeating), then a bludger will not randomly target anyone on their team. However, if both beaters on one team do not take a bludger-related action, then a bludger will randomly target someone on their team. This means at most, if both teams' beaters don't take a bludger-related action, then two bludger attacks will be rolled. One targeting each team.
  • For clarification, defender is not considered a bludger-related action. A beater using defender will not prevent the bludger being randomly rolled, but they would be able to defend if the bludger randomly targets the person they are defending.
  • The bludgers who target randomly will have an accuracy stat of +5 and will deal 125 damage. If a bludger rolls a critical accuracy roll (20), their damage is doubled.
If a player is knocked off their broom and not saved in the same round, they are considered to be out of the game. If a user is knocked off their broom and has reached negative health, they can only be saved by a user with rapid reviver. If a player is lost (knocked out or out of the game) and there is a second-string player for the position, the second-string player is pulled onto the pitch during the next round.

If a user does not post for two rounds, they are considered to be out of the game. If there is a second-string player for the position, the second-string player is pulled into play during the second round that the first-string player fails to post. They will perform the action that the first-string player would have done during their second missed round.

The match will forcibly end with the point total frozen that moment if any of the following conditions are met:
  • The snitch is caught
  • There are no seekers left on both teams
  • One team is completely KOB
  • One team has no way to score more points (eg they have no chasers/seekers/keepers - beaters cannot quaffle grab so they cannot earn points if they're the only ones left on the field)
  • Forfeit (refer to the section immediately below)
A forcible ending ends the match immediately, this means that the point total is frozen at that time. There would not be an additional period of time for a team to engage in finding the snitch or grabbing the quaffle uncontested to rack-up points.

A team may forfeit the match if the following conditions are met:
  • The forfeiting team must have no more seekers left
  • The forfeiting team must have the agreement of all the players left on the field AND/OR the majority of the team wants to forfeit
  • The forfeiting team must be losing by at least 100 points
  • The winning team does not get extra points in the event of a forfeit
Sharing A Broom
When two players are sharing a broom, they are considered to be a "Two-Headed Dragon." The pair would share stats and only get 1 action per round (that they must agree on and both must post for). This makes them significantly more powerful due to teamwork, but also dependent on one another and their moves are limited to one move that they must agree on. When attacks/moves are made, the stats of the players sharing the broom are averaged. So, if one user has a 7 and the other has an 11 in evasion for a total of 18, then while sharing the broom, they have an evasion of 9. Stamina is not being averaged - each player maintains their own health pool. To knock them off their shared broom, the owner of the broom (who would be taking the damage on hits aimed at those on the broom) needs to have their health reduced to 0 or below. Then all riders fall from the shared broom.

The riders abilities are shared - so if one of them has fearless, the duo while they are on the shared broom have fearless. When sharing a broom, the players have access to both movesets. So if a Seeker is sharing a broom with a chaser, they can continue to seek for the snitch, even if they are on the chaser's broom. When the broom gives a special boon in accordance to the role of the rider, that role is determined by the move made that round. If a Seeker move, it would have the Seeker broom skill. If the move applies to either role and it is not stated in the moves sent to the moderator, the moderator will decide using a random roll.

There is a risk, IF one of the players fails to post then the action cannot go off. We try to be kind regarding this but please have a back-up plan in mind.
Cheating System
Cheating is done using a wisdom DC determined by avg opponent players' wisdom + 15. A player performing a foul must pass this DC in order to avoid being caught. The exception to this is blatching and pincering, which are automatically seen by referees unless someone has the Foulplay ability.

If someone is caught cheating in a round, during the next round they will have to perform a penalty lap around the pitch, meaning they cannot take any other action. Players on a penalty lap can still be targeted by attacks. If a user caught performing a foul is sharing a broom with another player, they can use the "Return to Broom" action before performing the penalty lap the round after.
Tied Rolls
  • On a bludger attempt - an attack roll v evasion roll where the sum is equal, the target is hit, however they only suffer half damage.
  • On a blatch attempt - an attack roll v evasion roll where the sum is equal, the target and the blatcher will have a contested strength check to determine the high roll.
  • On a quaffle grab attempt - if two grab attempts have the same sum, the players with the shared high score will have a contested strength check to determine who gets the quaffle.
  • On an attempt to grab the snitch - if two seekers attempt to grab the snitch and the sum is the same, a contested strength check will be used to determine who gets the snitch.
  • On an attempt to score with quaffle - if the quaffle score attempt and the keeper block attempt sums are equal, the scorer and the blocker will have a contested strength check to see whose action was stronger and succeeds.
Critical Success Rolls
Rolling a critical success number does not mean auto-success. The user must have succeeded in their action and rolled in the critical success range for these effects to take place.
  • With a bludger or backbeat hit, the damage is doubled.
  • On a blatch, if the target is hit, they are knocked off broom and take damage as if they were bludgered.
  • On finding the snitch, the Seeker is able to skip the chase phase.
  • On attempting to grab the snitch, if contested the user has advantage on strength checks.
  • On grabbing the quaffle, advantage on strength checks if contested.
  • On attempting to score, they score twice (20 points).
  • On blocking an attempt to score, the keeper has advantage on strength checks if contested.

There is something about ambition, how it not only propels you but also defines you.

2 May 2019, 22:32
Quidditch System
Quidditch Positions and Actions
There are four positions on a Quidditch team: Seeker, Keeper, Chaser and Beater. The Seeker's job is to find the snitch and to catch the snitch. A Beater's job is to defend their allies and to launch bludgers into enemy targets. A Chaser's job is to obtain possession of the Quaffle and to score with the Quaffle against the enemy Keeper. A Keeper's job is to protect the three goal rings and prevent the opposite team from scoring with their quaffles. Each position has a set of moves unique to them - for example, if you are a beater you cannot perform the "search" action that is unique to seekers - and some moves can be performed by multiple positions - for example, seekers/chasers/keepers can go for quaffle grabs.

Below you will find a list of actions that can be performed by each position. These actions will be [TAGGED] with what role can perform them. If they can be performed by multiple positions, that move will be listed multiple times (once under each role). If a move needs multiple players to participate, it will be (marked accordingly). There are some moves that would be considered cheating, and these will be tagged with [FOUL] next to the name.
Seeker
  1. Search: [SEEKER]
    This is where a Seeker attempts to find the snitch. Every round that the Seeker attempts to find the snitch they will have a better chance of finding the snitch.
    • The Math: [Wisdom Stat]
      DC for finding the snitch is 15 + lowest Seeker Wisdom. Every round a user attempts to find the snitch there is a +1 to their attempt. After the snitch is found, there is a 1 round cool-down where the Seeker is Chasing the snitch. During this round they can perform other actions, such as save or a quafflegrab, even as they endeavor to get closer as the snitch erratically flies about the pitch.
    • Additional Information: Broom stats apply to this calculation. So if a player has a 10 Wisdom and a +2 to their wisdom to their broom, this applies in the final calculation.
  2. Chase: [SEEKER]
    This is a passive-status (free action) where there is a gap-round between finding the snitch and attempting to catch the snitch. During this round the Seeker can perform another action.
  3. Catch: [SEEKER]
    This is where a Seeker attempts to catch/grab the snitch. Every round that the Seeker attempts to catch the snitch they will have a better chance of grabbing hold of the snitch.
    • The Math: [Accuracy Stat]
      DC for grabbing the snitch is 15 + lowest Seeker Accuracy. Every round a user attempts to grab the snitch there is a +1 to their attempt.
  4. Spiral Dive: [SEEKER]
    The Seeker descends sharply, in a spiral fashion, in an attempt to catch/grab the snitch. Seekers can use this tactic to quickly intercept the Snitch.
    • The Math: [Accuracy Stat]
      When the user is attempting to Grab the snitch, they have ADVANTAGE on their grab attempt (meaning that they get two rolls to grab using their accuracy, and the best of the two rolls is kept). However, they suffer DISADVANTAGE to evade all attacks done against them and their teammates cannot use the Defend move to protect them.
  5. Wronski Feint: [SEEKER]
    Rather than seeking, the seeker "fakes it" with the Wronski Feint and the Seeker pretends to find the snitch. The Seeker performing this action would not gain the stacking +1 to their search from the consecutive searching because they were not searching this round. On success, the opponent Seeker does not gain their stacking +1 to their search for that round and instead suffers a -2 if this move is successful. Also, if the opponent Seeker would have found the snitch, it becomes an auto-fail if this technique was successful. While considered "dirty" this is not considered to be a foul.
    • The Math: [Wisdom stat]
      A contested wisdom roll between seekers.
  6. Quaffle Grab & Score: [SEEKER] [CHASER] [KEEPER]
    This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will attempt to score with the Quaffle. There are five attempts to grab the Quaffle in a single round.
    • The Math: [Accuracy Stat]
      This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
  7. Quaffle Grab & Pass: [SEEKER] [CHASER] [KEEPER]
    This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will pass the Quaffle to a teammate. That teammate will automatically attempt to score. There are five attempts to grab the Quaffle in a single round.
    • The Math: [Accuracy Stat]
      This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
    • Additional Information: The recipient of a pass must be doing the "Quaffle Grab & Score" move or the "Finbourgh Flick" move.
  8. Quaffle Grab & Haversacking: [FOUL] [SEEKER] [CHASER] [KEEPER]
    Once they have control of the quaffle, during their score attempt they cheat. Their hand is still on the Quaffle as it goes through the goal hoop – the Quaffle must be thrown through the goal.
    • Effect: +5 accuracy to making a goal. They cannot be passed the quaffle during this round. Must pass the cheating DC for every score attempt. If caught, the penalty takes place during the next quidditch round.
  9. Save: [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is where the player focuses their attention on saving a falling ally. 
    • The Math: There is no math for this. You can save one ally in a given round by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled.
    • Additional Information: When saved, a player's health is considered to be whatever their health was when they were knocked off the broom. If a player had 300 health but was somehow knocked off their broom and saved, they get to keep their 300 health. This cannot be used on someone who has fallen below 0 health, unless the person performing save has the ability Rapid Reviver. In which case, the user is brought back to 1 health being caught.
  10. Return to Broom: (Two-Headed Dragon) [SEEKER] [CHASER] [KEEPER] [BEATER]
    If two players are sharing a broom (such as after a save), this action can be used to get both users back to their own broom.
    • The Math: There is no math for this.
  11. BodyBlow: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
    • The Math: [Strength Stat]
      Average strength roll of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all five times during a round.
  12. Finbourgh Flick: [SEEKER] [CHASER] [KEEPER]
    This is a set-up to score that involves a player being passed the Quaffle while they wait near the rings. When they are passed the Quaffle, they immediately turn their broomstick to hit the Quaffle into a goal rings.
    • The Math: [Accuracy Stat]
      The player's move would be this, however when passed the quaffle they would have advantage (two rolls, best is used) on score attempts. The score attempt is otherwise a contested Accuracy Roll.
  13. Chelmondiston Charge: [SEEKER] [CHASER] [KEEPER]
    A player stands on their broomstick and leaps, thrusting the Quaffle towards a goalpost.
    • The Math: [Accuracy Stat]
      +5 towards accuracy for a score attempt; can only be done once per round and would be stated along with their Quaffle Grab. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play.
  14. Alley Oop: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
    • The Math: [Accuracy Stat]
      This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch.
  15. Blatch: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a foul where a player attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Seeker would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter).
    • The Math: [Accuracy Stat]
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  16. Parkin’s Pincer: (3 Player Move) [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered a foul only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. 
    • The Math: [Accuracy Stat] [Strength Stat] 
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  17. Blurting: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Locking broom handles to steer an opponent off course.
    • Effect: Usually used against Seekers when they are in their Chase phase, which is the round immediately after spotting the snitch. This cannot be used when a seeker is doing their catch attempts. If the seeker is attempting to Alley Oop during their chase phase, this will cause their catch attempt to be done with a third roll of disadvantage. If the seeker is doing any other move during their chase phase, this would cause the Seeker to have to repeat their Chase Phase. This uses the Blurter's (Accuracy + 2) against the Seeker's Evasion.
  18. Cobbing: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Excessive use of elbows towards opponents.
    • Effect: This is a debuff move against a single opponent. Accuracy (+2 in favor of the Cobber) v. Evasion. This reduces a player's WISDOM, ACCURACY and EVASION by 2 the round applied as well as the next 2 rounds. This can stack twice.
Keeper
  1. Block: [KEEPER]
    The Keeper attempts to prevent the opposing team from scoring with their Quaffle. Each round there will be up to 5 attempts to score, by picking this move the Keeper would be defending their goal against all five attempts.
    • The Math: [Accuracy Stat]
      The opponent would attempt to score using the quaffle and their accuracy; the keeper would attempt to block the attempt to score with their accuracy. This results in a contested accuracy roll between the Keeper and the player attempting to score. Whichever is higher is successful.
  2. Starfish and Stick: [KEEPER]
    A variant of block that can only be used when the Keeper remains at the rings for the whole round (cannot be used with Play the Field). The Keeper holds one hand and foot onto the broomstick, while stretching their body out, to ensure maximum shielding against oncoming Quaffles.
    • The Math: [Accuracy Stat]
      The Keeper gains +3 accuracy when blocking the rings, however they suffer -5 evasion for the round that they perform this action.
  3. Play the Field: [KEEPER]
    This is a move where the Keeper tries to be in two places at once (which they cannot), but they do not leave the rings undefended while they also attempt to grab the Quaffle. In this case, the Keeper participates in the Quaffle Grab for a portion of the grab attempts. The Keeper also returns to the rings for a portion of the round. The time between attempting to participate in the quaffle grab and defending the rings is considered to be "travel" time so the Keeper will not be involved in at least one of the quaffle grab/score attempts. For example, the Keeper wants to participate in the first 2 quaffle grabs for the round and then defend the rings for the later half of the round. In this case they would be attempting to grab the quaffle for grab 1 and grab 2 and then they would be returning to the rings (which would be when grab #3 happens) and they would defend the rings for the last 2 quaffle grabs for the round.
    • The Math: [Accuracy Stat]
      The math is dependent on the action taken. However the round is divided into five -- first grab, second grab, third grab, fourth grab, and fifth grab. There is no prescribed order for this, a player can start the round defending the rings or grabbing the quaffle, they simply do not participate in a grab or defend the goal the division in which they are 'traveling' between actions. This must be clearly defined.
  4. Flacking: [FOUL] [KEEPER]
    Pushing any portion of anatomy through the goal hoop in an attempt to push the Quaffle out – the Keeper should defend from the front, not the rear.
    • Effect: The player gains advantage (meaning two rolls to Block, the best one is kept) on blocking score attempts with their accuracy. This uses the players Wisdom to avoid being seen performing this foul. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions. While the Wisdom Check is only rolled once in a round, the advantage would apply to all score attempts for that round.
  5. Quaffle Grab & Score: [SEEKER] [CHASER] [KEEPER]
    This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will attempt to score with the Quaffle. There are five attempts to grab the Quaffle in a single round.
    • The Math: [Accuracy Stat]
      This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
  6. Quaffle Grab & Pass: [SEEKER] [CHASER] [KEEPER]
    This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will pass the Quaffle to a teammate. That teammate will automatically attempt to score. There are five attempts to grab the Quaffle in a single round.
    • The Math: [Accuracy Stat]
      This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
    • Additional Information: The recipient of a pass must be doing the "Quaffle Grab & Score" move or the "Finbourgh Flick" move.
  7. Quaffle Grab & Haversacking: [FOUL] [SEEKER] [CHASER] [KEEPER]
    Once they have control of the quaffle, during their score attempt they cheat. Their hand is still on the Quaffle as it goes through the goal hoop – the Quaffle must be thrown through the goal.
    • Effect: +5 accuracy to making a goal. They cannot be passed the quaffle during this round. Must pass the cheating DC for every score attempt. If caught, the penalty takes place during the next quidditch round.
  8. Save: [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is where the player focuses their attention on saving a falling ally. 
    • The Math: There is no math for this. You can save one ally in a given round by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled.
    • Additional Information: When saved, a player's health is considered to be whatever their health was when they were knocked off the broom. If a player had 300 health but was somehow knocked off their broom and saved, they get to keep their 300 health. This cannot be used on someone who has fallen below 0 health, unless the person performing save has the ability Rapid Reviver. In which case, the user is brought back to 1 health being caught.
  9. Return to Broom: (Two-Headed Dragon) [SEEKER] [CHASER] [KEEPER] [BEATER]
    If two players are sharing a broom (such as after a save), this action can be used to get both users back to their own broom.
    • The Math: There is no math for this.
  10. BodyBlow: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
    • The Math: [Strength Stat]
      Average strength roll of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all five times during a round.
  11. Finbourgh Flick: [SEEKER] [CHASER] [KEEPER]
    This is a set-up to score that involves a player being passed the Quaffle while they wait near the rings. When they are passed the Quaffle, they immediately turn their broomstick to hit the Quaffle into a goal rings.
    • The Math: [Accuracy Stat]
      The player's move would be this, however when passed the quaffle they would have advantage (two rolls, best is used) on score attempts. The score attempt is otherwise a contested Accuracy Roll.
  12. Chelmondiston Charge: [SEEKER] [CHASER] [KEEPER]
    A player stands on their broomstick and leaps, thrusting the Quaffle towards a goalpost.
    • The Math: [Accuracy Stat]
      +5 towards accuracy for a score attempt; can only be done once per round and would be stated along with their Quaffle Grab. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play.
  13. Alley Oop: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
    • The Math: [Accuracy Stat]
      This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch.
  14. Blatch: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a foul where a player attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Seeker would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter).
    • The Math: [Accuracy Stat]
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  15. Parkin’s Pincer: (3 Player Move) [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered a foul only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. 
    • The Math: [Accuracy Stat] [Strength Stat] 
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  16. Blurting: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Locking broom handles to steer an opponent off course.
    • Effect: Usually used against Seekers when they are in their Chase phase, which is the round immediately after spotting the snitch. This cannot be used when a seeker is doing their catch attempts. If the seeker is attempting to Alley Oop during their chase phase, this will cause their catch attempt to be done with a third roll of disadvantage. If the seeker is doing any other move during their chase phase, this would cause the Seeker to have to repeat their Chase Phase. This uses the Blurter's (Accuracy + 2) against the Seeker's Evasion.
  17. Snitchnip: [FOUL] [CHASER] [KEEPER] [BEATER]
    Any player other than the Seeker touching or catching the Golden Snitch.
    • Effect: The player can Seek/look for the snitch (they cannot share the location of the snitch to the Seeker but can find the snitch themselves and attempt to grab) and once they found the snitch they can attempt to grab the snitch as well. The trick here is once they catch the snitch they covertly hand the snitch off to their Seeker so that their team can win the game. An attempt to find the snitch requires a Wisdom check; an attempt to grab the snitch after it has been found requires an Accuracy check. The user has to complete the Chase Phase like the Seeker does when they have found the snitch. There is no stacking +1 for finding the snitch each round nor is there a stacking +1 for grabbing the snitch each round. If found, with each grab attempt the user must pass the cheating DC. They must roll above this DC to be successful. If caught, in addition to a penalty lap for the cheater, a new snitch is released and both seeker's progress finding the snitch is lost.
      - The rolls for this are visible. It would be metagaming to know that a player is attempting this when they are spending rounds attempting to find the snitch, but it can be suspected in character.
      - If both the Seeker and the user performing the snitchnip attempt to grab the snitch during the same round and both are successful, there is a contested strength roll to determine who gets the snitch. Why: this is the heat of the moment, you're not looking at who is grabbing it, you are trying to grab it as quickly as possible. There is a risk here of being identified as performing a snitchnip if the user cheating wins the strength roll and then covertly passes it off.
      - If both the Seeker of the opposite team and the user performing the snitchnip attempt to grab the snitch and both are successful, there is a contested strength roll to see who gets the snitch, but there is no roll to determine if the action was unseen. The opponent Seeker knows that there was a snitchnip and would be reporting that top the referee.
  18. Cobbing: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Excessive use of elbows towards opponents.
    • Effect: This is a debuff move against a single opponent. Accuracy (+2 in favor of the Cobber) v. Evasion. This reduces a player's WISDOM, ACCURACY and EVASION by 2 the round applied as well as the next 2 rounds. This can stack twice.
Chaser
  1. Hawkshead Attacking Formation: (3 Player Move) [CHASER]
    This is a play where all of the Chasers on a team attempt to obtain possession of the Quaffle. The Chasers then form an arrowhead pattern and fly together towards the goalpost. This is highly intimidating to opposing teams and effective in forcing other players aside. While this is played no differently than a Quaffle Grab & Score, the use of all three Chasers in this pattern grants the additional benefit of creating disadvantage for any plays against the Chasers involved in this play.
    • The Math: [Accuracy Stat]
      The math to obtain possession of the quaffle is the same, however offensive moves against Chasers in this pattern are done at DISADVANTAGE (meaning two dice rolls for the attacker and the attacker takes the lesser of the two rolls).
  2. Quaffle-Pocking: [FOUL] [CHASERS]
    Tampering with the Quaffle – e.g. puncturing it so that it falls more quickly or zig-zags.
    • Effect: Must be done on the first round rather than grab the Quaffle by a player. The Chaser damages or somehow alters the quaffle right before the game starts. +1 on all grab attempts for the cheater's team the duration of the match. This uses the players Wisdom to avoid being seen performing this foul right before the start of the game. DC for not being seen is average Wisdom for opponent players +15. They must roll above this DC to be successful. If caught, the player must circle the perimeter of the field (like for blatching), losing a round of actions. In addition, the quaffle is replaced.
  3. Quaffle Grab & Score: [SEEKER] [CHASER] [KEEPER]
    This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will attempt to score with the Quaffle. There are five attempts to grab the Quaffle in a single round.
    • The Math: [Accuracy Stat]
      This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
  4. Quaffle Grab & Pass: [SEEKER] [CHASER] [KEEPER]
    This is where the player attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will pass the Quaffle to a teammate. That teammate will automatically attempt to score. There are five attempts to grab the Quaffle in a single round.
    • The Math: [Accuracy Stat]
      This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically attempt to score. This is a contested accuracy roll between the player attempting to score and the Keeper if the Keeper is defending the rings/blocking.
    • Additional Information: The recipient of a pass must be doing the "Quaffle Grab & Score" move or the "Finbourgh Flick" move.
  5. Quaffle Grab & Haversacking: [FOUL] [SEEKER] [CHASER] [KEEPER]
    Once they have control of the quaffle, during their score attempt they cheat. Their hand is still on the Quaffle as it goes through the goal hoop – the Quaffle must be thrown through the goal.
    • Effect: +5 accuracy to making a goal. They cannot be passed the quaffle during this round. Must pass the cheating DC for every score attempt. If caught, the penalty takes place during the next quidditch round.
  6. Save: [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is where the player focuses their attention on saving a falling ally. 
    • The Math: There is no math for this. You can save one ally in a given round by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled.
    • Additional Information: When saved, a player's health is considered to be whatever their health was when they were knocked off the broom. If a player had 300 health but was somehow knocked off their broom and saved, they get to keep their 300 health. This cannot be used on someone who has fallen below 0 health, unless the person performing save has the ability Rapid Reviver. In which case, the user is brought back to 1 health being caught.
  7. Return to Broom: (Two-Headed Dragon) [SEEKER] [CHASER] [KEEPER] [BEATER]
    If two players are sharing a broom (such as after a save), this action can be used to get both users back to their own broom.
    • The Math: There is no math for this.
  8. BodyBlow: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
    • The Math: [Strength Stat]
      Average strength roll of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all five times during a round.
  9. Finbourgh Flick: [SEEKER] [CHASER] [KEEPER]
    This is a set-up to score that involves a player being passed the Quaffle while they wait near the rings. When they are passed the Quaffle, they immediately turn their broomstick to hit the Quaffle into a goal rings.
    • The Math: [Accuracy Stat]
      The player's move would be this, however when passed the quaffle they would have advantage (two rolls, best is used) on score attempts. The score attempt is otherwise a contested Accuracy Roll.
  10. Chelmondiston Charge: [SEEKER] [CHASER] [KEEPER]
    A player stands on their broomstick and leaps, thrusting the Quaffle towards a goalpost.
    • The Math: [Accuracy Stat]
      +5 towards accuracy for a score attempt; can only be done once per round and would be stated along with their Quaffle Grab. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play.
  11. Alley Oop: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
    • The Math: [Accuracy Stat]
      This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch.
  12. Blatch: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a foul where a player attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Seeker would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter).
    • The Math: [Accuracy Stat]
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  13. Parkin’s Pincer: (3 Player Move) [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered a foul only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. 
    • The Math: [Accuracy Stat] [Strength Stat] 
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  14. Blurting: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Locking broom handles to steer an opponent off course.
    • Effect: Usually used against Seekers when they are in their Chase phase, which is the round immediately after spotting the snitch. This cannot be used when a seeker is doing their catch attempts. If the seeker is attempting to Alley Oop during their chase phase, this will cause their catch attempt to be done with a third roll of disadvantage. If the seeker is doing any other move during their chase phase, this would cause the Seeker to have to repeat their Chase Phase. This uses the Blurter's (Accuracy + 2) against the Seeker's Evasion.
  15. Snitchnip: [FOUL] [CHASER] [KEEPER] [BEATER]
    Any player other than the Seeker touching or catching the Golden Snitch.
    • Effect: The player can Seek/look for the snitch (they cannot share the location of the snitch to the Seeker but can find the snitch themselves and attempt to grab) and once they found the snitch they can attempt to grab the snitch as well. The trick here is once they catch the snitch they covertly hand the snitch off to their Seeker so that their team can win the game. An attempt to find the snitch requires a Wisdom check; an attempt to grab the snitch after it has been found requires an Accuracy check. The user has to complete the Chase Phase like the Seeker does when they have found the snitch. There is no stacking +1 for finding the snitch each round nor is there a stacking +1 for grabbing the snitch each round. If found, with each grab attempt the user must pass the cheating DC. They must roll above this DC to be successful. If caught, in addition to a penalty lap for the cheater, a new snitch is released and both seeker's progress finding the snitch is lost.
      - The rolls for this are visible. It would be metagaming to know that a player is attempting this when they are spending rounds attempting to find the snitch, but it can be suspected in character.
      - If both the Seeker and the user performing the snitchnip attempt to grab the snitch during the same round and both are successful, there is a contested strength roll to determine who gets the snitch. Why: this is the heat of the moment, you're not looking at who is grabbing it, you are trying to grab it as quickly as possible. There is a risk here of being identified as performing a snitchnip if the user cheating wins the strength roll and then covertly passes it off.
      - If both the Seeker of the opposite team and the user performing the snitchnip attempt to grab the snitch and both are successful, there is a contested strength roll to see who gets the snitch, but there is no roll to determine if the action was unseen. The opponent Seeker knows that there was a snitchnip and would be reporting that top the referee.
  16. Cobbing: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Excessive use of elbows towards opponents.
    • Effect: This is a debuff move against a single opponent. Accuracy (+2 in favor of the Cobber) v. Evasion. This reduces a player's WISDOM, ACCURACY and EVASION by 2 the round applied as well as the next 2 rounds. This can stack twice.
Beater
  1. Bludgering: [BEATER]
    This is where the Beater hits a Bludger into a chosen enemy target. If the enemy has 0 stamina/health remaining, they fall off their broom and would have to be saved, otherwise they are taken out of the match. 
    • The Math: [Accuracy Stat] [Strength Stat]
      This is an accuracy roll (for the attacking character) against an opponent's evasion. The damage done would be 75 x the strength score. If hit, the target takes the damage, and if their health is 0 or less, the user is knocked from the broom.
  2. Bludger Backbeat: [BEATER]
    A move by which the Beater strikes the bludger with a backhanded club swing, sending it behind him or her rather than in front. Difficult to bring off with precision but excellent for confusing opponents. This is not as damaging, but it is more accurate.
    • The Math: [Accuracy Stat] [Strength Stat]
      This would be a +5 accuracy and reduced damage. The damage done would be (50 x the strength score). The attack itself would be accuracy (on the beater) + 5 versus evasion (on the target).
  3. Defender: [BEATER]
    The beater has chosen to defend a target. If a Bludger is sent their way, you would fly in the way of the Bludger and attempt to bat it away. If the Beater is successful they will hit the Bludger away and there is a 25% chance that the Bludger would be redirected towards the Beater that attacked with it in the first place (acting as a Bludgering move/play for free) against that opponent Beater. If multiple Bludgers were sent at the same target, the Defending Beater would defend against them all. If a user attempts to Blatch a target that is being defended, the Beater will become the new target of the Blatch. Once a defender is knocked off their broom, they are no longer defending.
    • The Math: [Accuracy Stat] [Strength Stat]
      There is no math for successfully defending a target, if you choose to defend a target, you basically fly in front of them and become the new target. In the case of defending against a bludger, a successful defend is considered to be if the defender's evasion roll is higher than the attacker's accuracy roll. The damage potentially done is mathematically the same as Bludgering an opponent. The damage done would be 75 x the strength score. The attack itself would be accuracy (on the beater) versus evasion (on the target).
  4. Dopplebeater Defense: (2 Player Move) [BEATER]
    Both Beaters hit a bludger at the same time for extra power, resulting in a bludger attack of greater accuracy and severity.
    • The Math: [Accuracy][Strength]
      This is mathematically similar to Bludgering an opponent, except the Accuracy is averaged between the users using this move, and the strength of the two users is added together. They also gain advantage on the accuracy roll.
  5. Save: [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is where the player focuses their attention on saving a falling ally. 
    • The Math: There is no math for this. You can save one ally in a given round by using the save option. If more than one player falls, unless a primary target to save is identified then who is saved is randomly rolled.
    • Additional Information: When saved, a player's health is considered to be whatever their health was when they were knocked off the broom. If a player had 300 health but was somehow knocked off their broom and saved, they get to keep their 300 health. This cannot be used on someone who has fallen below 0 health, unless the person performing save has the ability Rapid Reviver. In which case, the user is brought back to 1 health being caught.
  6. Return to Broom: (Two-Headed Dragon) [SEEKER] [CHASER] [KEEPER] [BEATER]
    If two players are sharing a broom (such as after a save), this action can be used to get both users back to their own broom.
    • The Math: There is no math for this.
  7. BodyBlow: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    Two players close in on an opposing player carrying the Quaffle, pressing against him or her from either side. Proven successful, this results in the victim’s release of the Quaffle. This is not a foul as there is no bodily contact or harm. In addition one of the players (either predetermined or randomly rolled) would now have possession of the quaffle.
    • The Math: [Strength Stat]
      Average strength roll of the pair attempting to Body Blow the Quaffle carrier versus a defensive Stamina roll. If successful for the pair performing the Body Blow, the Quaffle is dropped. If unsuccessful, the Quaffle remains in possession of the carrier or the Quaffle. However this can be done all five times during a round.
  8. Alley Oop: (2 Player Move) [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a play where the Seeker has identified the location of the Snitch but needs to get to it quickly during their Chase round. This action requires the in-character component of the Seeker announcing that they have identified the location of the Snitch and out of character consenting to allow one of their allies to give them a boost. This requires the action of both the Seeker and one other user. The other user uses their strength to spin their ally around and when fling them with all their might and the centrifugal force of the spin in the direction of the snitch. This would grant the Seeker a powerful advantage to their catch attempt for the round.  
    • The Math: [Accuracy Stat]
      This allows the user to skip the chase stage and they attempt to grab the snitch early. However they suffer DISADVANTAGE (two rolls, using the lesser of the two rolls) for attempting to grab the snitch.
  9. Blatch: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    This is a foul where a player attempts to collide with an opponent. This is a high risk move because if they fail to knock an opponent off their broom, they will suffer a penalty without any measurable gain. If successful then the target is knocked off the broom. This is an obvious foul, so the Seeker would be penalized by being made to fly the perimeter of the field (so they can make no action the next round but they still MUST post, if they fail to post then they will suffer their penalty the round thereafter).
    • The Math: [Accuracy Stat]
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. There is no damage done as you are knocking them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  10. Parkin’s Pincer: (3 Player Move) [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    So named after the original members of the Wigtown Wanderers, who are reputed to have invented this move. Two players close in on an opposing player, while the third flies headlong towards him or her. This is considered a foul only for the player that Blatched, so this must be clearly defined by the users otherwise the moderator will chose which player did the Blatching at random. This is treated as a normal Blatching except the opponent has disadvantage as they attempt to evade the Blatch and overpower the Blatching attempt. 
    • The Math: [Accuracy Stat] [Strength Stat] 
      This is similar to Bludgering an opponent except you do not need to have your opponent reduced to 0 (or less) health to knock them from their broom. The attack itself would be accuracy (on the blatcher) versus evasion (on the target). If hit, the target is knocked from the broom regardless of the amount of health remaining. The attack (if successful or not) is likely to be seen by the referees, unless someone has the ability [Foulplay] where there is a 25% chance that their move will go unnoticed.
  11. Blurting: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Locking broom handles to steer an opponent off course.
    • Effect: Usually used against Seekers when they are in their Chase phase, which is the round immediately after spotting the snitch. This cannot be used when a seeker is doing their catch attempts. If the seeker is attempting to Alley Oop during their chase phase, this will cause their catch attempt to be done with a third roll of disadvantage. If the seeker is doing any other move during their chase phase, this would cause the Seeker to have to repeat their Chase Phase. This uses the Blurter's (Accuracy + 2) against the Seeker's Evasion.
  12. Snitchnip: [FOUL] [CHASER] [KEEPER] [BEATER]
    Any player other than the Seeker touching or catching the Golden Snitch.
    • Effect: The player can Seek/look for the snitch (they cannot share the location of the snitch to the Seeker but can find the snitch themselves and attempt to grab) and once they found the snitch they can attempt to grab the snitch as well. The trick here is once they catch the snitch they covertly hand the snitch off to their Seeker so that their team can win the game. An attempt to find the snitch requires a Wisdom check; an attempt to grab the snitch after it has been found requires an Accuracy check. The user has to complete the Chase Phase like the Seeker does when they have found the snitch. There is no stacking +1 for finding the snitch each round nor is there a stacking +1 for grabbing the snitch each round. If found, with each grab attempt the user must pass the cheating DC. They must roll above this DC to be successful. If caught, in addition to a penalty lap for the cheater, a new snitch is released and both seeker's progress finding the snitch is lost.
      - The rolls for this are visible. It would be metagaming to know that a player is attempting this when they are spending rounds attempting to find the snitch, but it can be suspected in character.
      - If both the Seeker and the user performing the snitchnip attempt to grab the snitch during the same round and both are successful, there is a contested strength roll to determine who gets the snitch. Why: this is the heat of the moment, you're not looking at who is grabbing it, you are trying to grab it as quickly as possible. There is a risk here of being identified as performing a snitchnip if the user cheating wins the strength roll and then covertly passes it off.
      - If both the Seeker of the opposite team and the user performing the snitchnip attempt to grab the snitch and both are successful, there is a contested strength roll to see who gets the snitch, but there is no roll to determine if the action was unseen. The opponent Seeker knows that there was a snitchnip and would be reporting that top the referee.
  13. Cobbing: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
    Excessive use of elbows towards opponents.
    • Effect: This is a debuff move against a single opponent. Accuracy (+2 in favor of the Cobber) v. Evasion. This reduces a player's WISDOM, ACCURACY and EVASION by 2 the round applied as well as the next 2 rounds. This can stack twice.

There is something about ambition, how it not only propels you but also defines you.

1 Sep 2019, 04:09
Quidditch System
Quidditch Playbook
This is a playbook that was developed to make things easier for players. These plays do not need to be used. Quidditch teams can make their own plays as well. This is a list of "classic" plays in a weathered playbook that every team has. These can be submitted as a team's action for a round.
1. Cut off the Head
Play Type: Offensive
Goal: Take out opponent Seeker to give our Seeker a better chance. Also attempt to score in the meantime.
Key Player(s): Seeker
Reducio

Keeper: Block
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: Dopplebeater Defence against the opponent team Seeker
Beater 2: Dopplebeater Defence against the opponent team Seeker
Seeker: Search

2. Blitz
Play Type: Offensive
Goal: Attempt to find the snitch and score as early as possible, foregoing defense to do so.
Key Player(s): Seeker
Reducio
Keeper: Quaffle Grab & Score
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: Bludger opponent Chaser
Beater 2: Bludger opponent Chaser
Seeker: Search

3. Grab n' Go
Play Type: Offensive
Goal: Attempt to catch the snitch (prerequisite the Seeker must have already found the snitch), protecting your seeker as you do so and taking out as many of your opponents as possible.
Key Player(s): Seeker
Reducio
Keeper: Save
Chaser 1: Attempts to Blatch an opponent target.
Chaser 2: Attempts to Blatch an opponent target.
Chaser 3: Attempts to Blatch an opponent target.
Beater 1: Defend Seeker
Beater 2: Alley Oop
Seeker: Alley Oop

4. Take-Down
Play Type: Offensive
Goal: Attempt to clear the way to victory by taking out as many of your opponents as possible.
Key Player(s): Beaters and Chasers
Reducio
Keeper: Block
Chaser 1: Parkin’s Pincer against chosen opponent
Chaser 2: Parkin’s Pincer against chosen opponent
Chaser 3: Parkin’s Pincer (Blatches) against chosen opponent #1
Beater 1: Bludger opponent #2
Beater 2: Bludger opponent #3
Seeker: Search

5. Spread out
Play Type: Offensive
Goal: An attempt to keep a hand in every facet of the game until you learn your opponent's weakness'.
Key Player(s): None
Reducio
Keeper: Block
Chaser 1: Quaffle Grab & Score
Chaser 2: Quaffle Grab & Score
Chaser 3: Save
Beater 1: Defend Seeker
Beater 2: Bludger opponent
Seeker: Search

6. Silent Victory
Play Type: Offensive
Goal: After the snitch has been located (Seeker must have found the snitch to do this) yet you do not want to give away this advantage and risk having your Seeker taken down you attempt to silently grab the snitch without announcing this fact to the world.
Key Player(s): Seeker
Reducio
Keeper: Save
Chaser 1: Attempts to Blatch a Beater
Chaser 2: Attempts to Blatch a Beater
Chaser 3: Attempts to Blatch a Beater
Beater 1: Defend Seeker
Beater 2: Attempts to Bludger opponent Chaser
Seeker: Catch

7. Double Dare
Play Type: Offensive
Goal: To double-up on the power of your attacks in hopes that you take down your enemies and find the snitch faster.
Key Player(s): All, less the Keeper
Reducio
Keeper: Block
Chaser 1: Two-Headed Dragon between Chaser 1 and Beater 1, they attempt to Bludger an opponent target.
Chaser 2: Two-Headed Dragon between Chaser 2 and Beater 2, they attempt to Bludger an opponent target.
Chaser 3: Two-Headed Dragon between Chaser 3 and Seeker, they attempt to search for the snitch.
Beater 1: Two-Headed Dragon between Chaser 1 and Beater 1, they attempt to Bludger an opponent target.
Beater 2: Two-Headed Dragon between Chaser 2 and Beater 2, they attempt to Bludger an opponent target.
Seeker: Two-Headed Dragon between Chaser 3 and Seeker, they attempt to search for the snitch.

8. Risky Assurance
Play Type: Offensive
Goal: To have the highest possible chance of grabbing the snitch
Key Player(s): Seeker
Reducio
Keeper: Save, focus on Seeker if there is multiple opponents falling
Chaser 1: Two-Headed Dragon between Chaser 1 and Beater 1, they attempt to Block the Seeker/Chaser Two-Headed Dragon hybrid.
Chaser 2: Two-Headed Dragon between Chaser 2 and Beater 2, Alley oop the Seeker/Chaser Two-Headed Dragon hybrid
Chaser 3: Two-Headed Dragon between Chaser 3 and Seeker, they attempt to catch for the snitch.
Beater 1: Two-Headed Dragon between Chaser 1 and Beater 1, they attempt to Block the Seeker/Chaser Two-Headed Dragon hybrid.
Beater 2: Two-Headed Dragon between Chaser 2 and Beater 2, Alley oop the Seeker/Chaser Two-Headed Dragon hybrid
Seeker: Two-Headed Dragon between Chaser 3 and Seeker, they attempt to catch for the snitch.

9. The Quafflfier
Play Type: Offensive
Goal: Attempt to keep control of the quaffle with minimal resources. Rather than seek out the snitch the team attempts to win via quaffle scores.
Key Player(s): Chasers
Reducio
Keeper: Block
Chaser 1: Two-Headed Dragon between Chaser 1 and Chaser 2, they attempt to Quaffle Grab & Score
Chaser 2: Two-Headed Dragon between Chaser 1 and Chaser 2, they attempt to Quaffle Grab & Score
Chaser 3: Blatch enemy Chaser
Beater 1: Defend Two-headed dragon (Chaser 1 & 2)
Beater 2: Bludger Backbeat at enemy Seeker
Seeker: Save

10. Bloodrack
Play Type: Offensive
Goal: A viscous attempt to knock as many members of the opponent team out of the game early on. They forego all forms of defense doing this.
Key Player(s): Beaters & Chasers
Reducio
Keeper: Two-Headed Dragon between Beater 1 and Keeper, they attempt to Bludger the chosen target
Chaser 1: Parkin’s Pincer a chosen target
Chaser 2: Parkin’s Pincer a chosen target
Chaser 3: Parkin’s Pincer a chosen target (Blatch the target)
Beater 1: Two-Headed Dragon between Beater 1 and Keeper, they attempt to Bludger the chosen target.
Beater 2: Two-Headed Dragon between Beater 2 and Seeker, they attempt to Bludger the chosen target.
Seeker: Two-Headed Dragon between Beater 2 and Seeker, they attempt to Bludger the chosen target.

11. Sleeping Sentinel
Play Type: Offensive
Goal: Take out the Keeper and maintain possession of the Quaffle.
Key Player(s): Beaters & Chasers
Reducio
Keeper: Block
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: Dopplebeater Defence Keeper
Beater 2: Dopplebeater Defence Keeper
Seeker: Search

12. Broken Broom
Play Type: Offensive
Goal: Take out the other team's Beaters.
Key Player(s): Beaters & Chasers
Reducio
Keeper: Block
Chaser 1: Parkin’s Pincer enemy Beater 1
Chaser 2: Parkin’s Pincer enemy Beater 1
Chaser 3: Parkin’s Pincer enemy Beater 1 (Blatcher)
Beater 1: Dopplebeater Defence Beater 2
Beater 2: Dopplebeater Defence Beater 2
Seeker: Search

13. Turtle Shell
Play Type: Defensive
Goal: Defend the goal with all resources.
Key Player(s): Keeper
Reducio
Keeper: Block
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: Defend Keeper
Beater 2: Defend Seeker
Seeker: Search for the Snitch

14. Status Quo
Play Type: Defensive
Goal: Protect members of your team while continuing to complete objectives, however the team is not dedicated to one particular goal over another.
Key Player(s): None
Reducio
Keeper: Block
Chaser 1: Quaffle Grab & Score
Chaser 2: Quaffle Grab & Score
Chaser 3: Save
Beater 1: Defend Keeper
Beater 2: Defend Seeker
Seeker: Search for the Snitch

15. Decisive Victory
Play Type: Defensive
Goal: Protect Seeker with all resources as they collect for the Snitch (the Seeker must have found the snitch first).
Key Player(s): Seeker
Reducio
Keeper: Alley Oop
Chaser 1: Quaffle Grab & Score
Chaser 2: Quaffle Grab & Score
Chaser 3: Save
Beater 1: Save
Beater 2: Defend Seeker
Seeker: Search for the Snitch

16. End Game
Play Type: Offensive
Goal: End the game early by taking out the Seekers on both teams. This is usually done when a team is ahead by a few points due to scoring with the Quaffle, in this case they take out both their Seeker and the enemy Seeker at the same time to cause the match to end because there is no Seeker remaining.
Key Player(s): Seeker
Reducio
Keeper: Block
Chaser 1: Parkin’s Pincer
Chaser 2: Parkin’s Pincer
Chaser 3: Parkin’s Pincer (Blatch)
Beater 1: Blatch opponent Seeker
Beater 2: Blatch allied Seeker
Seeker: Search for snitch

17. L'oeuf
Play Type: Defensive
Goal: Never going to let anyone score.
Key Player(s): Keeper
Reducio
Keeper: Two-Headed Dragon with Chaser 1, Block rings
Chaser 1: Two-Headed Dragon with Keeper, Block rings
Chaser 2: Save
Chaser 3: Save
Beater 1: Defend Seeker
Beater 2: Bludger Backbeat targeting enemy opponent.
Seeker: Search for snitch

18. Sparta
Play Type: Offensive
Goal: Already down a player, the team attempts to play conservatively.
Key Player(s): None
Reducio
Keeper: Block
Chaser 1: [Not in match]
Chaser 2: Save
Chaser 3: Quaffle Grab & Score
Beater 1: Defend Keeper
Beater 2: Defend Seeker
Seeker: Search for snitch

19. Broken Gate
Play Type: Defensive
Goal: The Keeper is taken out, we need to keep the Quaffle out of enemy hands.
Key Player(s): None
Reducio
Keeper: [Not in match]
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: Defend Seeker
Beater 2: Save
Seeker: Search for the Snitch

20. Rusted Shield
Play Type: Defensive
Goal: A Beater is down, the team attempts to defend their remaining team.
Key Player(s): Seeker & Keeper
Reducio
Keeper: Block
Chaser 1: Save
Chaser 2: Quaffle Grab & Score
Chaser 3: Quaffle Grab & Score
Beater 1: [Not in match]
Beater 2: Defend Seeker
Seeker: Search for the Snitch

21. Bloody Comeback
Play Type: Offensive
Goal: Keeper is down, the team's only chance is to take out some of the competition.
Key Player(s): Seeker & Keeper
Reducio
Keeper: Block
Chaser 1: Parkin’s Pincer targeting Chaser 1
Chaser 2: Parkin’s Pincer  targeting Chaser 1
Chaser 3: Parkin’s Pincer (Blatch)  targeting Chaser 1
Beater 1: Blatch Seeker
Beater 2: Blatch Beater
Seeker: Search for the Snitch

22. Hawkbait
Play Type: Offensive
Goal: Chaser is down, nothing to stop them from getting the Quaffle to the goal with their superior numbers. They need to be taken down. Attempt to mow down the opponent Chasers so you can maintain control of the Quaffle.
Key Player(s): Seeker & Keeper
Reducio
Keeper: Block
Chaser 1: [Not in match]
Chaser 2: Blatch opponent Chaser 1
Chaser 3: Save
Beater 1: Blatch Chaser 2
Beater 2: Blatch Chaser 3
Seeker: Search for the Snitch

23. Defender's Eye
Play Type: Defense
Goal: A Beater is down, with a limited Defense we need to maintain what we have left.
Key Player(s): None
Reducio
Keeper: Block
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: [Not in match]
Beater 2: Save
Seeker: Search for the Snitch

24. Retribution
Play Type: Offense
Goal: Your Seeker is down and you do not have the high score to take down the enemy Seeker, you need to get ahead and score big before you take out the enemy Seeker.
Key Player(s): Chasers
Reducio
Keeper: Block
Chaser 1: Hawkshead Attacking Formation
Chaser 2: Hawkshead Attacking Formation
Chaser 3: Hawkshead Attacking Formation
Beater 1: Defend Keeper
Beater 2: Save
Seeker: [Not in Match]

There is something about ambition, how it not only propels you but also defines you.

15 Sep 2019, 19:48
Quidditch System
Stat Points in Quidditch
While everyone will have different plans on how to win, in general below is a basic notion of stat priorities for Quidditch. Is this the end-all be-all? No, there will always be unique builds that are effective but fail to conform to the norm and using alternative and unique builds is something that keeps the game interesting. The below is more a basic notion for players so that they can better understand how their stats are being used.
1. Seeker: The Seeker's job is to find the snitch and to catch the snitch.

Wisdom - this is needed to find the snitch.
Accuracy - this is needed to grab the snitch. 
Evasion - needed to avoid attacks against you.
Stamina - needed so you can endure the damages done to you when your evasion fails.
Strength - used if both seekers catch the snitch, they must battle for who actually caught it.
Arcane Power - not actively used.
2. Keeper:  A Keeper's job is to protect the three goal rings and prevent the opposite team from scoring with their quaffles.

Accuracy: needed to defend the goal and pass the quaffle. They can also score using their accuracy.
Evasion - needed to avoid attacks against you.
Stamina - needed so you can endure the damages done to you when your evasion fails.
Strength - not actively used.
Arcane Power - not actively used.
Wisdom - not actively used.
3. Chaser: A Chaser's job is to obtain possession of the Quaffle and to score with the Quaffle against the enemy Keeper.

Accuracy: Needed to grab the quaffle. Also used to score or intercept a pass. 
Strength: Used when you have a contested quaffle grab (where more than one person grabs the quaffle).
Evasion - needed to avoid attacks against you.
Stamina - needed so you can endure the damages done to you when your evasion fails.
Arcane Power - not actively used.
Wisdom - not actively used.
4. Beater: A Beater's job is to defend their allies and to launch bludgers into enemy targets.

Accuracy: Needed to effectively aim the bludger at an opponent.
Strength: Used to damage your opponent with the intention of knocking an opponent off of the broom.
Evasion - needed to avoid attacks against you.
Stamina - needed so you can endure the damages done to you when your evasion fails.
Arcane Power - not actively used.
Wisdom - not actively used.

There is something about ambition, how it not only propels you but also defines you.

24 Mar 2023, 22:25
Quidditch System
Magical Races/Talents and Special Abilities in Quidditch
This post explains which magical races/talents and special abilities have effects in Quidditch and how their mechanics would work with the Quidditch Mechanics.
Magical Races/Talents
  • DHAMPIR
    • [Year 1] Sunlight Sensitivity - N/A
    • [Year 1] Fangs, Claws - The Dhampir fang and claw attacks can be used but would be considered a FOUL and take a full action to perform. If caught (reduced change of being caught with the ability Foulplay) the user would be kicked out of the match and given detention.
    • [Year 1] Magical Menace - N/A
    • [Year 3] Unsettling Aura - Unsettling Aura does effect everyone in the game (friend or foe) unless the user has the Fearless ability or is a fellow Dhampir or the user itself. It is notable that a Dhampir can turn off Dhampir's Unsettling Aura but they must state they are, otherwise this ability would be considered on.
    • [Year 5] Heightened Sense of Smell - Can see through a metamorph's mimic appearance if you are familiar with the user or the target of the transformation.
    • [Year 7] Blood Resurrection - N/A
  • WEREWOLF
    • [Year 1] Werewolf Form: Bite and Rend - N/A
    • [Year 1] Heightened Sense of Smell - Can see through a metamorph's mimic appearance if you are familiar with the user or the target of the transformation.
    • [Year 3] Wolf's Cry, Wolf's Grace - N/A
    • [Year 5] Werewolf Form: +10% Damage. Tracking. - N/A
    • [Year 7] Intimidation - The Intimidation effects everyone in the game (friend or foe) unless the user has the Fearless Ability, is the user or a fellow werewolf.
  • METAMORPHMAGUS
    • [Year 1] Minor Appearance Shift. Skilled Transfigurer - N/A
    • [Year 3] Mimic Appearance. - The Metamorphmagi ability to mimic the appearance of others can be used to make a user look like an opponent to fool the opposite team. In such a situation, changing the appearance takes a full action and if the roll to see if a user is fooled (must be rolled for all allies and foes). For those that are fooled, attempts to target or interact with a transformed metamorphi have a chance of targeting the intended target or the metamorphmagi.
    • [Year 5] Insight. - Has 50% chance to see through a metamorph's mimic appearance.
    • [Year 7] Major Appearance Shift. -N/A
  • PART-GIANT
    • [Year 1] Unskilled Caster - N/A
    • [Year 1] Physical Damage: +30%. Damage Reduction: 20%. - Quidditch moves (such as blatching and bludgering, etc.) are considered to be physical actions so they are effected by the increased physical damage effect and the damage reduction.
    • Part-Giant [Year 3] Can in theory break an opponent's limb while playing Quidditch as described, however this would be a foul and much like a dhmpir biting or clawing a player, this would result in a foul being called and the player being penalized as well as detention in character for their behavior.

      Break Limb/Head: Requires an accuracy check between the part-giant and victim. If successful, a strength check is performed against the user. If the giant exceeds the victim, the limb is broken or their head is attacked. A user only has two of each limb, so that is the maximum that each of these effects can be inflicted on a user. The head can also only be debuffed twice. The part-giant can choose which limb/head to target, but if none are chosen, it gets randomly rolled for. Possible limbs:
      Legs (-1 evasion per leg broken)
      Arms (-1 accuracy per arm broken)
      Hands (10% chance to drop wand per hand broken, also 50% auto-fail chance for snapping fingers)
      Foot (10% chance to stumble, losing the intended action they were about to perform per foot).
      Head (-1 wisdom per attack on the head)
  • [Year 5] Physical Damage: +50%. Damage Reduction: 50%. - Quidditch moves (such as blatching and bludgering, etc.) are considered to be physical actions so they are effected by the increased physical damage effect and the damage reduction.
  • [Year 7] Berserk. - Can Berserk during quidditch, making their attacks monstrous.
  • [Year 7] Unbound. - N/A
[*]PART-GOBLIN
  • [Year 1] Extra Income. Gobbledegook. - N/A
  • [Year 3] Wandless Magic. - N/A
  • [Year 5] Armour. - Goblins can wear their armour during Quidditch games, granting them the abilities of their chosen slots. The effects that help in Quidditch are:
    Reducio
    • 5% damage reduction
    • +5% auto-hit on attacks
    • +5% auto-evade on attacks
    • Reflects 5% of all damage done back onto the source of the damage
    • +1 accuracy
    • +1 evasion
    • +5% damage done with physical attacks
  • [Year 7] Gold. Goblin-Made Items. -N/A
  • [Year 7] Armour: +2 Slots. - Goblins can wear their armour during Quidditch games, granting them the abilities of their chosen slots.
    Reducio
    • 5% damage reduction
    • +5% auto-hit on attacks
    • +5% auto-evade on attacks
    • Reflects 5% of all damage done back onto the source of the damage
    • +1 accuracy
    • +1 evasion
    • +5% damage done with physical attacks
[*]SEER
  • [Year 1] Intuition. - The auto-hit and auto-evade abilities do effect quidditch moves such as targeting other players with bludgers and evading attacks.
  • [Year 3] Prophecy - N/A
  • [Year 5] Indiscriminate Knowledge - N/A
  • [Year 7] Fate Spinning - This can be used up to three times in a Quidditch game. Note, the use of Fate Spinning must be stated by the player when they send their actions. For example: "If I am hit with a bludger, use fate-spinning to re-roll my evasion."
[*]PART-VEELA
  • [Year 1] Alluring. - As a Keeper there is a chance that the attempt to score would fail if a user was attempting to score against a part-Veela Keeper. As a potential target of blatching or bludgers, there is a chance that if the target is a Veela that the attack will be redirected to one of the attacker's own team mates.
  • [Year 3] Scream. - Can use their Scream but it would be considered a foul and they would be suffering a detention after.

    Their scream can be disorienting (-1 accuracy and -1 evasion), requiring a full action to perform but does not require a wand. This can stack indefinitely and persist until the end of the encounter. This scream can target a single user or it can target up to five users (as an AOE attack).

    Alternatively, this spell can be used to temporarily deafen an opponent. So rather than cause the player to become disoriented, they would become deafened (unable to hear) for the next 5 rounds.
  • [Year 5] Charm. - N/A
  • [Year 7] Temperamental. +3 to their critical success range (and a +1 chance to critically fail) an attack.
[*]PARSELMOUTH
  • [Year 1] Parseltongue Adept. Chamber of Secrets. - N/A
  • [Year 3] Pet Snake: Spy. Snake Advantage. - N/A
  • [Year 5] Pet Snake: Attacks. - N/A
  • [Year 7] Dark Heritage. - N/A
[/list]
Special Abilities
  1. Advanced Apparition - N/A
  2. Advanced Casting - N/A
  3. Apparition - N/A
  4. Animagus - N/A
  5. Attacker Awareness - N/A
  6. Avada Kedavra - N/A
  7. Beast Master - N/A
  8. Binding Mark - N/A
  9. Blindvision - N/A
  10. Broken Broomshaft - Bludger attacks that knock a player off a broom (KOB) made by players with this ability have a 25% chance to also break said player's broom. Bludgering, bludger backbeats, and richochets apply.
  11. Cat's Grace - N/A
  12. Calming Presence - Allies gain a 10% chance to auto-hit on all actions needing an accuracy vs evasion roll. This does not stack.
  13. Charmer - All opponents of a player with this ability will suffer –1 Accuracy in all of their Accuracy rolls. If there is more than one Charmer on the team, the effect is not stacked (Max: –1). If the Charmer gets knocked of their broom, the effect ends.
  14. Chaser's Interception - When a Quaffle is being passed by the opponent team, users with this ability automatically get a 10% chance to intercept the quaffle as long as the user is taking a quaffle-related action during that quidditch round. Note: a quaffle cannot be intercepted twice in one quaffle round (there are five quaffle rounds in one quidditch round).
  15. Components - N/A
  16. Comprehend Languages - Players with this ability gain +10% Wisdom for the entire duration of the match. This is applied before any broom stats are added.
  17. Corporeal Patronus Messenger - N/A
  18. Crucio - N/A
  19. Death Defiance - If a user has this, then during the first round they are brought to negative health, they defy the laws of death and hold onto their broom for dear life, surviving the entire round of attacks and being left with 1hp. (They can still be KOB during this round from blatching, but not from negative HP). This only effects the user that one round.
  20. Evasive Maneuvers - 10% auto-evasion chance that anything that targets this player automatically misses
  21. Fearless - Players with this ability are immune to a dhampir's unsettling aura, terrible presence, and a werewolf's intimidation.
  22. Foulplay - When preforming a foul, this player has a 25% chance the foul goes unnoticed by the referee causing the player to not have to take a penalty lap.
  23. Healing Sage - N/A
  24. Impartial - Immune to lovely creature and a Veela's alluring.
  25. Imperio - N/A
  26. Keen Eye - 10% chance of automatically identifying the snitch when searching for the snitch.
  27. Keeper's Catch - 10% chance to automatically block an attempt to score a goal as long as the Keeper is taking an action in the goal area. If an attempt to score has been blocked through this effect, the Keeper may take one of the following three as a free action: hurl the quaffle at the opponent team in an attempt to injure a player of their choice, pass the quaffle to a teammate who is taking a quaffle-related action, or attempt to score on the opponent. This must be declared by the Keeper if any of these free actions are to be utilized.
  28. Legilimency - N/A
  29. Lovely Creature - Increases snitch find and catch DC by +2. This only affects opponents and does not stack.
  30. Non-Human Enthusiast - +1 to all rolls against a non-human opponent.
  31. Nonverbal Magic - N/A
  32. Obnoxiously Strong - Players with this ability gain +15% strength for the duration of the game. This is applied before any broom stats are added.
  33. Paragon of Health - Two allies of players with this ability (which must be defined at the start of the thread/upon entry) gain +10% temporary health points calculated from their stamina. This cannot stack or be healed. If a benched player has this ability, it does not take effect until the player is on the field.
  34. Occlumency - N/A
  35. Perfectionist - Critical failure range is reduced by 1.
  36. Poison Resistance - N/A
  37. Potion Mastery - N/A
  38. Prodigal Charms Learner - N/A
  39. Prodigal Potions Learner - N/A
  40. Prodigal Transfiguration Learner - N/A
  41. Prodigal Defense Against the Dark Arts Learner - N/A
  42. Rapid Reviver - If a user has this and is on save duty, they can save anyone who falls. If the person falling has negative health, this person brings their teammate back to 1hp when they save them. The rapid reviver effect cannot effect the same person twice, however the same person can be revived via a different user using the rapid reviver ability.
  43. Rebound - If the user is attacked with a bludger and is missed there is a 10% chance that the bludger will be automatically rerouted to attack an opponent of the user's choice. If no user is chosen, then the opponent is decided at random. This would be a normal attack roll using the user's accuracy and strength modifiers. This does not require an additional action and would occur automatically on the same round.
  44. Restricted Charms Section - N/A
  45. Restricted Defense Against the Dark Arts Section - N/A
  46. Restricted Potions Section - N/A
  47. Restricted Transfiguration Section - N/A
  48. Savior - If a player with this ability uses the action save, they can save two allies rather than one, and they have the option to use "return to broom" in the same round as the save. This can only be performed if they have the capacity available on their broom.
  49. Sixth Sense - Immune to charmer ability. For cheating moves that require a wisdom DC roll to see if they are caught, the cheating DC for opponents is raised +2. This cannot stack.
  50. Spell Spread - N/A
  51. Statistically Relevant - The stats gained in this ability are used in Quidditch.
  52. Steady Flyer - N/A
  53. Terrible Presence - All players on both teams receive a 10% auto-miss for actions involving an accuracy vs evasion roll. Damage dealt by affected players is reduced by 10%. This is countered with the ability fearless and does not stack.
  54. The Martial Artist - The four martial artist moves are able to be used in quidditch, however, they are all considered fouls. The round after taking one of these actions, the player will take a penalty lap, this can be prevented with the ability foulplay.
  55. The Muggle Condition - All actions requiring an accuracy roll get +3 accuracy.
  56. Wandless Magic - N/A
  57. Unfettered Flight - N/A
  58. Wandmaker - N/A

24 Mar 2023, 22:25
Quidditch System
Brooms in Quidditch
Quidditch requires a broom. A broom can be purchased in Diagon Alley in the Quality Quidditch Shop. For newer students that cannot afford a broom, during school-sanctioned race events they may use a school broom. The school brooms are a far-cry from the powerhouses their peers have purchased however, so buying a broom is highly recommended! Some of these brooms may have a different effect in Broom Racing - only the Quidditch-specific effects are listed here.
No Prerequisite
School Broom
Description: Wobbly and Rickety, you will get the job done on this broom, however it is not nearly as nimble as any broom that one can purchase.
Cleansweep 2
Description: Broomstick created in 1934, it has not aged well and looks pretty dangerous.
Stats: +1 accuracy
Shooting Star
Description: Racing broom made since 1950 : most affordable and perfect for beginners!
Stats: +1 evasion; +1 stamina
Cleansweep 3
Description: Broom which came out in 1937. Quite wrinkled, but still flies apparently.
Stats: +1 accuracy, +1 evasion
Comet 140
Description: Cleansweep One's competitor, its braking system hasn't aged.
Stats: +1 accuracy, +1 wisdom
Cleansweep 5
Description: Pretty old broomstick, not really recommended for a safe flight.
Stats: +1 accuracy, +1 evasion, +1 stamina 
Nimbus 1000
Description: Racing broom available on the market in 1967, it combines the Oakshaft 79's sturdiness with the Cleansweeps maneuverability.
Stats: +1 accuracy, +1 strength, +1 stamina
Cleansweep 6
Description: Resistant racing broom but rather slow.
Stats: +2 accuracy
Comet 180
Description: Rival of the Cleansweep Two and Three, it's better aged than the others. 
Stats: +2 accuracy, +1 evasion, +1 stamina
Nimbus 1001
Description: Racing broom which made the Nimbus famous. 
Stats: + 2 wisdom, +2 strength, + 1 evasion
Blatchin' Birch
Description: Pretty to look at, slim in the trunk and delicate in the branches, it seems like it has just been plucked from the earth. It tends to be generous with its splinters though.
Effect: Has an increased capacity. Can carry 4 people.
Nimbus 1500
Description: Efficient racing broom although slower nowadays. 
Effect: In the role of Chaser when you attempt to catch a passed Quaffle (such as when the Keeper has possession of the Quaffle and passes it to a teammate) you have advantage (meaning that it is rolled twice and you keep the better option) on attempts to catch if the opponent team attempts to intercept.
In the role of Keeper when you attempt to block your goal, if your opponent somehow has advantage on attempting to score a goal, that is negated (they only have their normal single roll against you). 
In the role of Seeker you when you have found the snitch, if someone attempts to use Alley Oop to help you find the snitch, you get three rolls instead of 2, with the second-lowest roll being used instead of the lowest. However, with this broom you do not gain the +1 chance to grab the snitch for rounds that the Alley Oop is used. To clarify, each round someone attempts to grab a snitch they get a +1 to the attempt and this stacks. There is no bonus (or stack from this round's attempt to grab) to grabbing the snitch.
In the role of Beater, if you hit an opponent with a bludger the bludger will then ricochet off that user and target a second opponent of choice (must be declared, if not declared the target will be random and can be an ally but not yourself).
Comet 260
Description: A popular model in the late 80's, still efficient today. 
Stats: +1 accuracy
Effect: You take 10% less damage from all attacks that successfully hit you.
Moontrimmer
Description: Product made by Gladys Boothby, this broom flies higher than any other ones.  
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 4th year. 
Stats: +3 to two separate stats of choice.
Effect: You have exceptional dodge. +10% chance to auto-dodge an attack.
Silver Arrow
Description: Handmade by Leonard Jewkes and can reach speeds of 68 mph.  
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 5th year.
Stats: +3 to every stat
Autumn Cruise
Description: There's nothing that hits as heavy as old oak. This bulky oak tree with leaves that seem stuck in autumn, often leaves a sparse path of fiery hued leaves in its wake but the canopy always appears magically full. A fork of branches serves as an oversized steering handle while a small seat has been hollowed out in the trunk.
Prerequisites: This is considered a twink broom.
Stats: +2 to all stats besides evasion.
Effect: Has an increased capacity. Can carry 5 people. If the driver has the saviour ability and they use the Return to Broom action, they can return two people in a round rather than just one.
Firebolt

Description: The greatest broom available on the market : unmatched in terms of speed as well as maneuverability.  
Prerequisite: This is a twink broom, meaning that you have means of earning more money or someone with disposable income has likely given this to you if you are before your 7th year.
Stats: +4 to a single stat of choice. Must be declared at the start of the game.
Ability: May pick any two of the following skills. They must be declared at the start of the game. 
In the role of Chaser when you attempt to catch a passed Quaffle (such as when the Keeper has possession of the Quaffle and passes it to a teammate) you have advantage (meaning that it is rolled twice and you keep the better option) on attempts to catch if the opponent team attempts to intercept.
In the role of Keeper when you attempt to block your goal, if your opponent somehow has advantage on attempting to score a goal, that is negated (they only have their normal single roll against you). 
In the role of Seeker you when you have found the snitch, if someone attempts to use Alley Oop to help you find the snitch, you get three rolls instead of 2. However, with this broom you do not gain the +1 chance to grab the snitch for rounds that the Alley Oop is used. To clarify, each round someone attempts to grab a snitch they get a +1 to the attempt and this stacks. There is no bonus (or stack from this round's attempt to grab) to grabbing the snitch.
In the role of Beater, if you hit an opponent with a bludger the bludger will then ricochet off that user and target a second opponent of choice (must be declared, if not declared the target will be random and can be an ally but not yourself).
In the role of Beater, if an ALLY dodges a bludger during the round, there is a 20% chance that you catch that bludger with your bat and you send it at a RANDOM enemy target.

Note: For the rules lawyers out there: you are not considered your own ally.
In the role of Seeker, if an opponent attempts to Bludger or Blatch you, there is a 20% chance that you veer out of the way the last second and another enemy player at RANDOM is targeted instead.

Note: The new target still gets their normal dodge attempt. This is not considered to be an auto-dodge, in fact this roll is done before any accuracy rolls are done. 
In the role of Keeper a critical success on an attempt to block a goal not only means that the Keeper caught the quaffle but they have also successfully passed the quaffle (without a chance of interception) to an allied target of their choice. A critical failure in this case cannot happen for a Keeper, they get to re-roll the attempt to block.

Note: Critical failure and critical success chances can be expanded with certain abilities and skills.
In the role of Chaser, as a free action if the user of this broom is successful in the quafflegrab they can as a free action pass the Quaffle to another user in an attempt to score. There is a chance of the quaffle being intercepted, however due to the fact that the user is "so fast" with the quaffle this would be considered "surprising" and the attempt to score would be done at +3 accuracy by the player it was passed to in an attempt to score.

Note: The attempt to score would be an automatic attempt by the user that catches the passed quaffle.
In the role of Seeker, when using the search action if you critically fail on your search you get a re-roll in an attempt to find the snitch. In an attempt to grab the snitch, if you critically fail on your attempt to grab the snitch you get to re-roll your attempt to grab the snitch.
In the role of Chaser, if you have a contested quaffle grab and a contested strength roll between yourself and another user is in progress, unless they have the same broom, you would be the victor of the contested quaffle grab. In addition, rounds where you are successfully carrying the quaffle in an attempt to score, you only take half-damage from bludgers and blatching attempts.
In the role of Beater, if you critically hit with a bludger, instead of doing double-damage you do 2.5x damage. If you critically fail with your bludger attempt to hit, rather than having your bludger randomly target another user (including yourself or an ally) the bludger cannot target you on a critical fail (but it can still target your allies). On a re-target, there is a random roll for target and then a fresh accuracy roll.
In the role of Keeper, if the Keeper effectively blocks an attempt to score rather than obtain possession of the quaffle they can kick the quaffle at the user who attempted to score. This must be declared at the time actions are submitted. This would have damage like a bludger using an accuracy roll to hit and the user's strength score to determine the amount of damage done. If the quaffle hits or misses the target, a quafflegrab the next round would be necessary to determine which team has possession of the quaffle again.
Prerequisite: 2nd Year
Nimbus 1700
Prerequisite: 2nd year or later.
Description: Fast and tough racing broom.  
Stats: +2 accuracy, +1 evasion, +1 wisdom, +1 strength
Swiftstick
Description: Created by Ellerby and Spudmore in 1952, it is fast but not so much hardy. 
Prerequisite: 2nd year or later.
Stats: +2 strength, +2 evasion, +2 wisdom
Tinderblast
Description: Racing broom made by Ellerby and Spudmore in 1940 ; very resistant but rather slow. 
Prerequisite: 2nd year or later.
Effect: In the role of Beater, if an ALLY dodges a bludger during the round, there is a 20% chance that you catch that bludger with your bat and you send it at a RANDOM enemy target.

Note: For the rules lawyers out there: you are not considered your own ally.

In the role of Seeker, if an opponent attempts to Bludger or Blatch you, there is a 20% chance that you veer out of the way the last second and another enemy player at RANDOM is targeted instead. 

Note: The new target still gets their normal dodge attempt. This is not considered to be an auto-dodge, in fact this roll is done before any accuracy rolls are done. 

In the role of Keeper a critical success on an attempt to block a goal not only means that the Keeper caught the quaffle but they have also successfully passed the quaffle (without a chance of interception) to an allied target of their choice. A critical failure in this case cannot happen for a Keeper, they get to re-roll the attempt to block.

Note: Critical failure and critical success chances can be expanded with certain abilities and skills.

In the role of Chaser, as a free action if the user of this broom is successful in the quafflegrab they can as a free action pass the Quaffle to another user in an attempt to score. There is a chance of the quaffle being intercepted, however due to the fact that the user is "so fast" with the quaffle this would be considered "surprising" and the attempt to score would be done at +3 accuracy by the player it was passed to in an attempt to score.

Note: The attempt to score would be an automatic attempt by the user that catches the passed quaffle.
Prerequisite: 3rd Year
Cleansweep 1
Description: Available on the market in 1926, this Cleansweep has gained great intrinsic value as an antique broom.  
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 wisdom
Effect: In the role of Seeker, when using the search action if you critically fail on your search you get a re-roll in an attempt to find the snitch. In an attempt to grab the snitch, if you critically fail on your attempt to grab the snitch you get to re-roll your attempt to grab the snitch.
Cleansweep 7
Description: Quality broomstick and Nimbus 2000's competitor in the 90's.   
Prerequisite: 3rd year or later
Stats: +2 accuracy, +2 strength
Effect: In the role of Chaser, if you have a contested quaffle grab and a contested strength roll between yourself and another user is in progress, unless they have the same broom, you would be the victor of the contested quaffle grab. In addition, rounds where you are successfully carrying the quaffle in an attempt to score, you only take half-damage from bludgers and blatching attempts.

In the role of Beater, if you critically hit with a bludger, instead of doing double-damage you do 2.5x damage. If you critically fail with your bludger attempt to hit, rather than having your bludger randomly target another user (including yourself or an ally) the bludger cannot target you on a critical fail (but it can still target your allies). On a retarget, there is a random roll for target and then a fresh accuracy roll.
Twigger 90
Description: Ideal for travels, it is equipped with an alarm whistle and a flying assistance system. 
Prerequisite: 3rd year or later.
Stats: +2 accuracy, +2 evasion
Effect: In the role of Keeper, if the Keeper effectively blocks an attempt to score rather than obtain possession of the quaffle they can kick the quaffle at the user who attempted to score. This must be declared at the time actions are submitted. This would have damage like a bludger using an accuracy roll to hit and the user's strength score to determine the amount of damage done. If the quaffle hits or misses the target, a quafflegrab the next round would be necessary to determine which team has possession of the quaffle again.
Bluebottle
Description: Family-friendly broom : very reliable and equipped with an anti-theft device. Rather slow. 
Prerequisite: 3rd year or later.
Stats: +2 to two separate stats of choice. Must be declared at the start of the game.
Effect:  Has an increased capacity. Can carry 3 people.
Prerequisite: 4th Year
Nimbus 2000
Description: Very famous in the 90's, this broom is renown for its speed.  
Prerequisite: 4th year or later.
Stats: +2 to three separate stats of choice. Must be declared at the start of the game.
Effect: Immune to the effects of the ability Broken Broomshaft.
+1 critical chance.
Nimbus 2001
Description: Nimbus 2000's big brother, this broomstick is elegant and aerodynamic. 
Prerequisite: 4th year or later.
Stats: +3 to two separate stats of choice. Must be declared at the start of the game.
Effect: Counters the ability Foulplay. If a player performs a cheat action you can forgo your action for that round automatically (must state a desire to not do this if you do not want to give up your action) and notice the cheating action performed by a member (or multiple members) of the opposite team.
+1 critical chance. May attach a compass.
Comet 290
Description: Cleansweep 11's rival, its acceleration is a bit less efficient.  
Prerequisite: 4th year or later.
Stats: +3 to two separate stats of choice. Must be declared at the start of the game.
Effect: Enhances the ability Keen Eye. There is a 20% chance to automatically identify the location of the snitch when playing Quidditch if you have this ability.
+1 critical chance.May attach a compass.
Prerequisite: 5th Year
Cleansweep 11
Description: The latest Cleansweep pride, which can accelerate from 0 to 62 mph in ten seconds. 
Prerequisite: 5th year or later.
Stats: +1 to every stat
Effect: Has an increased capacity. Can carry 3 people. If the driver has the savior ability and they use the Return to Broom action, they can return two people in a round rather than just one.
Prerequisite: 6th Year
Pine Chopper

Description: This slender Scots Pine would make a fine Christmas Tree but this tree was modified with purpose. A metallic framed seat complete with windshield and stirrups has been added at the back serving as the tree's counterweight. This sturdy, reliable tree will definitely get the job done.  
Prerequisite: 6th year or later
Stats: +3 to all stats
Ability: Immune to broken broomshaft. Has an increased capacity. Can carry 4 people. If the driver has the saviour ability and they use the Return to Broom action, they can return two people in a round rather than just one. May attach a compass.
Yajirushi
Description: Japanese team's broom during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
Effect: Special Action
Ninjutsu. The user is able to move so quickly and so skillfully, using their speed and deceptive abilities at their highest possible degree. The action done by this player would not be posted on the public mod until a round after it has happened. For example, if a Chaser caught a falling ally in round 2, all the mod would say is that the user "did something" and that you saw the other user fall. It would not be until the next round moderation that the public would see that the user was caught. 

Note: a note would be lest for the team regarding the action and its relative success in the locker room.
An exception to this is if a user is attacked with a bludger or blatched by a user on one of these brooms, as it is necessary to know if they are in play or not the player would know they were knocked off the broom but not why or how.
Another exception to this is the location of the quaffle. If the quaffle is in one team or another's hands or if someone has scored with the quaffle.

Will this hide public knowledge that the snitch has been found for one round? YES. 
If multiple beaters have these brooms, will players know who knocked them off their broom? Not until the next round.
Will users know who has the quaffle in the mod? Yes, they would need to know where the quaffle is for game play mechanics.

If you have a question regarding what would be recorded and how regarding this, please ask.
May attach a compass
Varápidos
Description: Racing broom used by the Brazilian team during the 2014 World Cup. 
Prerequisite: 6th year or later.
Stats: +3 to all stats.
Effect: Special Action 
Enganação. This literally means "cheat" and is a basically the art of sleight of hand for Brazilian Quiddich players. When a Quiddich player attempts to use the "cheat" action where they attempt to cast a spell while in a game, they succeed once per game automatically. Must declare alongside cheat action. All subsequent attempts to cheat have a 10% automatic "not noticed by the spectators" effect. 
May attach a compass
Starsweeper XXI
Description: Racing broom, notably used by the USA team during the Quidditch World Cup.  
Prerequisite: 6th year or later.
Stats:  +3 to all stats.
Ability: Special Action
Speed-Dodge: Once every 3 rounds, the user auto-dodges an attack. Declare in your action post when using. This would not interrupt your actual intended move. If an opponent has an auto-hit ability or skill, if that goes off then roll the attack and dodge as per normal.
May attach a compass 
Oakshaft 79

Description: Antique broom, created in 1879 and used during the first Atlantic crossing back in 1939.   
Prerequisite: 6th year or later
Stats: +4 to 2 stats of choice. They must be declared at the start of the game.
Ability:Has an increased capacity. Can carry 3 people. May pick any three of the following skills. They must be declared at the start of the game.
In the role of Chaser when you attempt to catch a passed Quaffle (such as when the Keeper has possession of the Quaffle and passes it to a teammate) you have advantage (meaning that it is rolled twice and you keep the better option) on attempts to catch if the opponent team attempts to intercept.
In the role of Keeper when you attempt to block your goal, if your opponent somehow has advantage on attempting to score a goal, that is negated (they only have their normal single roll against you). 
In the role of Seeker you when you have found the snitch, if someone attempts to use Alley Oop to help you find the snitch, you get three rolls instead of 2. However, with this broom you do not gain the +1 chance to grab the snitch for rounds that the Alley Oop is used. To clarify, each round someone attempts to grab a snitch they get a +1 to the attempt and this stacks. There is no bonus (or stack from this round's attempt to grab) to grabbing the snitch.
In the role of Beater, if you hit an opponent with a bludger the bludger will then ricochet off that user and target a second opponent of choice (must be declared, if not declared the target will be random and can be an ally but not yourself).
In the role of Beater, if an ALLY dodges a bludger during the round, there is a 20% chance that you catch that bludger with your bat and you send it at a RANDOM enemy target.

Note: For the rules lawyers out there: you are not considered your own ally.
In the role of Seeker, if an opponent attempts to Bludger or Blatch you, there is a 20% chance that you veer out of the way the last second and another enemy player at RANDOM is targeted instead.

Note: The new target still gets their normal dodge attempt. This is not considered to be an auto-dodge, in fact this roll is done before any accuracy rolls are done. 
In the role of Keeper a critical success on an attempt to block a goal not only means that the Keeper caught the quaffle but they have also successfully passed the quaffle (without a chance of interception) to an allied target of their choice. A critical failure in this case cannot happen for a Keeper, they get to re-roll the attempt to block.

Note: Critical failure and critical success chances can be expanded with certain abilities and skills.
In the role of Chaser, as a free action if the user of this broom is successful in the quafflegrab they can as a free action pass the Quaffle to another user in an attempt to score. There is a chance of the quaffle being intercepted, however due to the fact that the user is "so fast" with the quaffle this would be considered "surprising" and the attempt to score would be done at +3 accuracy by the player it was passed to in an attempt to score.

Note: The attempt to score would be an automatic attempt by the user that catches the passed quaffle.
In the role of Seeker, when using the search action if you critically fail on your search you get a re-roll in an attempt to find the snitch. In an attempt to grab the snitch, if you critically fail on your attempt to grab the snitch you get to re-roll your attempt to grab the snitch.
In the role of Chaser, if you have a contested quaffle grab and a contested strength roll between yourself and another user is in progress, unless they have the same broom, you would be the victor of the contested quaffle grab. In addition, rounds where you are successfully carrying the quaffle in an attempt to score, you only take half-damage from bludgers and blatching attempts.
In the role of Beater, if you critically hit with a bludger, instead of doing double-damage you do 2.5x damage. If you critically fail with your bludger attempt to hit, rather than having your bludger randomly target another user (including yourself or an ally) the bludger cannot target you on a critical fail (but it can still target your allies). On a re-target, there is a random roll for target and then a fresh accuracy roll.
In the role of Keeper, if the Keeper effectively blocks an attempt to score rather than obtain possession of the quaffle they can kick the quaffle at the user who attempted to score. This must be declared at the time actions are submitted. This would have damage like a bludger using an accuracy roll to hit and the user's strength score to determine the amount of damage done. If the quaffle hits or misses the target, a quafflegrab the next round would be necessary to determine which team has possession of the quaffle again.
May attach a compass