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5 Sep 2022, 23:39
Hexwizard Informational Thread  Event 
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Hexwizard Tournament

We are holding a year-long tournament called the Hexwizard Tournament. This being the revitalization of the Triwizard Tournament that was last held in 1995 at Hogwarts that resulted in the death of Cedric Diggory. The name has changed both for political reasons as well as the fact that the tournament is going to involve more than just Hogwarts, Durmstrang and Beauxbatons. Mahoutokoro, Ilvermorny, and Koldovstoretz will also be joining us in the tournament this year. As other schools become available for NPCs and become filled with players we may extend this to Castelobruxo and Uagadou if this becomes a recurrent adventure.

This was announced in the Great Hall in 2022. During the Midspring Ball players cast their lot in the Goblet of Fire. The Champions were announced in character at the Midspring Ball as well as the Headliner and the Daily Prophet.

The Champions are as follows:
  1. Yefim Rumyantsev - played by @Flash Holmwood representing Durmstrang.
  2. Purido Matiasu - an NPC used for plot development representing Mahoutokoro. They have no link at this time but one will be provided in time for the game. They handed the role off to Ming's iNPC Aryaan Shamsi.
  3. Angélique Colette de Clairmont - played by @Santario Martin representing Beauxbatons Academy of Magic.
  4. Miles Thatcher - played by @Simon Kincaid representing Ilvermorny.
  5. Rodion Makarovich - played by @Aurora Ranvier representing Koldovstoretz.
  6. @Howard White - representing Hogwarts
Schedule
Oct: The first task (Chess Game)
Jan: The second task (Rescue your 'dear' one)
May: Final task (Hedge maze)
Rosters:
Question - So what can I expect as an overview?
  1. The teams will be in-character formed by the Champions, they will each have a post in a shared thread that they update with their team as well as their wait list. You might notice that some schools have more to choose between in comparison to others, you might have better luck being a part of a Hexwizard Team if you have not already made an NPC to make the NPC in a school that does not have many students. This is done in-character, so please make yourself known to the Champion. This can be done at the ball, during the summer camp and interacting in places such as Diagon Alley or even claiming that you both are aware of one another because you go to the same school (in the cases of NPCs). Please try to have your presence on the team make sense. Part of the challenge of being a Champion is picking their team so some may get creative in who they approach.
  2. The general team composition will be announced in September. While members of the wait list can be added, by mid Sept the core team should be determined.
  3. The trials will take place throughout the year. The first once taking place in October during the Fall Ball. The second taking place in January, there will be a small activity ongoing during this time. The third taking place in April around the time of the Blossom/Spring Ball.
Question - Is there anything else going to be happening?
There is going to be a storyline, forces at work. Some small side information to carry the weight of a setting story. The details of this is not something that can be disclosed at this juncture.
Question - Will we be doing this again?
Possibly, there is no way of knowing right now. If this does not work out well, we get too many player complaints or there ends up being too much drama behind the scenes then we probably will not do this again. However, if players are able to cooperate with one another, play fairly and have a good time then this is likely something that we will do again if it does not appear to be too burdensome.
Question - When do iNPC applications open again?
iNPC applications are presently open. updates to iNPC applications are also open. They will be closing in a few weeks. They will not open again until after the first task is done as well as the first sports of the year so iNPCs have a chance to make updates to their characters before the second task. This means that iNPC applications will not be open again until either December or January.

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

6 Sep 2022, 10:44
Hexwizard Informational Thread  Event 
Task 1 - Wizard Chess

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Rules:
Wizard Chess is often thought of as a board game where a pair of intellectuals engage in strategic combat on a checkered board. However wizard chess has a long history of being more than a strategist's game, chess can also be a game of endurance and loyalty to ones king. Rife with symbolism as well as a warrior's advantage, Wizards Chess in the Triwizard Tournament is a dangerous game that involves wizard pieces that move across the checkered board in a prescribed way with the goal of defeating (not capturing) opponent pieces and of course the King, in this case the game's Champion.

There are no pawns in this game, but there are variants where pawns might be used. The pieces are: the Rook, Bishop, Knight, King and Queen. Each is powered by a wizard and is only as strong as the wizard that represents the piece.
The Pieces
The King
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The Champion is represented by the King. When they step onto the checkered board they will find themselves ensconced in regal fur-trimmed robes and a great crown indicative of their position as the King in black or white.

The King can move in any direction 1 space. They are not able to place themselves in check. A check is defined as moving adjacent to an enemy piece. The King is not required to take themselves out of check if an enemy piece moves adjacent to the King.

The King has three special moves that they can perform:

1. Regal Aura: Scaling from Wisdom, for every 5 points in wisdom, the King exudes a regal aura on command. Any piece adjacent (the King is not adjacent to themselves) to the King gains a +1 (per 5 of wisdom) to all of their stats except stamina. This does not differentiate between friend and foe. Serves as their action for the round. This remains 'active' until the King decides to 'turn it off' which is a free action. Only turning on the Regal Aura costs an action.
2. Reckless Barrage: The King is able to blast any piece adjacent to them with arcane energy. This scales with arcane power, the equation is as follows: 25*AP
3. Hide Away: The King must save himself, he hides behind an adjacent allied piece and takes half damage (the piece they are hiding behind also takes half damage). Damage is not healing or buffs, it is just damage. Evasion here would be a separate roll for both the King (for their half) and the piece that they are hiding behind. This action occurs during the action phase which is before the movement phase, but has priority (meaning it happens before attacks, so an attack may not be possible or may be redirected towards another piece that is now "in the way.") The space is chosen by the King and must be adjacent to an allied piece. If the space is occupied, there would be a contested strength check to determine who will remain in this space unless the adjacent piece is an ally in which case a contested check is not needed. This is action can be done in addition to the movement phase.
─ ⋆⋅☆⋅⋆ ─
────────── ⋆⋅☆⋅⋆ ──────────
The Castle (Rook)
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Traditionally positioned on the corners of each player’s board. As the name “castle” suggests, this is the protective barrier or the walls that protect the higher-ranking pieces. They can move in straight lines across the board. When the Rooks enter the checkered board, the wizards would don heavy black or white armor as well as a heavy shield with a picture of a rook (castle) embossed on its face.

As defenders, the Castle has a primarily defensive array of uses, however they are also capable of defeating some opponents. They have 3 moves:

1. Rapid Defense: They defend another allied piece as their primary action. This action takes place before the movement phase and takes priority in the action phase over attacks made against a specified piece. Similar to defending in Quidditch where a user blocks an oncoming attack made by a specific target, attacks made against this piece would be relegated to this piece (regardless of the direction of attack). If another piece attempts to land in the space that the defender chose (a specific, declared space adjacent to the chosen target), a strength check is rolled. This piece has advantage on this roll. This action does not consume the pieces movement for the round, they can still move, but their movement is considered to be the last movement in the round according to the action stack.
2. Shield Bash: Smashes an adjacent piece (cannot be on the diagonal) with their shield. Strength * 50 for damage on a single opponent.
3. Toss Aside: exchanges places with an adjacent piece. Cannot be done on the diagonal. This involves a contested strength check and on success the Castle exchanges places with another piece. No contested strength is necessary of the piece is allies/wiling. This is done on the action phase which is before the movement phase which means that a statement movement action by an opponent might be impossible (and therefore lost), however the piece will attempt to move the same spaces in the same direction as previously declared.
─ ⋆⋅☆⋅⋆ ─
────────── ⋆⋅☆⋅⋆ ──────────
The Queen
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The queen is considered the most powerful piece in the game of chess. She is allowed to move in any direction and in as many squares as she wants. History has proven that many reigning queens could be ruthless when it came to battles and wars. In this case the queen is not gender-specific, boy make great queens too. When a queen walks onto the checkered board they would suddenly don a scepter and a crown as well as either a lovely ballgown or regal attire befitting a prince.

The Queen can move freely across the board many players favor this piece over all others. Yet they are not necessarily the most powerful in terms of damaging might. They are able to perform 3 moves:

1. Skull Bash: Just like it says, you bash someone's head in with your queenly scepter. You must be adjacent and the equation is Strength x 50.
2. Rebuke An aura effect based on the queen's Arcane Power. 10 x Arcane Power damage done to all adjacent enemy (does not effect allies) pieces. This lasts for 3 rounds as a passive effect, meaning it costs an action to initiate and then this effect endures for the next 3 rounds, so if it was cast on round one, it would turn OFF at the end of round 4. You can cast other actions while Rebuke is in effect.
3. Mistress' (or Master's) Wrath: A ranged attack that can go in any direction the Queen can move. It cannot move through allied/enemy squares. A blast of arcane energy can be felt across the board. Arcane Power x 50. However, this attack is done at disadvantage and can only target 1 target.
─ ⋆⋅☆⋅⋆ ─
────────── ⋆⋅☆⋅⋆ ──────────
The Bishop
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The Bishop stands close to the king and queen because it represents the church which many royal courts held near and dear to their hearts. There is no specific religious affiliation here, but when the Bishop steps foot onto the checkered board they will don shining black or white wizard robes and a pointed wizarding hat of the coordinating color. For those that look closely, they might notice a bit of a shimmer in the shape of moons and stars.

Considered the third most powerful piece on the chessboard. The Bishop moves on the diagonal. The Bishop is able to perform 3 moves:

1. Benediction: Using their Stamina they are able to bestow healing upon an allied target. Stamina x 20. The target must be adjacent and on a diagonal.
2. Invocation: Capable of blasting a target at a distance. This can move through allied (but not enemy) spaces on a diagonal. Arcane Power x 25.
3. Intercession: Using their Wisdom, they are able to shield a single target against an attack. The shielded target must be adjacent. They would protect the target for Wisdom x 10. This would take priority over any other attacks done. Remains on a target until it is exhausted. Can be maintained on more than one target. Does not stack.
─ ⋆⋅☆⋅⋆ ─
────────── ⋆⋅☆⋅⋆ ──────────
The Knight (Horse)
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The knight pieces are the protective knights in the castle. The pieces are shaped like a horse because it is symbolic of what knights rode during battle. Protectors of the King, they have the greatest offensive role on the board. The Knights also have the ability to leap over other pieces.

When a knight walks onto the checkered board, they will find themselves in full plate armor (yes it is so very heavy) and they will be riding an appropriately colored (black or white) horse. The Knight has 3 moves:

1. Slayer: The Knight attacks a target adjacent to themselves. Strength x 50, plus 10% of the total damage done for three rounds (considered bleeding). This cannot critically hit.
2. Crippling Blow: The Knight disables a single adjacent enemy piece, using accuracy v evasion if successful the target piece cannot physically move from where it is for 3 full rounds, including the round of attack (movement happens after attacks in the stack with rare exception and if that exception applies then this attack is auto-avoided).
3. Eagle Eye: Capable of targeting someone either on the diagonal or in a straight line up to 3 squares. Cannot target through enemy or allied squares. 50 x Stamina.
Movement:
  • Movement is like traditional chess pieces.
  • Movement is limited by a user's Wisdom. So if you have 3 wisdom you can only move 3 spaces. This does mean that the Knight has a prerequisite of 3 Wisdom.
  • If a user has 0 wisdom, they cannot physically move on the board.
  • If a player lands on a space that is occupied by another user, there is a contested strength check to determine who will remain in the intended space. If a user fails the strength check, they will be forced back 1 space in the direction that they traveled. If the user was stationary (not moving) for the round, then they would be moved 1 space in a random direction. The space would be unoccupied.
  • As an alternative means of movement, Toss Aside can be used and this occurs before the movement phase and can be used on an allied piece to increase or enhance their movement.
  • If a piece is trying to move to a spot and it comes into conflict with multiple pieces en route (remember you cannot move through spaces that are occupied with enemy or allied pieces unless you are a knight) then you would be performing a contested strength check against each piece that is now in your way, potentially moving them, sequentially.
  • Unlike normal chess, more than one piece can move in a single round.
Order of Operations:
  • Attack then movement.
  • Damage or buffs from passive/maintained effects is calculated at the end of the round (after the movement phase).
  • All pieces get the chance to do their actions (as seen in quidditch), as actions are done simultaneously. If a passive effect is what does a player in, it happens at the end of the round, which would be after the action phase.
Additional Information:
  • A critical success (accuracy) will result in double damage.
  • Auto-dodges and auto-hits apply.
  • Stamina is calculated the same way it is for all sports (stamina x 100)
  • Cannot cast spells, only the above listed moves.
  • Any damage reduction applies.
Statistic Layout:
  • Strength: Slayer action (Knight); Skull Bash (Queen); Shield Bash (Rook); also a defensive and offensive measure with Toss Aside.
  • Arcane Power: Reckless Barrage (King); Rebuke (Queen); Mister/Mistress' Wrath (Queen); Invocation (Bishop)
  • Wisdom: Regal Aura (King); Intercession (Bishop); Wisdom is also integral to movement on the board.
  • Stamina: Benediction (Bishop); Eagle Eye; also used to determine someone's health total.
  • Accuracy: Used on all attacks, it is also the sole stat that is relevant in Crippling Blow (Knight).
  • Evasion: Used to avoid all attacks.
Final Inquiry:
Can the Champion be something besides the King. The King is the intended piece for the Champion but it is also a piece that if someone is poorly statted for, their only benefit would be the defensive options and having one of the only AOE effects. The Champion can be another piece, however if that piece is taken down it would be treated like the King. So the King is basically a normal piece in terms of if it is destroyed and the Champion (be them the Queen or the Rook or whatever) if destroyed would mean defeat.

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

9 Sep 2022, 00:46
Hexwizard Informational Thread  Event 
Q & A

This is a Q&A regarding the first task, both the previous post and this post are going to be changing slightly as we add explanations and clarifications. However when a question has been asked, a copy of that question will also be placed here. Players that have additional hexwizard first task related questions, can ask [here].

1. Queen Move Rebuke: what exactly does it do?
This is a damaging move that effects those adjacent to the queen passively for its duration. This is a way of changing the board state by discouraging users from placing their pieces adjacent to the queen or encouraging them to move their pieces from a place of comfort/complacence on the board. Of note, this does not have a dodge mechanic.
2. If you use Rebuke, you're locked into rebuke for 3 rounds, are you able to take other actions?
Queen's Rebuke is what we would call an activated passive effect, meaning you use an action to activate it. The effect will be maintained for the next 3 rounds passively and then end. So, if you use this action on round 1, at the end of the round those next to your piece will take damage. Then the next round you can choose another action, Queen's Rebuke will still be "active" , your piece would perform its movement phase after their action and then the pieces adjacent to the Queen would then again be subject to the effect of Queen's Rebuke. This will last for a total of 3 rounds, so that means at the end of round 4, Queen's Rebuke will end and at the start of round 5 there will no longer be a passive effect. You would need to cast this at the start of round 5 as your action to continue to have Queen's Rebuke effecting the board state.
3. Does Healing Sage buff Benediction?
Yes, there will be a post below this one that discusses each ability and if/how it can be used.
4. For Rook's Toss Aside, it changes the starting position of the piece being engaged. For an ally there is not a check, but for an enemy there is a strength check. if it succeeds, will the ally be given directions based on their changed position or will the enemies' moves be forfeited or changed? I understand that they will still attack, but what about their movement afterwards? Do they still try to move in the same direction with the same amount of spaces as long as a body does not try to stop them?
The action for both would happen from their starting point on the board before Rook's Toss Aside, in the movement phase the moved piece will still have their action and movement as long as it is possible. If their move was for instance move 3 spaces to the right, however the Rook's Toss Aside made them move up (vertically) one space on the board, there may be multiple pieces that they would have to move through to reach their intended destination. This is one of the rare instances where a piece may have to move through multiple occupied spaces during their movement phase. In which case they would be performing a contested strength check sequentially against each piece. Allied pieces do not require a contested strength check, however you can state in your actions that you would contest movement through your space even against allies. It is also possible that a move cannot be performed (you have reached the edge of the board for instance or cannot complete your L-pattern as a knight)
5. Is Regal Aura (King move) one that has to be activated to happen, or is it always on? At first I thought it was the second, but reading it again, it says 'exudes the aura on command'?
Yes, Regal Aura requires an action and serves as the King's action for the round. In the original incarnation the move did not define a duration of effect, it was intended to be something that was cast once and then done, meaning in exchange for an action (a small amount of action economy) the King can exude a powerful buff to allies.

Another question worth asking might be -- why would I turn it off?

Remember, this activated passive action does not differentiate between friend of foe. You might be giving your opponent a distinct advantage of you are not readily considering your board state.
6. Does Regal Aura effect the King giving off said aura?
No, you cannot be standing on a space next to yourself. Regal Aura is intended to be a buff for others.
7. Does Rapid Reviver work? If so, is it automatic? Do they have to be adjacent to a fainting ally?
Yes, Rapid Reviver does work. No, Rapid Reviver is an action that is granted to a user in possession of this ability. Yes, the ability requires physical proximity to a target or intended piece for revival. An additional answer to this question would be if Healing Sage buffs this to twice per match and the answer is yes.
8. For a King's Hide Behind, will the switching of places happen after the switched pieces' attack? For example: A King picks Hide Behind with a Bishop. The Bishop had chosen to attack someone across the board that turn, would their attack still hit, or should the moves be made specifically with the switch in mind? Should the Bishop choose a target that would be available after the switch instead of before?
Neither, King's Hide Behind places the King behind the targeted piece on the board.
9. For a King's Hide Behind, it states that it halves damage from enemies, but does it have an effect on allies' abilities? For example, if a Bishop heals the King during the same round, do they need to target their original square, or their square after they have moved behind a piece?
This can be complicated. If an ally is healing the King and the King uses Hide Behind (which takes priority) then the heal would not have the chance to go off unless that heal is going off where the King is going to be. This is an example of considering the board state and thinking where your pieces might eventually be and taking advantaging of the board state.

However, if the Hide Behind action has been used and the King or the piece that the King is hiding behind is in range of an ally effect (such as healing), it is unaffected by the halved damage aspect. The Hide Behind action only effects damage, not healing.
10. Can you freely move through allies so long as you do not stop on an occupied square? What would happen if you submitted a move that ended on an ally occupied square? (Ask to change it? Strength check and move?)
In chess you cannot move through occupied squares. All movement is simultaneous, so at the start of the round if the spaces to a destination are free, you are free to move there if you have the movement. The exception being the knight, in normal chess the knight can move over other pieces on the board, only the destination needs to be clear.

If your path is blocked by a priority action (such as Hide Behind) which places another piece in your path before your movement phase, you can and would try to move through their space, using a contested strength check. If your destination is the same as another enemy piece, then there would be a contested strength check for the destination. This occurs sequentially.
11. Is Knight's Crippling Blow for adjacent targets?
Yes.
12. When two Knights are vying for the same spot and one wins the contested strength check, what happens to the losing piece?
The piece is knocked back one space in the direction that it came from. Knights make this L-like movement involving three spaces either laterally or vertically, then 2 spaces either laterally or vertically. So if you moved up three and right two and you ended up losing your strength check, you would be brough back one space to the left. If the universe is cruel, you might even have to fight for that space as well.
13. What if you have not moved in the previous round and a piece ends up trying to land in your space?
This is a limited possible occurrence that probably would only happen if a knight lost a space they were vying for and they had jumped over your piece (as their movement allows this), if you lose your strength check you would be sent in a random unoccupied direction (rolled for at random).
14. For Queen's move Master's Wrath, it says it cannot move through allied squares, but does not mention an inability to move through enemy squares. Can I target an enemy piece behind another enemy piece?
I made an edit to this move -- you cannot move through allied or enemy squares.
15. For Spell Spread, must it be two different targets or can both shots target one person?
Spell Spread allows a user to target a second opponent. Spell Spread does have an effect in this game (which will be defined in the post after this).
16. Is Rapid Defense purely to block incoming attacks, or does it also dodge attacks against them? Does the movement take place before an attack can hit them, or will it take a hit targeted at their current spot regardless of if they use Rapid Defense?
I made some edits to this move to make it more clear:
- Their movement takes priority against attacks made against a chosen target. Much like when a beater defends the Seeker. So attacks that target this piece would need to still be rolled as normal, just like in Quidditch when a Beater is specifically targeted.
- As long as this piece has more than 0 health points, they will take the attacks done at the target they are defending.
- There is a dodge roll, just like when someone defends on quidditch.
- If another player attempts to land in the same space that this piece landed in using Rapid Defense, this piece has advantage in strength rolls used to displace them (because they were there first).
17. For Rook's Toss Aside move, does that change the area of target for the piece being moved? I got an answer about the enemy before, but if it is an ally, will their allies' turn start after toss aside? Example: King does Regal Aura, Rook does Toss Aside. Does the King's Regal Aura target the group it was adjacent to before or after the Toss Aside?
I added a clarification regarding when passive/maintained effects will be calculated/added. Damage or buffs from passive/maintained effects is calculated at the end of the round (after the movement phase). So in the above provided example: King does Regal Aura, Rook does Toss Aside. King's Regal Aura will target the group it is adjacent to after the Toss Aside. The effect of Regal Aura will effect the next round. In the next round, the King maintains Regal Aura, performs another action and moves. At the start of this round, the pieces adjacent to the King that could be effected by Regal Aura would benefit from this bonus for the duration of the round. The King moves elsewhere, perhaps out of the range of the neighboring pieces. The next round, the pieces that were adjacent to the King would no longer benefit from the King's Regal Aura.
18. If a piece dies (is brought to 0 HP) we assume it gets it's action (as it happens at the 'same time'.) Will it then not have a movement phase? For example, if on its movement phase it would have performed a strength contest for a spot on the board, would it not be able to move there, since the piece 'died' during the action phase?
It depends on how or what took out the piece. If an action took out the piece, then both pieces would have their action for the round but the piece that was rendered unconscious would not gets its movement as it is not conscious (exception being if their action was movement such as in Raid Defense). If it was the result of passive damages being sustained by a piece, as these are calculated at the very end of the round, the piece would get both its action and its movement before they are rendered unconscious.
19. What happened to a knocked out piece?
They remain on the board unconscious until the end of the match. They can be moved by users who land on their space, no strength check necessary. They would be moved over one space in a random direction to a space that is unoccupied.

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

9 Sep 2022, 05:00
Hexwizard Informational Thread  Event 
Abilities and the First Task

The following is a listing of abilities and how they interface with the First Task.
Abilities
  1. Advanced Apparition: this has no effect in this game as you cannot apparate on school grounds.
  2. Advanced Casting: This extends the critical success range.
    - Critical successes on damaging attacks do double damage. Moves include: Reckless Barrage; Shield Bash; Skull Bash; Mistress/Master's Wrath; Invocation; Slayer; Eagle Eye.
    - Critical Failures on damaging attacks do damage on the caster rather than the intended target. Moves include: Reckless Barrage; Shield Bash; Skull Bash; Mistress/Master's Wrath; Invocation; Slayer; Eagle Eye.
    - Critical Success on an attack that cripples an opponent such as Crippling Blow last an additional round.
    - Critical Failure on an attack that cripples an opponent such as Crippling Blow, now effect the attacker for 3 rounds.
  3. Apparition: this has no effect in this game as you cannot apparate on school grounds.
  4. Animagus: this has no effect in this game as you are already transformed.
  5. Avada Kedavra: this has no effect in this game, good God.
  6. Beast Master: this has no effect in this game (but will in the second one).
  7. Binding Mark: this has no effect in this game (but will in the second one).
  8. Blindvision: makes it possible to target a piece with a ranged attack that is behind an allied or an enemy piece. This does not override attempts to block/intercept attacks. This is done at -5 accuracy.
  9. Broken Broomshaft: this has no effect in this game (but will in the third one).
  10. Catch: this has no effect in this game (but will in the third one).
  11. Cat's Grace: this has no effect in this game (but will in the second and third).
  12. Charmer: this will effect all those not defined as allies.
  13. Calming Presence: this will effect all those defined as allies.
  14. Components: this has no effect in this game (but will in the second and third tangentially as it is a means to afford more potions and potions will be relevant in those tasks).
  15. Comprehend Languages: you have the benefit of the wisdom boost; this may have additional relevance in the second and third task.
  16. Corporeal Patronus Messenger: this has no effect in this game (but will in the second and third).
  17. Crucio: this has no effect in this game, good God.
  18. Death Defiance: This does take effect the instant it happens. So basically when you are hit with an attack that brings you down to 0 health or less; you sort of shake it off and have 1 health left rather than the negative health points that you should have had. This can only happen once per game. This happens automatically and does not require an action from you or anyone else.
  19. Evasive Maneuvers: Does as described.
  20. Fearless: Does as described.
  21. Foulplay: Required for users that decide to consume a buff potion prior to the game. While this would normally result in disqualification, users that have this ability can consume a potion prior to the match and "act normal" to have a minor advantage in the game. There will also be effects in task 2 and three. A user can only be under the influence of one potion at a time.
    Potions that would effect the match:
    Baruffio's Brain Elixir Increases a user's wisdom by 1d6 for the duration of the match.
    Beautification Potion Makes the user distracting to look at, counters the Impartial ability. In addition, it gives a user the Lovely Creature ability for the duration of the trial.
    Lovely Creature Effect: The duration of Crippling Blows done by the opponent team is reduced by 1 round. Damaging attacks done (Reckless Barrage; Shield Bash; Skull Bash; Mistress/Master's Wrath; Invocation; Slayer; Eagle Eye) do 10% less damage to the whole team (this is before any damage reduction is calculated).
    Calming Draught Increases a user's wisdom by 2d2 for the duration of the task.
    Cranberry Cleaner: Passive 20 healing per round; this cannot exceed your maximum health. Once you are knocked out, this will not bring you back to consciousness.
    Draught of Peace: Removes the chance for critical failure for the duration of the task.
    Exstimulo Potion: Increases Arcane Power by 1d6 for the duration of the task.
    Felix Felicis: 25% chance that all your strength checks and actions are done at advantage the duration of the game. This is rolled with every action.
    Garroting Gas: yes you fill the area around you passively with a suffocating gas that does 10% of the maximum health in damage to all those adjacent this user (friend or foe). Targets are calculated at the start and end of each round. They are not damaged twice, but those who experience these losses were adjacent at either the start or end of the round.
    Girding Potion: +1 to all stats.
    Invigoration Draught: +3 to two stats of choice.
    Moon Seed Poison: Increases Arcane Power by 2d4 for the duration of the task.
    Scintillation Solution: +3 wisdom for the duration of the task.
    Shrinking Solution: +3 evasion; disadvantage with all strength checks
    Strengthening Solution: +1d6 strength
    Swelling Solution: -3 evasion; advantage on all strength checks; take 25% less damage from all attacks that do damage.
    Turbo Farts Potion: yes you fill the area around you passively with a suffocating gas that causes disadvantage to all those adjacent this user (friend or foe). Targets are calculated at the start and end of each round.
    Vitamix Potion: +2 evasion, +2 accuracy, +2 wisdom the duration of the task.
    Wit-Sharpening Potion: +1d3 wisdom, +1d3 arcane power for the duration of the task.
  22. Healing Sage: If this user consumes Cranberry Cleaner using Foul Play, in which case this would passively heal 35 rather than 25 per round. This also increases the effect of Benediction.
  23. Impartial: ability works as stated, however this can be countered by the Beautification Potion.
  24. Imperio: this has no effect in this game, good God.
  25. Interception: this has no effect in this game.
  26. Keen Eye: this has no effect in this task, however it has a large effect in the two later tasks.
  27. Keeper's Catch: This has no effect in this task.
  28. Lovely Creature: The duration of Crippling Blows done by the opponent team is reduced by 1 round. Damaging attacks done (Reckless Barrage; Shield Bash; Skull Bash; Mistress/Master's Wrath; Invocation; Slayer; Eagle Eye) do 10% less damage to the whole team (this is before any damage reduction is calculated).
  29. Non-Human Enthusiast: ability works as stated.
  30. Nonverbal Magic: ability works as stated.
  31. Obnoxiously Strong: ability works as stated.
  32. Paragon of Health: ability works as stated.
  33. Occlumency: has no effect in this task, but does has an effect in task 2 and 3.
  34. Perfectionist: ability works as stated.
  35. Poison Resistance: has no effect in this task, but does has an effect in task 2 and 3.
  36. Potion Mastery: has no effect in this task, may have minor opportunity for use conditionally in task 2 and 3.
  37. Prodigal Charms Learner: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  38. Prodigal Potions Learner: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  39. Prodigal Transfiguration Learner: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  40. Prodigal Defense Against the Dark Arts Learner: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  41. Rapid Reviver: This can be used in this task, it would be an action and requires the user to be adjacent to the intended target. This ability works as described.
  42. Rebound: has no effect in this task.
  43. Restricted Charms Section: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  44. Restricted Defense Against the Dark Arts Section: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  45. Restricted Potions Section: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  46. Restricted Transfiguration Section: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
  47. Sixth Sense: ability works as stated.
  48. Spell Spread: -2 accuracy, +1 critical range (rolled for each attack), the user can attack a second target adjacent to the intended target. the primary target needs to be in range in a direction that can be hit. The second target does not need to be in range or in a direction that can be normally targeted (including behind another allied or enemy piece) as long as they are adjacent to the primary target that is in range and in a direction that can be attacked. This does not have any effect on passive effects or auras.
  49. Statistically Relevant: ability works as stated.
  50. Terrible Presence: ability works as stated.
  51. The Martial Artist: has no effect in this task, but does has an effect in task 2 and 3.
  52. The Muggle Condition: has no effect in this task, it is very magical. It does have an effect in task 2 and 3.
  53. Wandless Magic: has no effect in this task, but does has an effect in task 2 and 3.
  54. Wandmaker: has no effect in this task (you are not using your wand), but does have an effect in task 2 and 3.
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Special Abilities and Races

Relevant to Hogwarts only as they are the only ones with the Special Races, the effect of these special races are as follows:
Dhampir
Claw and Bite: have no effect on this task, it does have an effect on the second and third task.
Magical Menace: does have an effect on this task as stated.
Unsettling Aura: does have an effect on this task, however unlike in other scenarios this does not effect allies. We are calling it the effect of team spirit.
Keen Smell: does make them more suspectable to Garroting Gas and Turbo Farts, essentially if you are effected by the effect of one of these, you are effected by the effects of both. However in task 2 and 3 this does have additional beneficial effects.
Blood Resurrection: has no effect on this task.
Lycanthropy
Werewolf Form: has no effect in this task.
Enhanced Smell: does make them more suspectable to Garroting Gas and Turbo Farts, essentially if you are effected by the effect of one of these, you are effected by the effects of both. However in task 2 and 3 this does have additional beneficia effects.
Tracking: this has no effects in this task, this does have an effect in task 2 and 3.
Hiding: this has no effect in this task, this does have an effect in task 2 and 3.
Intimidation: does have an effect on this task, however unlike in other scenarios this does not effect allies. We are calling it the effect of team spirit.
Metamorphmagus
Transformation: has no effect on this task, however the user is welcome to describe their character looking unique in comparison to their teammates. This can have relevance in task 2 and 3.
Transfiguration DC: has no effect in this task, this can have relevance in task 2 and 3.
Stealth: has no effect in this task, this can have relevance in task 2 and 3.
Access to the Forbidden Section and Restricted Transfiguration Section: has no effect in this task but access to additional spells at an earlier level can be advantageous in task 2 and 3.
Parselmouth
Parseltongue: has no effect in this task.
Access to the Chamber of Secrets: has no effect in this task, this can have relevance in task 2 (optional).
Pet Snake: has no effect in this task, this can have relevance in task 2 and 3.
Advantage Against Serpent Threats: has no effect in this task, this can have relevance in task 2 and 3.
Dark Heritage: your attacks would be considered 'dark' passively and have the aesthetic effect of being dark in moderation. Moreover, you would have the effect granted by this ability effecting your attacks in this task. This would also have relevance in task 2 and 3 to a lesser extent.
Part Giants
Non-Casters: does have an effect on this task (critical failure) as stated.
Strength: that +30% damage equates to part giants doing damage when they do their contested strength check for a shared space. The equation is strength * 10. This will happen regardless of success of the contested strength check. Please note this does not increase the stat by 30% but effects damage by 30%, there is no effect on the part giants stat.
Break Objects: this becomes an alternative action for part giants. They can elect to try to land on the same space as an opponent (they must be able to reach this space as normal with their movement) and use that contested strength check to attempt to Supplex their opponent. This would give the Broken Limb debuff on a successful strength check, please pick one limb. An opponent can have multiple limbs broken. They cannot have the same limb broken more than once. This Supplex would take place of an action for the round for this user.
  • Legs: each leg can be broken once, each broken leg takes 1 action.
  • Arms: each arm can be broken once, each broken arm takes 1 action.
  • Hands: this does not have an effect on this task, it may have an effect on task 2 and 3.
  • Head: everyone has only one head; the 10% auto-failure is per round.
Damage Reduction: does have an effect on this task as stated.
Berserk: this is an activated passive where they buff themselves. The effect on this task is as stated, that +20% would be added onto the above described Strength effect. It would also increase the effect of broken bones done while under the influence of this effect. Legs (-2 evasion per leg broken), arms (-2 accuracy per arm broken), head (20% chance to stumble, losing the intended action each round). Going berserk does require an action to take effect.
Part Goblin
Gringotts Access: this does not have an effect on this task.
Gobbledegook Knowledge: this does not have an effect on this task, it may have an effect on task 2 and 3.
Wandless Magic: this does not have an effect on this task, it may have an effect on task 2 and 3.
Armor: all of the effects listed under Goblin armor would have an effect in this task with the exception of increased damage done with physical attacks.
Seer
Auto-dodge & auto-hit: does have an effect on this task as stated.
Prophecy: does have an effect on this task as stated.
Indiscriminate Knowledge: does have an effect on this task as stated.
Fate Spinning: does have an effect on this task as stated.
Veela
Alluring: does have an effect on this task as stated. This is represented as an auto-failure on the attacker unless they have Impartial in which case the attack is happening and if this effect goes off one of their enemies (whichever one is in range or has the skillset to do so) will either attempt to block the attack or attack the caster. How or who is randomly determined.
Scream: this does not have an effect on this task, it may have an effect on task 2 and 3.
Charm: this does not have an effect on this task, it may have an effect on task 2 and 3.
Temperamental: does have an effect on this task as stated.
Please remember, only registered users can have abilities. your abilities have to be fully approved prior to the start of the task to be used during the task. if you have any questions that pertain to how a specific ability effects a specific mood, feel free to inquire in FAQ.

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

9 Sep 2022, 19:56
Hexwizard Informational Thread  Event 
Pairings -- Hexwizard Tournament [Wizard Chess]

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The first task is a life-sized game of chess (with modifications). The match will take place in the Ballroom. The pairings were determined randomly and can be found in the #roll channel in our Discord Server.

Hogwarts v Koldovstoretz

Beauxbatons v Durmstrang

Ilvermorny v Mahoutokoro


This game will kick off on Sunday, Oct 23. Players will have 1 week to post each round.

A demonstration thread will be created in the Rehersal Room between NPCs, the thread can be found here.

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