Register
Sign in

1 Sep 2019, 04:04
Brooms
*We do not restrict players from owning brooms in their first year.

Items
As a Quiddich Player, the purchase of certain items can give your character an advantage. The more expensive items are often the most powerful or grant the user an ability that they did not have previously. Quiddich player's main item is their BROOM. Brooms can be bought in Diagon Alley in the Quality Quiddich Supply Shop. Brooms range in price from 9 gold to 750 gold, making brooms an expensive investment that take a lot of thought. You must meet the broom's prerequisite to be able to use the broom. Powerful brooms require exceptional control.

School Broom

Cost: 0
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.
Prerequisites: Nothing
Stats: 0 accuracy, 0 evasion.
Effects: This is a very basic broom. It is easy to fly, however you will be far from your best when riding this. This costs nothing to purchase and this is something everyone is considered to have access to automatically.
Cleansweep 2

Cost: 14 Galleons, 2 sickles
Description: Broomstick created in 1934, it has not aged well and looks pretty dangerous.
Stats: +1 accuracy
Shooting Star

Cost: 14 Galleons, 2 sickles
Description: Racing broom made since 1950 : most affordable and perfect for beginners!
Stats: +1 evasion; +1 stamina
Cleansweep 3

Cost: 15 Galleons, 7 sickles
Description: Broom which came out in 1937. Quite wrinkled, but still flies apparently.
Stats: +1 accuracy, +1 dodge
Comet 140

Cost: 16 Galleons, 1 sickle
Description: Cleansweep One's competitor, its braking system hasn't aged.
Stats: +1 accuracy, +1 wisdom
Cleansweep 5

Cost: 16 Galleons, 12 sickles
Description: Pretty old broomstick, not really recommended for a safe flight.
Stats: +1 accuracy, +1 evasion, +1 stamina 
Nimbus 1000

Cost: 17 Galleons, 6 sickles
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

Cost: 18 Galleons
Description: Resistant racing broom but rather slow.
Stats: +2 accuracy
Comet 180

Cost: 18 Galleons, 11 sickles
Description: Rival of the Cleansweep Two and Three, it's better aged than the others. 
Stats: +2 accuracy, +1 evasion, +1 stamina
Nimbus 1001

Cost: 19 Galleons, 5 sickles
Description: Racing broom which made the Nimbus famous. 
Stats: + 2 wisdom, +2 strength, + 1 evasion
Nimbus 1500

Cost: 19 Galleons, 16 sickles
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).
Blatchin' Birch
Cost: 20 galleons, 10 sickles
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.
Comet 260

Cost: 21 Galleons; 3 sickles
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.
Nimbus 1700

Cost: 28 Galleons, 4 sickles
Prerequisite: 2nd year or later.
Description: Fast and tough racing broom.  
Stats: +2 accuracy, +1 evasion, +1 wisdom, +1 strength
Swiftstick

Cost: 35 Galleons, 5 sickles
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

Cost: 42 Galleons, 6 sickles
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.
Cleansweep 1

Cost:
49 Galleons, 7 sickles
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

Cost: 57 Galleons, 9 sickles
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

Cost: 65 Galleons, 11 sickles 
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

Cost: 74 Galleons, 2 sickles
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.
Nimbus 2000

Cost: 70 galleons, 10 sickles
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

Cost: 88 galleons, 4 sickles
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

Cost: 105 galleons, 15 sickles
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.
Moontrimmer

Cost: 123 galleons, 9 sickles
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.
Cleansweep 11

Cost: 123 galleons, 9 sickles
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.
Silver Arrow

Cost: 172 galleons 16 sickles
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

Cost: 172 galleons 16 sickles
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 [t]twink[/u] broom.
Stats: +2 to all stats besides evasion.
Effect: Has an increased capacity. Can carry 5 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.
Pine Chopper


Cost: 127 galleons, 1 sickle
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 savior 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

Cost: 148 galleons, 4 sickles
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

Cost: 169 galleons, 7 sickles
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


Cost: 190 galleons, 10 sickles
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 
Firebolt

Cost: 222 galleons 6 sickles
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.
Oakshaft 79

Cost: 202 galleons, 16 sickles
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

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