18 Apr 2025, 18:30
Sitewide Announcements and Updates
New Professor of Care of Magical Creatures


We welcome our newest Professor of Care of Magical Creatures, Akeem Toussaint . Akeem appears to be somehow related to the ever-growing Toussaint family, so we are excited to see where this family tree goes as well as what our newest professor can bring to the community. He had a lot of good ideas in his application and we are excited to see these ideas in action.

Akeem is better known to the community as Atlas Anderson, a former Slytherin prefect and present mentor. Atlas has been with us since December of 2022 under his initial account Ashley Montez.

This does mean that we need to say goodbye to our present Care of Magical Creatures Professor Sabine Blumenthal who has served as our COMC professor since January 2023 and was lead of of our staff lore group. She has been instrumental in organization and we thank her for her years with us. She will be deeply missed. We hope that she will still remain active on her student character Maggie Hawkins as she embarks on her next series of adventures in her OC life.

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

26 Apr 2025, 18:40
Sitewide Announcements and Updates
New Head of House for House Slytherin


We welcome our newest head of House for House (HOH) Slytherin, Lesmana Asmaralaya our former Potions Professor. Indeed, Lesmana will be leaving their present role as Potions Professor and begin overseeing the Slytherin House. Lesmana has been an invaluable member of our sporting teams as well as staff team, serving as head of Index, member of our Potions Team and Professor of Potions.

This does mean that we will also be saying good-bye to Magdalena Wickham-Deakin, our tenured HOH. Mags has been a HOH for 2 houses: Hufflepuff, which he gave over to Caradoc Browne upon their return to the admin and then as HOH for Slytherin. Mags led our Lore Team and was a strong advocate for setting continuity and respect. We thank them for their years of service and their numerous contributions to the community, they will be missed.

This does mean that we will be looking for a new Professor of Potions. Applications for this role will be up shortly.

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

28 Apr 2025, 10:56
Sitewide Announcements and Updates
BROOM RACING PATCH - SPRING 2025

As per the previous announcement, Broom Racing Patch for Spring Games 2025 has been completed. Please find the full details of the patch here: Project Announcements

We have clarified the use of Starsweeper XII in Alley-Oop mechanic, the use of potions in the order of operation, and some abilities such as Sixth Sense, The Martial Artist, Poison Resistance, and Terrible Presence. We are also excited to introduce you to the use of Cat's Grace and Keen Eyes in the Broom Racing system, along with a bunch of new spells!

This also serves as a reminder that Spring Games begin on 3 May. Don't forget to update your trunks sooner to avoid any last-minute stress. Best of luck!

1 May 2025, 03:21
Sitewide Announcements and Updates
Encyclopedia Updates

Diffindo, which was originally claimable from graduating to Second Year, now must be claimed through Herbology Year 2 Lesson 2. More spells will be moved into specific lessons soon. We will announce them when they’re ready. In the meantime, please check your trunk in case you missed claiming any spells. Thank you!

1 May 2025, 18:03
Sitewide Announcements and Updates
Image
Image
A collaborative effort between Deputy Headmistress Hjørdis Jensen and resident Herbologist Sarai Toussaint in honor of May being the "Garden for Wildlife" month, these ladies offer you: Nurture Your Nature! We hope you enjoy this errand!

I always knew the wind would blow you back to me one day.

1 May 2025, 18:25
Sitewide Announcements and Updates
Some news as of late, I am shutting down the Healers Internship after giving it a trial era. Formally, I would like to thank everyone who signed up for the Healers Internship Program when I joined. Those who have contributed, I thank you. For those who have signed up, I have given you a balloon. For those who have done the tasks, you have been given dream pantaloons along with the balloon. I did not have to give anything, but I did as a sign of gratitude.

Yes, the Healers Internship has been closed, however, I do not want this to discourage any of you from healing others or using your ic skills for the benefit of others. I have ideas for future small-scale adventures in where you might be able to heal or maybe just in general, for a fun activity. I hope with this new format, you will be interested and that the spark continues. That said, I do not believe the Healers Internship is the best approach to engagement moving forward.

I tested the theory that younger years were more interested, more eager to partake in the Healers Internship, more interested than the higher years were. I was right. Because I tested this little theory, I know that perhaps the tasks themselves were maybe not fun enough for you, and I apologize, but I had attempted to give you all something rather than to give you nothing to run on.

In conclusion, as of today, the Healers Internship is disbanded. If future healers wish to continue, be my guest, but it will not happen under my administration. This means, for those who were former interns, they will no longer have the exclusive permission to heal others without Octavius's involvement, to be treated equally to the other students who were not healer interns.

I hope the future opportunities will help with engagement. Thank you.
This means that from May 1st until the end of my reign (should the next Nurse want to revive it), the Healer's Internship is unpinned and closed.
- Healer's Internship

𝗈𝗇𝖾 𝗅𝖺𝗌𝗍 𝗍𝗎𝗋𝗇, 𝗁𝖾 𝗁𝖾𝗅𝖽 𝗁𝗂𝗌 𝖻𝗋𝖾𝖺𝗍𝗁 𝗍𝗂𝗅 𝗍𝗁𝖾𝗒 𝗋𝖾𝖺𝖼𝗁𝖾𝖽 𝗍𝗁𝖾 𝖿𝗂𝖿𝗍𝗁
𝗁𝗈𝗎𝗌𝖾 𝗈𝗇 𝗍𝗁𝖾 𝗅𝖾𝖿𝗍 𝖺𝗇𝖽 𝖺𝗅𝗅 𝖺𝗍 𝗈𝗇𝖼𝖾, 𝗍𝗁𝖾 𝗍𝖾𝖺𝗋𝗌 𝖼𝖺𝗆𝖾 𝗋𝗈𝗅𝗅𝗂𝗇𝗀 𝗂𝗇
𝙊𝙘𝙩𝙖𝙫𝙞𝙪𝙨 𝘽𝙖𝙞𝙧𝙙 Ⅰ HoM Profess
•••••••••••••••••••••• ClarkVladislav

6 May 2025, 23:44
Sitewide Announcements and Updates
Final Flying Lesson

The final lesson for the subject of Flight has been posted. This means that Hogwarts has a full curriculum for every subject. The final lesson was authored by Sarai Toussaint-Fleischer.

With this, several updates will follow.

1. At the end of the school year (graduation), we will no longer be automatically giving spells for incomplete lessons. Spells will **only be able to obtained** via completion of lessons or by purchase in the shop. The shop will be created over the next few days.
2. At the end of the school year, we will no longer be giving house points for completed lessons from previous years. Meaning, if you are a Year 7 and decide to complete year 3 lessons, you will not receive house points for completion of these lessons but you would receive any spells that would have been taught by that lesson.
3. We will be embarking upon a *transition project* where trunks will no longer need to contain spells as they will be a part of your inventory.

I understand that you will have numerous questions, most will be answered in coming days as we elaborate on each of these (and more) changes. The reason for this announcement is to notify the user base of this change so they have ample time to complete lessons, professors the opportunity to grade lessons and Index time to make updates.

If you have an out of date trunk, please update your trunk in coming days also. We will be using your trunk to determine your spell list to add your spells to your inventory.

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

7 May 2025, 02:55
Sitewide Announcements and Updates
Care of Magical Creatures Update
Hello Third years!

Care of Magical Creatures Year 3 Lesson 1 now offers Descension Spell • Descendo. This spell used to be a graduation perk, but thanks to my top-tier charm work, it is now taking center stage in class. Consider it officially rizz-certified! ;)

If you have successfully completed the lesson or did not have the spell in your trunk, it's time to unapologetically bother our fellow Index staff with updates. Sorry Index :sweatingbullets:

7 May 2025, 03:15
Sitewide Announcements and Updates
Quidditch Spring 2025 Patch

This season's patch is the biggest one Quidditch has ever had. New actions specific for each position, second-string player mechanics, critical fails, and some rule clarifications are included! If you have any questions about the new updates, please reach out to a Quidditch captain!

New Actions
We are excited to be adding 14 new first-string actions! These actions focus on giving each position unique actions that represent specialized training. There are also a few new foul actions being added. Get ready for everything you knew about Quidditch strategy to be flipped on its head!
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SEEKER ACTIONS
Leaping Catch: [SEEKER]
This is where a Seeker attempts to catch/grab the snitch by jumping off their broom.
  • 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, this counts as an attempt to grab the snitch. +5 towards accuracy for a catch attempt. This would, however, result in them being knocked off their broom, requiring them to be saved or removed from play. If saved, all previous stacking +1s remain. Any evasion rolls for this user are done at a DISADVANTAGE when taking this action.
KEEPER ACTIONS
High Speed Block: [KEEPER]
The Keeper attempts to prevent the opposing team from scoring with their Quaffle by flying in front of the three hoops at a high speed. 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. A Keeper can only take this move once every 3 rounds of a game. (Example: a keeper can take this move on round 1 and the earliest they can take it again is round 4).
  • The Math: [Accuracy Stat]
    The Keeper gains +5 accuracy when blocking the rings, and +3 evasion for the round that they perform this action.
Block 2, Leave 1: [KEEPER]
The Keeper attempts to prevent the opposing team from scoring with their Quaffle by remaining stationary in front of 2 hoops. The third hoop will remain unguarded. Each round there will be up to 5 attempts to score, by picking this move the Keeper would be defending 2/3rds of their goal against all five attempts. When using this action, the rings the keeper is guarding must be specified (1 and 2, 1 and 3, or 2 and 3).
  • The Math: [Accuracy Stat]
    When a chaser is attempting to score on a keeper taking this move, a d3 will be rolled to identify which hoop the quaffle will attempt to score in. The Keeper gains +10 accuracy on guarding the two selected hoops. The keeper will not block any quaffle attempts into the unguarded hoop, making them automatically go in. Additionally, the keeper will suffer -5 evasion for the round that they perform this action.
Double Eight Loop: [KEEPER]
This is where a Keeper swerves at high speed around all three goal-posts in a figure-eight in order to block the Quaffle.
  • The Math: [Strength Stat]
    Similar to a "Block" action, but gives Keepers +2 to evasion and -2 to strength for the round.
CHASER ACTIONS
Quaffle Grab & Slice: [CHASER]
This is where the Chaser attempts to gain control of the Quaffle. If the player gets the Quaffle, the player will attempt to score with the Quaffle with a fast and on point throw called a slice. There are five attempts to grab the Quaffle in a single round. A Chaser can only take this move once every 3 rounds of a game. (Example: a Chaser can take this move on round 1 and the earliest they can take it again is round 4).
  • 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 Chaser attempting to score and the Keeper if the Keeper is defending the rings/blocking. The Chaser will gain +5 accuracy against the Keeper when taking this move.
Wollongong Shimmy: [CHASER]
This is where the Chaser attempts distract the opposing chasers from grabbing and scoring the quaffle by flying in a zig zag motion.
  • The Math: [Wisdom Stat] [Stamina Stat]
    This is a contested Stamina +3 vs opponent Wisdom roll between the chaser taking this move and all opposing players taking quaffle moves. The Chaser will roll for stamina once and all opposing players will roll wisdom against that number. Upon success, the opposing players will suffer -5 accuracy on all quaffle grab and quaffle score attempts.
Quaffle Guarding & Pass: [CHASER]
This is where the Chaser stays where the quaffle grab is happening and attempts to block all other Quaffle grabbers. 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, and quaffle guarding is done for all 5.
  • The Math: [Accuracy Stat]
    This is a contested Accuracy roll between every user that attempts to grab a Quaffle. The player taking this action will gain +5 accuracy on their quaffle grab roll. If two or more players are taking this action in the same round, the accuracy bonus will decrease by one for every additional player quaffle guarding. (Example, if two players are quaffle guarding, each one will recieve +4 accuracy on the quaffle grab). The highest accuracy roll with accuracy stat would gain control of the quaffle. The user that gains control of the quaffle would automatically pass to a teammate. Additionally, the chaser will suffer a -3 evasion for the round they perform this action.
  • Additional Information: The recipient of a pass must be doing the "Quaffle Grab & Score" move or the "Finbourgh Flick" move or the "Quaffle Grab & Slice" move or the "Quaffle Grab & Trick Score" move.
Quaffle Grab & Trick Score: [CHASER]
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 by tricking the Keeper through a fake out. There are five attempts to grab the Quaffle in a single round.
  • The Math: [Wisdom Stat] [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. Before scoring a contested wisdom roll between the chaser and the keeper would be rolled to see if the keeper fell for the fake out. Upon success, the keeper will suffer -7 accuracy for the score attempt. Upon failure the chaser will suffer DISADVANTAGE on their score attempt. The score attempt is a contested accuracy roll between the chaser attempting to score and the Keeper if the Keeper is defending the rings/blocking.
  • Additional Information: If the Keeper is taking the action "Block 2, Leave 1" then a d3 will be rolled to see which hoop the chaser is attempting as a fake out. If the Keeper is already guarding that hoop then the contested wisdom roll will not be rolled and the chaser will suffer disadvantage on their score attempt.
Finbourgh Flick has become a chaser only move.
BEATER ACTIONS
Bludger Intercept: [BEATER]
A move where the beater attempts to intercept a bludger hit by an opposing beater and hit it towards a random opponent. When using this action, one opposing beater must be selected. If the selected beater does not hit a bludger this round, then this action is voided. A beater can take this move against each opposing beater once per game.
  • The Math: [Accuracy Stat]
    Beater accuracy + 7 vs selected opposing Beater's accuracy to see if the beater is intercepted. Upon success, the beater hits the bludger to a random opponent. This is an accuracy roll (for the attacking character) against an opponent's evasion. The damage done would be 50 x the strength score. If hit, the random target takes the damage, and if their health is 0 or less, the user is knocked from the broom. The broom ability Ricochet does not take effect on this hit. Upon failure, the bludger continues on its predetermined route.
Sneak Attack: [BEATER]
A move by which the Beater strikes the bludger from behind a target, with a lighter swing, sending it quietly to hit the target it the back. Difficult to bring off with precision but excellent for confusing opponents. This is not as damaging, but it limits the evasion of the target.
  • The Math: [Accuracy Stat]
    This would be a - 8 target evasion and reduced damage. The damage done would be (25 x the strength score). The attack itself would be accuracy (on the beater) versus evasion - 8 (on the target). If the broom ability Ricochet is used with this move, damage of the ricochet will be cut by 25% and the - 8 evasion will not be applied on the next target. Additionally, a bludger hit done with Ricochet will have its accuracy rolled at disadvantage.
Dual-Wielding: [BEATER]
This is where one Beater throws their bat to their partner to go off and do something non-Beater-related, allowing the Beater with two bats to defend against two Bludgers at once.
  • The Math: [Strength Stat]
    Allows a Beater to do two Bludger-related actions at once (e.g. Backbeat and Bludger, Bludger and Bludger, Backbeat and Defend, Defend, and Defend, etc.). However, there is a -4 to accuracy, evasion, and strength while a Beater is dual-wielding, and the other Beater on the field cannot perform a Beater-exclusive action.
FOUL MOVES
Blagging: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
This is a foul where a player attempts to seize the tail of an opponent's broom to hinder them for the round.
  • The Math: [Accuracy Stat]
    This is a debuff move against a single opponent. Accuracy vs. Evasion of the target. This reduces a player's ACCURACY and EVASION by 5 the round applied. This can only be used against a certain player once per game.
Snitch Blocking: [FOUL] [SEEKER] [CHASER] [KEEPER] [BEATER]
This is a foul where a player deliberately puts themself in the way of the opposing team's Seeker, with the intention of obstructing their way towards the Snitch. This can be used during the Chase phase or during a snitch grab attempt, including an alley oop. This action can only be taken against a seeker twice per game. (Only successful attempts count)
  • The Math: [Accuracy Stat]
    This is a debuff foul. This would be a player's accuracy + 5 vs. opposing Seeker's evasion. On success the seeker will suffer -10 to their accuracy for this round. If this action occurs during a Seeker's Chase phase then the seeker will have to repeat their Chase phase.
Transylvanian Tackle: [POTENTIAL FOUL] [SEEKER] [KEEPER] [CHASER] [BEATER]
This is a debuff where one player feints a punch to the nose of an opponent to distract or confuse them, not a foul as long as contact is not made.
  • The Math: [Strength Stat]
    Contested evasion roll with a DC of 12. Upon a successful roll that beats both the DC and the opponent, the selected opponent is confused/distracted and suffers -2 wisdom, accuracy, and evasion. The effect lasts two rounds and is stackable up to 2 times. (Max 1 per round). If the opponent is beaten but the DC is failed, contact is made and it becomes a FOUL. Would be a basic punch with the damage done by this attack is [100*(strength)*0.9]/5, liable to be seen if the cheating DC is not passed. Muggle Condition qualifies for this action.

Second-String Actions
Ever wonder what second-string players do on the bench before going into the match? Now they can take actions that will effect the game in small ways! Will they help their teammates in play or prepare themselves to take the field? The mechanic along with the 5 second-string actions are written below.
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SECOND STRING ACTION MECHANIC
Second String players are very important in quidditch matches with the main purpose of taking the field once a first string player of their position has been removed from play. While sitting on the bench, waiting to enter play, Second String players can take a few actions that could impact the game. All Second String actions are calculated without broom stats.
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. Second-String actions are rolled for and effects are applied - the effects of cheer and boo are applied for the rest of the round.
3.
Chasers make a grab attempt - this include quaffle-related actions and quaffle-related fouls.
SECOND STRING ACTIONS
Cheer: [SECOND STRING]
This is where a second string player cheers on a certain member of their team. This can stack twice per in-play teammate per round.
  • The Math: [Strength Stat]
    Strength roll with a DC of 8. Upon a successful roll, the in-play teammate can hear the second-string cheer and will gain +1 to every stat for the current round. The effect lasts a round. (Max 2 per round).
Observe: [SECOND STRING]
This is where a second string player strategically observes the game before going out to play.
  • The Math: [Wisdom Stat]
    Wisdom roll with a DC of 8. Upon a successful roll, the second-string player will gain +1 to every stat for the rest of the game. This can stack until a player enters the field. (Example, a second-string successfully observes for the first 3 rounds of the game and now has +3 to every stat when entering the field in round 4.)
    • Added points to stamina do not expand a user's health pool
Boo: [SECOND STRING]
This is where a second string player boos a certain member of the opposing team. This can stack twice per in-play opponent per round.
  • The Math: [Strength Stat]
    Strength roll with a DC of 8. Upon a successful roll, the in-play opponent can hear the second-string boo and will gain -1 to every stat for the current round. The effect lasts a round. (Max 2 per round).
  • Upon critical failing this roll, the Boo effect is redirected to a teammate of the second-string player. Upon critical succeeding this roll, the Boo effect is doubled for the round.
Snack: [SECOND STRING]
This is where a second string player snacks before going out to play.
  • The Math: [Stamina Stat]
    Stamina roll with a DC of 8. Upon a successful roll, the second-string player will gain +2 to every stat for only the next round of the match. This can add to previous stat benefits from Observe or Strategize.
    • Added points to stamina do not expand a user's health pool
Strategize: (Two Player Move) [SECOND STRING]
This is where two second string players strategize on the match.
  • The Math: [Wisdom Stat]
    Combined Wisdom roll with a DC of 20. Upon a successful roll, the second-string players will gain +2 to every stat for the rest of the game. This can stack until a player enters the field. (Example, a second-string successfully strategizes for the first 3 rounds of the game and now has +6 to every stat when entering the field in round 4.)
    • Added points to stamina do not expand a user's health pool

Seeker Chase Phase
We are slightly increasing the length of Quidditch matches by increasing the chase phase to two rounds instead of one! We hope this will help increase the value of quaffles and even out the competition. The exact wording changes are in the reducio.
Reducio
Chase: [SEEKER]
This is a passive-status (free action) where there is a two round gap between finding the snitch and attempting to catch the snitch. During these two rounds the Seeker can perform other actions. The chase phase is two rounds long.
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 the second of their two Chase rounds. 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 second of their two Chase rounds and 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.
  • Additional Information: The Alley Oop can only be used during a seeker's second Chase round, after a player has completed their first Chase round.
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 two rounds 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 this round, 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 one round of their chase phase.
    This uses the Blurter's (Accuracy + 2) against the Seeker's Evasion.
Critical Success Rolls
On finding the snitch, the Seeker is able to skip one round of the chase phase.

Critical Failure Rolls
Critical Failures have made it into Quidditch! Read to find out exactly what might happen if someone rolls a one.
Reducio
Critical Failure Rolls
Rolling a critical failure number does mean auto-failure. The user must have rolled in the critical failure range for these effects to take place. A critical failure is where you roll a 1 (or within the extended range if applicable) and actions end up having an unexpected effect.
  • On finding or catching the snitch, the Seeker gets no stacking +1.
  • On grabbing the quaffle, the player takes 50 HP damage from handling the quaffle poorly.
  • On a score attempt, the quaffle is fumbled and the player’s next quaffle grab is rolled at disadvantage.
  • On blocking an attempt to score, the Keeper takes 50 HP damage from the quaffle.
  • On a bludger accuracy roll, the attack gets redirected towards random teammate. The accuracy originally rolled will stay for the offensive player.
  • On a blatch accuracy roll, the offensive player takes 100 HP damage.
  • On an offensive foul (not blatch) accuracy roll, the rolls to pass the cheat DC are done at a disadvantage.

Rule Clarifications
Some new additions to our previous system rules are here! These clarifications are to make moderating and following along as a player easier. An important part of these clarifications is that a player can only be saved by a stamina check once during a match.
Reducio
Dopplebeater Defense Ability Rolls
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. Any abilities used by or against the beaters will be rolled for separately. If one beater auto-fails the attack, it will be rolled as a single bludger attack. If the broom ability Ricochet is used with this move, damage of the ricochet will be cut by 25%. Additionally, a bludger hit done with Ricochet will have its accuracy rolled at disadvantage. With this move, if both Beaters have ricochet, there will only be one ricochet target. If only one Beater has ricochet, the ricochet will be rolled using only their stats.
Cobbing Broom Sharing Clarification
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. If the Cobber is sharing a broom, there is only one Cob attempt.
Bludger Hits + Stamina Checks
4. Bludgers - this would be bludger-related activities such as beaters targeting a bludger AND rogue-bludger mechanics. All initial bludger actions will be rolled before ricochet or defender actions. Users may start falling from their broom at this time due to negative health. If a user is knocked to negative health, they must pass a Stamina DC of the average stamina of everyone in the game (without brooms) + 15. This can only be performed if they took less than 175% of their total health pool in damage. If they pass this check, they can be saved. If they fail the check, they can only be saved by someone with the ability Rapid Reviver. Savior still applies as normal. A player can only pass one Stamina check before being KOB for good. 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).
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. If a Seeker is sharing a broom or is KOB, the DC will be recalculated. 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.
Rapid Reviver Clarification
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 affect the same saved person twice by the same saving person; however, the same saved person can be revived via a different user using the rapid reviver ability. For example, say persons A, B, and C are all on the same team. If person B is falling at negative health, but in an earlier round person A already used their Rapid Reviver ability to bring person B back from negative health, person A cannot use their Rapid Reviver ability on person B again even if they are on save duty. However, if person C also has Rapid Reviver, they can be placed on save duty, save person B, and bring person B back into play because person C was not the one to use this ability on person B earlier. TLDR: the same person can be saved multiple times, but must be saved by a different rescuer each time.
Defender Initiative Roll
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. If more than one bludgers are targeted at the defendee, an initiative roll will be performed to see which hits first. If the bludger attack with the higher initiative KOBs the defender, they will be unable to defend the defendee for the remainder of the attacks.


Credit for writing this post goes to the lovely Lavinia Cloven!

koko riddle · 'pour yourself a drink, put on some lipstick, and pull yourself together.'
'it always starts and ends with birds.' · cyrus darsel

7 May 2025, 03:23
Sitewide Announcements and Updates
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Quidditch Games - Spring 2025

The Quidditch games for Spring 2025 are slated to be on Saturday, 17 May 2025, with the matchups of Slytherin vs Gryffindor and Ravenclaw vs Hufflepuff. Put on your favourite house's colours and show your Quidditch players some support as they battle it out in the skies during these last games of the year!

koko riddle · 'pour yourself a drink, put on some lipstick, and pull yourself together.'
'it always starts and ends with birds.' · cyrus darsel