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Quidditch Positions
Chasers
Chasers have the following options. Each option is followed by a complete explanation (Except for a few options, which will be explained following the positions):
- Special*
- Dodge*
- Catch Quaffle
This option is used whenever the Quaffle is loose. Such as:
- The Quaffle is thrown by the referee at the beginning of a match or sometimes following a time out.
- A Bludger or a ramming attack has caused a chaser to fumble the Quaffle.
- The Keeper deflects the Quaffle from a goal attempt.
- A Chaser has failed to catch a pass within twelve hours after the pass attempt has been made.
- Pass Quaffle
This option allows a chaser to pass the Quaffle to any other chaser on his or her team. Either of the other two Chasers must then be able to catch the Quaffle within twelve hours of the pass. If no Chaser is able to catch the Quaffle within twelve hours, the Quaffle is loose.
- Attempt Goal
A Chaser uses this option to attempt a goal. This does not guarantee that the goal is successful. The Keeper then has up to twelve hours to try to block the goal using one of his options. If the Keeper is not in the goal or desides to use another option for whatever reason, the goal is automatically counted. A Quaffle goal on our site will be worth ten points.
- Attempt Steal
A Chaser may use this option to try to steal the Quaffle from a Chaser on the opposing team. A Chaser could use this option to steal the Quaffle from a Chaser on his own team (You may have to do this if the other Chaser doesn't have a pass Quaffle option and is being threatened by a ram, Bludger, or a steal). Here are some rules on attempting steals:
- If stealing the Quaffle from the opposing team, the victim of the attack has twelve hours to try to pass the Quaffle of to a teammate. Any Chaser on the targeted team may also use a 'special' action to save the Quaffle from a steal attempt.
- Stealing a Quaffle from your own team is automatically successful. The Chaser of the same team who took the steal action immediately has possession of the Quaffle.
Beaters
Beaters have the following options open to them.
- Special*
- Attempt Ram*
- Dodge*
- Hit Bludger Away from Team
This is pretty much exactly what it says. You may use this any time a Bludger is threatening a team member. You do not get to specify who the Bludger's new target is.
- Hit Bludger Towards...
With all of these options, please specify which Bludger you are hitting and who specifically you are hitting it toward (as in which Chaser? which Beater?). This option can also be used to save a teammate who is endangered by a Bludger. For example, if you're Seeker is endangered by a Bludger, you may hit that Bludger towards the Keeper. That will save your seeker and endanger the opposing keeper.
- Use self as shield
Beaters may use this option to protect any teammate from anything, by taking the hit for them. In this case, a desperate Beater puts himself between his teammate and whatever danger they are facing (be it Bludger, ram, attacking dragon, whatever) The Beater then takes the hit and is out of the game for 8 hours. The player who was endangered is free and clear to continue to fly and play.
Seekers
The following are the options, along with their descriptions, available to seekers.
- Special*
- Attempt Ram*
- Dodge*
- Spot Snitch
When a seeker spots the snitch, he should do so secretly. At our site, this is done through the use of a code word. Before the match, the seeker will post his code word in his team's locker room. Then, when he has the option to spot the snitch, he may use his code word in the post. The code word should not be capitalized or any other thing like that (that defeats the purpose.) Don't pick a word that would be used a lot during a Quidditch match (like broom, fly, Bludger). Similarly, don't pick a completely absurd word like elephant or Santa Claus.
Once the Snitch has been spotted, a Seeker may only take actions which are relevant to pursuing and catching the snitch...such as 'fly after'; 'catch'; 'special' (when the special is used to aid flying and catching the snitch); and 'dodge' (even though this doesn't help pursue the Snitch, dodging doesn't alter a players sight of the Snitch). The seeker will lose sight of the snitch with the use of other options, such as 'ram'; 'fake'; and 'special' when it's used to affect other aspects of the game.
- Fly After Snitch
After the Snitch has been spotted, and in a separate post, the Seeker may begin flying after the Snitch with this option. (If one Seeker begins flying after the Snitch, the second Seeker may begin flying after the Snitch in the hopes that he/she will soon spot it as well.) If the second Seeker manages to spot it while flying, they still have to make a new post about flying after the snitch, but do not need to use their secret word, but instead say that they spot the snitch. If the Seeker is hit by a Bludger or a ramming attack after the Snitch has been spotted, they must spot the Snitch again before flying after it, but if they can successfully avoid the threat from the help of a teammate they may still be able to catch the snitch.
Example:
Seeker A secretly spots Snitch.
Opposing team member posts.
Seeker A begins *flying for the Snitch*.
Seeker B begins *flying for the Snitch*. (Even though Seeker B hasn't spotted it, they are hoping to receive a spot snitch option when the options are given again.)
Beater B attempts ram.
Seeker A dodges.
Seeker B *spots Snitch*
At this point, either seeker may catch the snitch to win the game.
- Catch Snitch
A seeker may use this option only after the snitch has been spotted and after he has flown after the snitch. Like every other option, this action must take place in a separate post. Catching the snitch ends the game and earns the team 50 points on our site.
- Fake
Like spot Snitch, you use a code word to perform this action (have different code words for both spot and fake). You can use this option to fake fly after the Snitch. Put flying after the snitch in capital letters or something like that after you posted the code word. The Flying after the Snitch will not count against your options. If the other seeker buys the fake and begins flying after the snitch, he will 'crash' and be out of the game for 6 hours. A Seeker may not try to actually spot the snitch and fake out his opponent in the same post.
Example:
Seeker A secretly fakes spot snitch
Seeker A begins *Flying for the Snitch*
Seeker B begins *Flying for the Snitch*
Referee: Seeker B crashes - out for six hours
Keepers
The following is a list of options along with their descriptions available to Keepers. Please note that a Keeper has 12 hours to block a goal attempt after it has been made. If a Keeper posts with any other action after an attempt has been made, the goal is automatically successful.
- Special*
- Dodge*
- Deflect Quaffle
This blocks the goal attempt and results in the Quaffle being loose.
- Catch Quaffle
This is used after a goal attempt only. It cannot be used to catch the Quaffle after it has been deflected. This blocks the goal attempt and gives control of the Quaffle to the Keeper. The Keeper may then hand it off to a Chaser. This hand off does not require an option, but it must be done in a separate post than the one in which the catch was made. While the Keeper is in possession of the Quaffle, he is subject to Bludgers, ramming, and stealing of the Quaffle by opposing Chasers.
- Steal Quaffle
With this option, a Keeper may steal the Quaffle from a chaser. The Quaffle is then in control of the Keeper, who may hand it to a Chaser in a separate post. As before, the Keeper is still vulnerable to Bludgers, ramming, and stealing attacks. Should the first team regain control of the Quaffle before the Keeper can hand it off to a Chaser, they may make an automatically successful goal, as the Keeper has left the goal open.
- Spot Snitch
From their relatively stationary position, Keepers are the only position besides Seekers to have a reasonable chance of spotting the Snitch. Should the keeper spot the Snitch, he points it out to the entire field. Both Seekers are then free to fly for the Snitch. So if your Seeker doesn't have the option to spot the Snitch then you may point it out to both Seekers.
*Common Options
Most players can use these options if their position has the choice:
- Ramming Attacks
I know that rams are not supposed to be legal, but they are at certain times. Here's who may be rammed and when:
- a chaser who is in possession of the quaffle
- a keeper whose team has the quaffle
- a seeker only after the snitch has been spotted
- a beater any time
Other than that, I will call a penalty for unnecessary roughness. A target of a ramming attempt has 12 hours to dodge. If they are unable to dodge because they have no option to block, they might as well say that they got hit or play another action, and then get hit. A player who has been rammed is out of the game for 10 hours, with the exception of seekers, who are only out for 6 hours. Teams may not put in a substitute player for that position.
- Dodge
Use this to dodge either a Bludger or another player who's trying to ram you. Both the 'hit Bludger towards...' and the 'hit Bludger away from team' options will take care of any Bludgers heading towards you.
- Special
This option can be nearly anything you want it to be. The only rules are the following:
- For example, you can use this option to spot the Snitch and point it out (everyone on the field, both teams, will then see it). But you can't use it to catch the Snitch.
- The post that you use your special action in must be very creative and well written. If it's boring, I'm not going to count it. Example: "I fly beside our Seeker and use my SPECIAL to point out the snitch. I yell, 'there it is!'" No, sorry I will not accept that.
- You should include the word 'special' somewhere in your post. Put it in capital letters or something so that I'm sure not to miss it.
- Notify your team captain (by posting in your team's locker room) when you have used a special. The captain will then call a time out until I can read the post and make a ruling. I reserve the right to do whatever I want with the results of the special. Be prepared for me to be creative sometimes and mean other times.
- You can use a special to break the rules of Quidditch. If you do it creatively enough, the referee might not even notice.
Specials, on the whole, should only try to accomplish the equivalent of a single action. (i.e. If you don't have an option to dodge a Bludger or you are not a Beater you can use a special to redirect the Bludger back to whoever had hit it.)
In general, I'm looking for something that has the potential to spark one or two other chain reactions. For example, someone's tickling charm would have worked well to cause a fumble causing that person to crash into another person, but that would kind of be like two different moves and although I don't allow two actions in the same post, I may have allowed that. You always have to write it very creative and I may allow stuff that I usually don't.
Players are always welcome to post their specials in the locker room with their ideas for me to preview (especially if it may be one that I would not approve). The problem with that approach is that if I'm not online you don't want to miss a window of opportunity, and the next time I'm on and don't like it, it may be a penalty. So be careful!
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