Advertisement
Guest User

Quidditch

a guest
Nov 21st, 2014
153
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.74 KB | None | 0 0
  1. The bot, Headmastah, must be present in the chat room when playing Quidditch. Four players on each team are ideal to play (3 are possible too, in which case either the Seeker or the Keeper action must be performed by one designated player of each team (without rp post).) Each player position has their own objections and set of acions that have to be performed per turn. Each turn must be accompanied by a SHORT RP post. There are two versions of the game, a short (50 points must be achived) and a long one (100 points must be achieved). Points are either gathered by a Quaffle being sucessfully flung through one of the three hoops (10 points) or the Snitch being captured by the Seeker (150 points = auto win). While players can be knocked off their brooms and get hit by Bludgers, members are discouraged from depicting anything but mild/temporary injury/pain unless told otherwise by godmod of a present moderator.
  2.  
  3. The turns are as followed:
  4. Seeker 1 // Seeker 2
  5. Chaser 1 // Chaser 2
  6. Beater 1 // Beater 2
  7. Keeper 1 // Keeper 2
  8.  
  9. The objections and commands are as followed.
  10.  
  11. Seeker: The Seeker has ONE chance of approaching the Snitch each turn by using the command !coin. Heads means sucess, Tails a fail. Once the snitch has been approached 5 (short game) or 10 times (long game) by one Seeker, it is caught and the corresponding team recives an auto win.
  12.  
  13. Chaser: A chaser must first approach the Quaffle by the command coin! Heads means sucess, Tails a fail. If the approaching has been sucessful, they may flip a coin a second time to attempt aiming at the hoops. A goal is only scored, however, if the keeper fails to keep the hoops during his turn. If the Chaser fails to aim correctly, he does keep the ownership of the Quaffle (unless hit by a Bludger OR the opposing Chaser's approaching is sucessful) into his next turn, in which case a new approaching is unnecessary and they can attempt a goal immediatelly.
  14.  
  15. Beater: Beaters have the ability to sabotage any player they consider a danger. They have the same commands as a Chaser (approach / hit Bludger) and retain ownership of the Bludger in the same manner. In case of a sucessful Bludger being sent another player's way, the player in turn must IMMEDIATELLY perform the command !coin in an attempt to dodge the Bludger (without rp post). They skip their next turn in case of a failed attempt of dodging.
  16.  
  17. Keeper: If a Quaffle has been sucessfully aimed towards one of the hoops ( previously mentioned skip OR just an rp post with no comands otherwise), the Keeper performs a !coin command in order to see if he can sabotage the goal. An auto goal occurs if the keeper has been struck by a Bludger and has to be skipped.
  18.  
  19. Each player has 10 minutes to perform their turn, or they will be auto skipped for penalty.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement