Quidditch - Star Moments

Do not forget to include Fatigue in all of the +Rolls in Star Moments.

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Beater Moments

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Target: Beater!

A Beater's role is to protect their team from getting bludgered off their brooms! One of the best ways to do this is to cripple the opposing Beaters. Pick which Opposing Beater you wish to target, aim and clock that bludger! ((If the Target is not On-Line, use the HogQuidditch -or- ProQuidditch BOTS instead in the roll below.))

+roll <Beater>=Beater vs <Opposing Beater>=Broomflying

  • Embarrassing Failure: If Beater is the Crit Failure: They swish while trying to swing their bat and the bludger strikes them instead. How utterly embarrassing! Beater receives -2 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom. • If the Targeted Beater is the Crit Failure: They are struck so badly they fall of their broom and are out of the game. Damage: 4
  • Failure: If Beater is the Failure: They were so busy trying to aim, they didn't see an incoming bludger and get tagged. Beater receives -1 Fatigue. • If the Target is the Failure: -1 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom.

On an Opposed Roll:

  • DRAW: The Target dodges, but is quite distracted from the ordeal. Target receives -1 Fatigue.
  • Marginal Victory: In Favor of the Beater: The damage to the Target throws off the Opposing Captain's Strategy: -2 to Captain's Strategy Roll. -2 Fatigue to the Target next round. Beater gets an additional 1 Performance for their team! • In Favor of the Target. No Fatigue, no Bonuses. The Bludger simply misses the Target.
  • Solid Victory: In Favor of the Beater: The damage to the Target really throws off the Opposing Captain's Strategy: -3 to Captain's Strategy Roll. -4 Fatigue to the Target next round. Beater gets an additional 5 Performance for their team! • In Favor of the Target. No Fatigue, no Bonuses. The Bludger misses the Target and swerves off to do its own thing.
  • Crushing Victory: In Favor of the Beater: The damage to the Target nearly ruins the Opposing Captain's Strategy: -4 to Captain's Strategy Roll. Target is knocked off their broom. Beater gets an additional 10 Performance for their team! • In Favor of the Target. No Fatigue, no Bonuses. The Bludger misses the Target by a long shot.

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Target: Captain!

The opposing team's captain is in your sights! Knock any strategy right out of the Captain's head!

+roll <Beater>=Beater vs <Opposing Seeker>=Broomflying

  • Embarrassing Failure: If Beater is the Crit Failure: They swish while trying to swing their bat and the bludger strikes them instead. How utterly embarrassing! Beater receives -2 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom. • If the Targeted Beater is the Crit Failure: They are struck so badly they fall of their broom and are out of the game. Damage: 4
  • Failure: If Beater is the Failure: They were so busy trying to aim, they didn't see an incoming bludger and get tagged. Beater receives -1 Fatigue. • If the Target is the Failure: -1 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom.

On an Opposed Roll:

  • DRAW: The Target dodges, but is quite distracted from the ordeal. Target receives -1 Fatigue.
  • Marginal Victory: In Favor of the Beater: The damage to the Target throws off the Opposing Captain's Strategy: -3 to Captain's Strategy Roll. -2 Fatigue to the Target next round. Beater gets an additional 1 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger simply misses the Target.
  • Solid Victory: In Favor of the Beater: The damage to the Target really throws off the Opposing Captain's Strategy: -4 to Captain's Strategy Roll. -4 Fatigue to the Target next round. Beater gets an additional 5 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target and swerves off to do its own thing.
  • Crushing Victory: In Favor of the Beater: The damage to the Target nearly ruins the Opposing Captain's Strategy: -5 to Captain's Strategy Roll. Target is knocked off their broom. Beater gets an additional 10 Performance for their team! **The Captain is out of the game. The Vice-Captain takes the reins and rolls in the next Strategy stage (at the -5). • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target by a long shot.

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Target: Chaser!

It's a moment of beauty, that when you have the opposing Chaser with Quaffle tucked underneath their arm flies by and everything aligns perfectly. Bat. Bludger. Chaser.

+roll <Beater>=Beater vs <Opposing Chaser>=Broomflying

  • Embarrassing Failure: If Beater is the Crit Failure: They swish while trying to swing their bat and the bludger strikes them instead. How utterly embarrassing! Beater receives -2 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom. • If the Targeted Beater is the Crit Failure: They are struck so badly they fall of their broom and are out of the game. Damage: 4
  • Failure: If Beater is the Failure: They were so busy trying to aim, they didn't see an incoming bludger and get tagged. Beater receives -1 Fatigue. • If the Target is the Failure: -1 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom.

On an Opposed Roll:

  • DRAW: The Target dodges, but is quite distracted from the ordeal. Target receives -1 Fatigue.
  • Marginal Victory: In Favor of the Beater: The damage to the Target throws off the Opposing Captain's Strategy: -2 to Captain's Strategy Roll. -2 Fatigue to the Target next round. Beater gets an additional 1 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger simply misses the Target.
  • Solid Victory: In Favor of the Beater: The damage to the Target really throws off the Opposing Captain's Strategy: -3 to Captain's Strategy Roll. -4 Fatigue to the Target next round. Beater gets an additional 5 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target and swerves off to do its own thing.
  • Crushing Victory: In Favor of the Beater: The damage to the Target nearly ruins the Opposing Captain's Strategy: -4 to Captain's Strategy Roll. Target is knocked off their broom. Beater gets an additional 10 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target by a long shot.

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Target: Keeper!

A Chaser is in the Scoring Zone of the Opposing side. This means that a Beater can target the Opposing Keeper without getting the Bumphing Foul called on them. A choice opportunity indeed.

+roll <Beater>=Beater vs <Opposing Chaser>=Broomflying

  • Embarrassing Failure: If Beater is the Crit Failure: They swish while trying to swing their bat and the bludger strikes them instead. How utterly embarrassing! Beater receives -2 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom. • If the Targeted Beater is the Crit Failure: They are struck so badly they fall of their broom and are out of the game. Damage: 4
  • Failure: If Beater is the Failure: They were so busy trying to aim, they didn't see an incoming bludger and get tagged. Beater receives -1 Fatigue. • If the Target is the Failure: -1 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom.

On an Opposed Roll:

  • DRAW: The Target dodges, but is quite distracted from the ordeal. Target receives -1 Fatigue.
  • Marginal Victory: In Favor of the Beater: The damage to the Target throws off the Opposing Captain's Strategy: -2 to Captain's Strategy Roll. -2 Fatigue to the Target next round. Beater gets an additional 1 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger simply misses the Target.
  • Solid Victory: In Favor of the Beater: The damage to the Target really throws off the Opposing Captain's Strategy: -3 to Captain's Strategy Roll. -4 Fatigue to the Target next round. Beater gets an additional 5 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target and swerves off to do its own thing.
  • Crushing Victory: In Favor of the Beater: The damage to the Target nearly ruins the Opposing Captain's Strategy: -4 to Captain's Strategy Roll. Target is knocked off their broom. Beater gets an additional 10 Performance for their team! Every round after the Keeper is gone from the hoops the Beater's Team gets a bonus 10 Performance for every Chaser still flying on the Beater's Team. • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target by a long shot.

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Target: Seeker!

A nasty iron bludger grinds through the air, then there's the twittering sound of the flutter of Snitch wings. There it is! You can't catch it, but you can sure try to get the other teams Seeker off it's tail!

+roll <Beater>=Beater vs <Opposing Seeker>=Broomflying

  • Embarrassing Failure: If Beater is the Crit Failure: They swish while trying to swing their bat and the bludger strikes them instead. How utterly embarrassing! Beater receives -2 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom. • If the Targeted Beater is the Crit Failure: They are struck so badly they fall of their broom and are out of the game. Damage: 4
  • Failure: If Beater is the Failure: They were so busy trying to aim, they didn't see an incoming bludger and get tagged. Beater receives -1 Fatigue. • If the Target is the Failure: -1 Fatigue and they must make an additional Broomflying roll with that penalty including any previous fatigue to determine if they remain seated on their broom.

On an Opposed Roll:

  • DRAW: The Target dodges, but is quite distracted from the ordeal. Target receives -1 Fatigue.
  • Marginal Victory: In Favor of the Beater: The damage to the Target throws off the Opposing Captain's Strategy: -2 to Captain's Strategy Roll. -2 Fatigue to the Target next round. Beater gets an additional 1 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger simply misses the Target.
  • Solid Victory: In Favor of the Beater: The damage to the Target really throws off the Opposing Captain's Strategy: -3 to Captain's Strategy Roll. -4 Fatigue to the Target next round. Beater gets an additional 5 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target and swerves off to do its own thing.
  • Crushing Victory: In Favor of the Beater: The damage to the Target nearly ruins the Opposing Captain's Strategy: -4 to Captain's Strategy Roll. Target is knocked off their broom. Beater gets an additional 10 Performance for their team! • In Favor of the Target: No Fatigue, no Bonuses. The Bludger misses the Target by a long shot.

To the Rescue

A Teammate is surrounded! From a good vantage point you see as a teammate is suddenly surrounded by the opposition and it's not looking good for them. A carefully aimed bludger into the fray would be just the sort of help they could use to break up the harassing ring.

+roll Beater

  • Success: The Teammate's Fatigue goes to 0.
  • Good Success: The beater's help allowed for a GOAL! 10 additional Performance for the Beater's Team.
  • Great Success: The beater's help allowed for a GOAL! 10 additional Performance for the Beater's Team. It also baffled the Opposing Captain enough that they get a -1 to the next Captain's Strategy Roll.
  • Amazing Success: The beater's rescue allowed for two GOALS! 20 additional Performance for the Beater's Team. It also baffled the Opposing Captain enough that they suffer a -2 to the next Captain's Strategy Roll.
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General Moments

For the Fans — A huge part of any Quidditch game is the surge of morale a good cheer from the fans can give their team. You decide that's just what your team needs and devise a way of getting the crowd on your side. +roll Presence

  • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
  • Success = +1 to your Captain in next Strategy Roll.
  • Good Success = +2 to your Captain in next Strategy Roll.
  • Great Success = +3 to your Captain in next Strategy Roll.
  • Amazing Success = +4 to your Captain in next Strategy Roll. Your moment allowed for a Goal: +10 Performance for your team!

Save the Captain! — Your team's captain is in Trouble! You swoop in and save the day! +roll Broomflying + Reaction

  • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
  • Success = +1 to your Captain in next Strategy Roll.
  • Good Success = +2 to your Captain in next Strategy Roll.
  • Great Success = Your help allowed for a Goal: 10 Performance for your team!
    • -1 to opposing Captain in next Strategy Roll.
  • Amazing Success = -2 to opposing Captain in next Strategy Roll.
      • Your moment allowed for a Goal: 10 Performance for your team!

Hold! — For some part of your Captain's Strategy you must hold your position on the Pitch and not lose an inch of air. Dig those heels into that broom stick and hold that position!

  • If in Cautious Style: +roll Broomflying+2
    • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
    • Success = +1 to your Captain in next Strategy Roll.
    • Good Success = +2 to your Captain in next Strategy Roll.
    • Great Success = Your help allowed for a Goal: 10 Performance for your team!
      • -1 to opposing Captain in next Strategy Roll.
    • Amazing Success = -2 to opposing Captain in next Strategy Roll.
      • Your moment allowed for a Goal: 10 Performance for your team!
    • Award: 1
  • If in Defensive Style: +roll Broomflying+1
    • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
    • Success = +1 to your Captain in next Strategy Roll.
    • Good Success = +2 to your Captain in next Strategy Roll.
    • Great Success = Your help allowed for a Goal: 10 Performance for your team
      • -1 to opposing Captain in next Strategy Roll.
    • Amazing Success = -2 to opposing Captain in next Strategy Roll.
      • Your moment allowed for a Goal: 10 Performance for your team!
    • Award: 2
  • If in Aggressive Style: +roll Broomflying-1
    • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
    • Success = +1 to your Captain in next Strategy Roll.
    • Good Success = +2 to your Captain in next Strategy Roll.
    • Great Success = Your help allowed for a Goal: 10 Performance for your team!
      • -1 to opposing Captain in next Strategy Roll.
    • Amazing Success = -2 to opposing Captain in next Strategy Roll.
      • Your moment allowed for a Goal: 10 Performance for your team!
    • Award: 3
  • If in Reckless Style: +roll Broomflying-2
    • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
    • Success = +1 to your Captain in next Strategy Roll.
    • Good Success = +2 to your Captain in next Strategy Roll.
    • Great Success = Your help allowed for a Goal: 10 Performance for your team!
      • -1 to opposing Captain in next Strategy Roll.
    • Amazing Success = -2 to opposing Captain in next Strategy Roll.
      • Your moment allowed for a Goal: 10 Performance for your team!
    • Award: 4

Chaser Moments

A Clear Shot! * The Quaffle has made it to your hands and there you are with a clear shot to an empty Hoop with the opposing Keeper at the furthest away Hoop! +roll Chaser

  • Success = +10 Performance
  • Good Success = +15 Performance
  • Great Success = +20 Performance - Ref rolls your Chaser again!
  • Amazing Success = +25 Performance - Ref rolls your Chaser again!

Special Case: On a Great Success or better. You are able to get the Quaffle again after it's through the hoop for an additional shot at scoring, so +roll Chaser again.
If the second shot is made:

  • Success = -1 to opposing Captain in next Strategy Roll. +10 Performance.
  • Good Success = -2 to opposing Captain in next Strategy Roll. +15 Performance.
  • Great Success = -3 to opposing Captain in next Strategy Roll. +20 Performance.
  • Amazing Success = -4 to opposing Captain in next Strategy Roll. +25 Performance.

Break the Line! * The Opposing Chasers have gathered in a formation that must be broke through to get to the goal zone. You are immediately moved to Very Engaged. +roll <Star>=Broomflying vs <Opposing Chaser>=Broomflying three times, one for each of the other team's chaser. If successful all three times +roll Chaser for a chance to score with a clear shot. If you don't succeed all three times take a -1 penalty per fail in +roll <Star>=Chaser vs <Opposing Keeper>=Reaction + Broomflying.
On a Great Success or better. You are able to get the Quaffle again after it's through the hoop for an additional shot at scoring, so +roll Chaser again. Each Goal Successfully made is of course 10 Performance!
If the second shot is made:
* Success = +1 to Captain in next Strategy Roll. -2 to opposing Captain in next Strategy Roll.
* Good Success = +2 to Captain in next Strategy Roll. -3 to opposing Captain in next Strategy Roll.
* Great Success = +3 to Captain in next Strategy Roll. -4 to opposing Captain in next Strategy Roll.
* Amazing Success = +4 to Captain in next Strategy Roll. -5 to opposing Captain in next Strategy Roll.

Keeper Moments

Sentinel of the Hoops None shall pass!! You are in the zone, nothing will get past you! … You hope. +roll Keeper

  • Embarrassing Failure = -1 to your Captain in next Strategy Roll.
  • Success = +1 to your Captain in next Strategy Roll.
    • -3 to opposing teams Performance.
  • Good Success = +2 to your Captain in next Strategy Roll.
    • -5 to opposing teams Performance.
  • Great Success = Your help allowed for a Goal: 10 Performance for your team!
    • -1 to opposing Captain in next Strategy Roll.
    • -6 to opposing Team's Performance.
  • Amazing Success = -2 to opposing Captain in next Strategy Roll.
      • Your moment allowed for a Goal: 10 Performance for your team!
      • -10 to opposing Team's Performance.

Seeker Star Moments

Capture the Snitch

Positions: Seeker
The Seeker Position has only one Star Moment, and this is it. Any success ends the game and the Seeker earns 150 points for their team.
+roll <Seeker>=Seeker vs Snitch=Reaction + Keeper
The Seeker catches sight of the Golden Snitch, and has a chance to finish the game!

  • Embarrassing Failure = -1 to your Captain in next Strategy Roll. It was something else other than the snitch.
  • Draw: +1 to your Captain in next Strategy Roll.
    • +2 to Seeker's next roll.
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