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addaellis

Captain

PostPosted: Fri Apr 07, 2023 4:48 am


Exchange Progam

Solo Broom Flight thing


[align=center][size=20][u][color=white]xxx[/color]x [b]X[/b] x[color=white]xxx[/color]TITLE[color=white]xxx[/color]x [b]X[/b] x[color=white]xxx[/color][/u][/size][/align]

[size=16][u][color=white]xxx[/color][b]X[/b] SUBTITLE[color=white]xxxxxxxxxxxxxxx[/color][/u][/size]

 
PostPosted: Sun Apr 09, 2023 2:48 am


xxxx X xxxxMagical Schools Exchange Programxxxx X xxxx


In an effort to strengthen the international wizarding community and promote the exchange of different forms of magic, the International Confederation of Wizards started an exchange program between the magical schools around the world. Via this program, senior students in good standing can take a year to experience and learn at one of the other wizarding schools or host a foreign student.

The program runs for one school year. Accepted students will be hosted by a student in their year in the destination school and may, if desired, stay with them over the preceding summer.

The Offices of the Student Exchange Program are located in Hogsmeade village.

xxxX Basic Requirementsxxxxxxxxxxxxxxx

  1. Students must be in their 6th or 7th year of magical study for the year of travel. Seventh years will take their final exams (NEWTs or equivalent) at the guest school. All students need parental permission and approval from their Head of House to apply.

  2. Students must have passed (A or higher) any classes they plan to continue or take at the other school.

  3. Special considerations will be made regarding the destination school they want to attend (See Special considerations below)

  4. Prior to the departure date, students must take a basic language class for the local language of their destination OR pass an exam in conversational and academic language.

  5. Representatives of the school must find a student at the destination school to host (PC or NPC. The Exchange Program Office can assist with this).

  6. Applications are due in April of the year students hope to leave. Interviews and approvals will be conducted by mid-May, but may be pending OWL scores.
      This is for in-character timeline reference. Applications in-IRL should be submitted before end of Spring of that year)


xxxX Special Considerationsxxxxxxxxxxxxxxx

      XHogwarts (British Isles)
        Language: English
        Standout courses: History, Mythology, core
        Students seeking to travel to Hogwarts should do well in History and have a diversity of passing core classes.

      XDurmstrang (Northern Scandanavia)
        Language: German
        Standout courses: Dark Arts, Martial Magic, Potions, Advanced Flying
        Students seeking to travel to Durmstrang should do well in Defense Against the Dark Arts. They will also be asked to provide evidence of their magical heritage.

      XBeauxbatons (Western Europe)
        Language: Spanish or French
        Standout Courses: Etiquette, Fencing, Healing
        Students seeking to travel to Beauxbatons should have a good level of etiquette or social graces/ cunning.

      XDar Ar-Rickham (Middle East)
        Language: Arabic, English, or French
        Standout Courses: Wandless, Cursebreaking, Research
        Students seeking to travel to Dar Ar-Rickham should have passed Cursebreaking and Wandless. They should also know how to swim.

      XLong Jiang School of Magic (China)
        Language: Chinese or English
        Standout Courses: Mathematics/ Arithmancy, Instruction
        Long Jiang does not accept transfer students at this time. A student may transfer from Long Jiang to another school though.

      XMahotokouro (Japan)
        Language: Japanese
        Standout Courses: Flying, Martial Arts
        Students seeking to travel to Mahotohouro should have a clean detention record with no instances of practising Dark Arts.

      XPagunsan (Philllippines)
        Language: Tagalog
        Standout Courses: Herbology, Healing, Wandless, Magical Creatures
        Students seeking to travel to Pagunsan should have a passing score in Herbology and/or Care of Magical Creatures. They should also know how to swim.
        Pagunsan is a 6-year school. The school year runs from June to March

      XBehanzin (located in Haiti, Voodoo students around the world)
        Language: Spanish or French, although any language can be accommodated.
        Standout Courses: Voodoo, Theology, Ritual casting
        Students approved to travel to Behanzin are asked to coordinate with their host mentor to study the fundamentals of Voodoo with. They should also know how to swim.

      XSalem Witches (Eastern U.S.)
        Language: English
        Standout Courses: Electives, Witching Civics
        As all electives are offered for all six years, students seeking to travel to Salem should have Es in all electives they plan to continue at Salem.
        Salem is a 6-year school

      XLone Star (Western U.S.)
        Language: English
        Standout Courses: Magizoology, Combat Magic, Agricultural Studies
        Students seeking to travel to Lone Star should have passing scores in Herbology and/ or Care of Magical Creatures and have no record of poaching or creature abuse.


xxxX Application Form xxxxxxxxxxxxxxx


[b]Hosting Student Name:[/b] [url=profile link] Character's name[/url] – played by [RPer name or NPC]
[b]Year hosting:[/b] [6 or 7]
[b]School and house:[/b] The school and house they usually attend
[b]Home location:[/b] Where the residence will be.

[b]Travelling Student Name:[/b] [url=profile link]Character's name [/url] – played by [RPer name]
[b]Year they will be abroad:[/b] [6 or 7]
[b]School and house:[/b] The school and house they usually attend
[b]Core grades at OWLs:[/b] (or equivalent; add or indicate not core as needed).[list]
Astronomy ~ [color=green/red]#[/color]
Charms ~ [color=green]#[/color]
Defense Against the Dark Arts ~ [color=green]#[/color]
Herbology ~ [color=green]#[/color]
History of Magic ~ [color=green]#[/color]
Potions ~ [color=green]#[/color]
Transfiguration ~ [color=green]#[/color][/list]

[b]Electives:[/b] [list]
Elective ~ [color=green/red]#[/color]
Elective ~ [color=green]#[/color][/list]
[b]Proposed Schedule:[/b] Mark the electives of the travelling student and how they carry over to the other school. If there is not an equivalent, explain how this elective will be handled.

[b]Extracurriculars:[/b] Any clubs the student might want to be part of while abroad? (Make it up if going to a school without these details and we can confirm in the approval) If they are currently leaders in a club or in quidditch, please indicate what plans have been made for the year they are abroad.

[b]Language fluency[/b] Indicate if they have some language fluency or if they would be taking basic language tutoring for the local language of their exchange school.

[b]Duration:[/b] What is the intended duration of the stay? (The shortest stay is 3 months (1 month IRL) and the longest stay would be start of summer to end of the following summer)

[b]Other notes:[/b] This is space to include a rationale or mention any related plots being an exchange student or host might affect.

[spoiler][quote="addaellis"][/quote][/spoiler]


addaellis

Captain



addaellis

Captain

PostPosted: Wed Apr 19, 2023 5:10 pm


xxxx X xxxxQuidditch Edits?xxxx X xxxx


The listed dates are the dates that the games will start, with the exact time to be determined by whenever a referee can post. To start a match, only a captain or vice captain is required to post arriving (see bottom for captain first post) although everyone playing is welcome to post them arriving.

If both captains show up, the match begins and will proceed as normal. If neither show up, then the game is considered cancelled. Neither team gets any points.

If only one captain shows up by game time, the team that has not arrived is considered to have forfeit. The refereeing professor can make up whatever reason they think is appropriate (e.g. too many players were sick, broom malfunction, etc.) The team that showed up receives 150 points towards the Quidditch cup.

Captain/ Vice captain post
This is to cut out on the logistical hassle of making everyone post an initial post. Have a roster decided for the game– you have reserves if needed, and not everyone needs to be able to post immediately.

If after a week of play there is still no clear winner, captains can agree to continue playing or just call the game. If ending the game, the options are as follows:
  1. Call the game where it is: The snitch is not caught, points earned thus far are added to the cup points. Have one or both captains land and approve the draw or have the referee call the game.
  2. Snitch roll-off: The snitch is immediately spotted close by by both seekers. Both seekers immediately roll to catch the wily snitch: The seeker with the higher total roll earns their team 150 points and ends the game as though it were caught normally.
  3. Beater beat down: Set both beaters on both teams to just one life (or 2 with Dang Healthy). Beaters aim at each other without blocking until both beaters from one team are down. There is no blocking for your fellow beater in this beat-down. The team left standing receives 150 points as their seeker was able to seek unimpeded thereafter.
  4. Penalty shot: Narratively, contrive a reason for why both teams are receiving penalty shots (e.g. some kind of tangle mid-air, possession was contested, something, etc.). Each team then nominates a chaser to make three rolls to score against the opposing keeper. Keepers make 3 save rolls to attempt to block the shots. These four posts can be made in any order. Award points as normal to both teams. The team with the single highest roll (chaser or keeper, including modifiers, even if that team had fewer quaffle scores) catches the snitch, as their seeker was buoyed in morale and caught the snitch soon after.
PostPosted: Wed Apr 19, 2023 6:09 pm


xxxx X xxxxBroom Racingxxxx X xxxx


Hey, sometimes we want to fly but not necessarily play Quidditch. Broom racing around the Hogwarts campus is available for the more solo-flier, although tag-team runs can happen too.

The flight trail starts and ends at the field where Flying Classes are held, where the Race Records Book sits on a pedestal, automatically recording all times for all kinds of races, separated by the Current School Year and for All-Time. Unfortunately, the book was destroyed in a Peeves prank gone wrong* in Winter 2060 so many records have been lost.

xxxX How to Fly the Trailxxxxxxxxxxxxxxx
  1. The trail course starts and ends in the yard flying classes are held in and follows the above route.
  2. Fly: Roll 1d10 to see how far your character flies. Add this speed to your previous location (represented by a number) to determine where you are.
  3. At every location there is an event. Here you roll 1d20 as an action roll. This could represent evading, casting a spell, using an item/ potion, etc. Actions:
    • Evade (roll 1d20 against the obstacle's evade rating.).
    • Cast a spell/ use a potion item. (roll 1d20 against the obstacle's AC).
    • Action-- this is just a general action that accounts for anythign else you might try to do. (roll 1d20 against whatever is appropriate)

  4. You can rest along the trail by rolling 2d10. While resting, you can use items or cast spells without rolling, and when you leave you gain either an offensive OR defensive point.
    The first roll must be 5+ to find a resting spot. The second roll is your usual flight roll following this.
  5. Along the trail, you gain offensive or defensive points that can be used to modify your rolls. Any number of offensive or defensive points can be used. These can be applied after the roll, when you apply any other modifiers.
    • Offensive points can be used to boost speed or spell casts by up to 2.
    • Defensive points can be used to slow speed or increase evade rolls by up to 2.

  6. The race is over when you reach the end of the trail OR you run out of hearts, indicating you are too exhausted to continue or passed out.

  • As with Quidditch though, the purpose is to have fun and there’s room for quite a bit of creativity. If you want something to just work or not work in solo flights, you, as your character’s writer, can just decide that it does!

    Detailed Rules

    Actions
    • Fly (roll 1d10)
      • You may use an offensive point to boost your speed by up to 2
      • You may use a defensive point to slow your speed by up to 2
      • At some points the path will split. These are mandatory pauses. Once you hit the number, stop to make the decision, Your additional roll does not carry over.
      • You cannot make an action and make a flight roll at the same time.
      • The minimum flight roll is 0. If your speed is reduced such that you get a zero, you stall in the air. If an event can reasonably still be interacted with, face it again.

    • Evade/ Dodge (roll 1d20 against the opponent or obstacle challenge)
      • You may use a defensive point to increase the roll by up to 2

    • Cast a spell/ use a potion (roll 1d20 against the obstacle’s AC)
      You may use spells or potions on the trail*
      • When casting or using a potion against an obstacle, roll 1d20 against the obstacle’s AC. This represents how accurate the spell/ potion throw is. It is up to the roleplayer how effective the spell or potion is against the obstacle once it has hit.
      • Usually only 1 heart of damage may be dealt due to any particular action. Exceptions are noted for certain obstacles/ events.
      • When taking a potion for yourself mid-flight, this roll is how hard it is to do that action while under threat of the obstacle.
      • You may use an offense point to add +2 to this accuracy roll.
      • If your action beats the opponent's AC, then you may decide and describe the effect. This is usually up to 1 heart of damage. Exceptions are noted in the notes column.
      • *Within reason! Casting dark arts or pouring acid on the Whomping Willow might help your race, but will undoubtedly lead to expulsion or worse.

    • Action (roll 1d20 against the obstacles AC or Evade and interpret the result in-narrative)
      • This action accounts for anything else you might try to do like talking to someone or trying to persuade a creature to do something.

    • Rest (roll 2d10)
      • The first 1d10 is to find a safe spot to just hover and perch on your broom. A roll of 5+ means you’ve found such a place. This post counts as resting. If you roll 4 or lower, you cannot find a place to rest. You fly on immediately, using the second d10 as your flight roll.
      • You may use either offensive or defensive points to increase your rest-finding roll up to 2.
      • While resting, you can use potions or cast spells (on willing targets) without rolling. Each item use or action will still count as a time segment, but there is no need to roll for accuracy.
      • Readying up – As part of the rest, you may choose to gain either an offensive OR defensive point. If this is the only action you take as part of the rest, gain an extra point in whatever you chose.
      • The second d10 counts as your next flight roll.
      • E.g. You roll 2d10 to rest and get 5, 2. The 5 means you have found a place to rest. During the rest (1 time), you drink a wiggenweld potion to restore 1 heart (1 time) and prepare yourself, gaining 1 offense point (1 time). You automatically ready up before leaving, gaining 1 defense point, but do not gain the additional because you did other things. The entire post take 3 time segments and you leave with 1 health restored and 1 defense and 1 offense. Your next flying roll is a 2, but you can use one of the recently gained points to modify that roll.
      • Alternative: You rolled 2d10 to rest and got 5, 2. The 5 means you found a place to rest. You do some in-narrative stuff then get ready to leave, gaining 1 defense point, but since this is the only action taken, you gain 2 defense instead.The entire post takes 1 time segment and you leave with 2 defense points. Your next flying roll is a 2, but you can use one of the recently gained point to modify that roll.


    Events
    • There are four metrics an event can have: HP, AC, ATK, and Evade
      • HP is the number of hearts/ lives that the obstacle/ opponent has. Only obstacles that can be hurt have HP.
          After taking their max hearts of damage, opponents will retreat or get knocked out of commission. The in-narrative is up to the roleplayer, as is whether they are vulnerable to further thievery.

      • AC is the Armor Class, same as with players. This is basically how hard it is to hit them.
      • ATK is the attack modifier that the opponent has.
          Some opponents will attack immediately. In this case, roll 1d20 for their roll and add their attack modifier. Compare this to your character's AC.
          Other opponents have an HP and can be attacked but will not attack back. In this case, roll your attack, then theirs. Add and compare modifiers as needed.
          If they hit, they will deal 1 heart of damage to your character.

      • Evade challenge is how hard it is to avoid the obstacle or overcome it. Roll an evasion (1d20) with any modifiers and compare it to the evasion score.
          You can decide whether you're going against the Evade challenge or the AC or the event/ obstacle. Just make it make sense in-narrative and follow the success/ failure prompts as listed.
          You can attempt to fight and then change your mind and evade. Opponents will not recover health or pursue unless otherwise noted.

      • All ties are in favor of the player.

    • See exceptions in the Other Notes column.


    Items
    • You may have 3 items without affecting weight. After that, take a -1 to flying speed for every 2 items on you.
    • Taking items is always a MAY, and you may drop items whenever.
    • Common items that don’t count as weight: a water bottle/ snacks, any normal clothes or accessories the character might have, wand.
      • You can have a small sidebag/ pack for carrying small items you might get on the trail. When you gain the item you can put it directly into the bag.
      • The bag and everything in it counts as 1 weight but accessing anything in it counts as an additional action.
      • If this bag is your last item and you are prompted to drop an item, you can take 1 heart of damage instead.
      • For mechanical purposes, you can drop your water bottle or any other items.

    • Common Potion effects:
      • Wiggenweld potion -- restores 1 heart
      • Pepperup potion – instantly gain 2 offense
      • Girding potion– instantly gain 2 defense

    • Common Spell effects:
      • Episkey – restores 1 heart
      • Protego -- blocks an attack
      • Lumos -- brighten a dark area
      • Flipendo -- knocks things aside.



    Remember all the mechanics are just there to support whatever you want to happen in-narrative!

    xxxX Modifiers xxxxxxxxxxxxxxx
    Quidditch stats apply on the trail! See how these skills transfer over:
      Flying experience modifiers-- Apply and stack all:
        Advanced Flying I + 2
        Advanced Flying II + 1 (notice these are reversed from Quidditch because of the different focuses in the flying classes).
        1-2 years +1, begin with 1 point in defense
        3-4 years +1, begin with 1 point in defense
        5-6 years +1, begin with 2 points in offense


      Special skills modifiers--If your character plays quidditch, these are the same stats.
        Sharp Eyes - Seeker +2 for Spotting the Snitch >> Before the race, chose 1: +1 when evading and +1 to casting/ using items
        Natural Flyer - AC Boost +2 for AC >> Remains the same, +When using an offense or defense point to gain speed on a flying roll, you may add or remove 1 additional point.
        Good Arm - Chaser +2 To Shoot >> +2 when casting a spell or using a potion.
        Mean Swing - Beater +2 to Hit Bludgers >> Begin with 2 offensive points. When attacking, if your roll is over 10 of the opponent’s AC, you may deal 2 hearts of damage.
        Stalwart Defender—Beater +2 to blocking?? >> Begin with 2 defense points.
        Deft Dodger - AC Boost +2 for AC >> + Remains the same, +2 when evading.
        Great Catch - Keeper/Seeker +2 to Catch Snitch OR Quaffle >> Whenever you gain an item, you may gain either 1 offense or 1 defense.
        Dang Healthy - Life Boost Gives 1 extra life (Total of 4) >>Remains the same. +Whenever you may regain a heart during the race, you may regain 2 instead (Using restorative items is NOT affected by this trait.)
        Hold the Line - Keeper +2 to Catching the Quaffle ONLY >> You may carry up to 5 items without affecting your speed.
        Swift Swipe - Chaser +2 to Steal the Quaffle > Whenever you may choose items, you may choose an additional item.


    xxxX End of the Trailxxxxxxxxxxxxxxx
    Race metrics (record these at the end).
    • Flight Time (count time segments)
      • Roughly, count each Flying action as a time segment. For events, the first evasion/ attack is included. Further bolded actions count as additional time segments.
      • The Rest action counts as 1 time segment in itself, with additional actions counting as additional time segments.

    • Events/Obstacles Encountered– Count how many obstacles you had to avoid or fight. Count bosses separately.
    • Awards -- some actions will award you house points. Total these up here and ask a mod to apply them.
    • Items-- some items don't really have a mechanical use and just exist for flavor. Make a note of what you gained or dropped-- maybe someone will pick it up in another trail run.


    xxxX Events xxxxxxxxxxxxxxx
    [Link to flight course spreadsheet.

    xxxX Formatsxxxxxxxxxxxxxxx
    Stats block

    Flying
    Total roll: ## + [modifiers] to [intended action].
    Progress: #/100 in # time segments.

    Stats:
    AC: 10 + modifiers
    Modifiers: + # to [skill]
    Special Skills: [up to 3]
    Lives: <3 <3 <3
    Offense: # / Defense: #.
    Items:
    -
    -
    -


    * Peeves contests the Records were sabotaged in panic by one Aire Aindrias-Evera after she accidentally beat Maya Master’s records, but Aire claims that ”Never in life!” could she beat Maya.


  • addaellis

    Captain



    addaellis

    Captain

    PostPosted: Sat May 06, 2023 6:25 pm


    xxxx X xxxxExam Guidelinesxxxx X xxxx


    xxxX Course Loadxxxxxxxxxxxxxxx
      O.W.L.s-- accounting for 2-3 clubs
      • Minimum 2 electives. They better pass their classes or else prepare to defend their shitty grades.
      • 4-6 electives (11-13 classes total) with 2-3 clubs is considered a “full” schedule. This is good. Proceed as usual.
      • 7-9 electives (14-16 classes) is a lot, but still feasible assuming they don’t have many club activities and have good study habits. They’ll likely scrape by with As on a few subjects they plan to drop anyways.
      • 10+ electives (17+ classes) is considered a very heavy load, regardless of which classes they are, what clubs, and any other factors. Prepare to defend not only their grade, but their ability to handle this course load to begin with. Os should be rare.


      N.E.W.T.s--accounting for 2-3 clubs and 1-2 leadership roles, and one special class each year.
      • Technically no NEWTs are needed and students can leave after OWLs but generally they will continue to a NEWT level in at least a couple subjects. Anything fewer than 7 NEWTs is considered a light load. They can pick up a part time job alongside their classes.
      • Anywhere from 8-10 total NEWT classes is considered a full schedule. This accounts for 2-3 clubs with 1-2 leadership roles and one special class each year (e.g. Apparition, Mind Magic, or Animagus. Non-MTAs can take these classes, they just don’t attempt or don’t complete the process.)
      • 11-12 is definitely hard but doable, considering these are all classes that they have a vested interest and proven ability in (E+ on their OWLs).
      • 13+ is pushing burn out. Prepare to defend how they handle this course load at all.


      xxxX Grades Scoringxxxxxxxxxxxxxxx
      The Hogwarts grading scale is not the American grading scale. Technically, OWLs and NEWTs are graded on a curve, but in guild, we’re not figuring out a curve razz
      • Grades breakdown
          O - 100-95
          EE - 85-94
          A - 70-84
          P - 69-60
          D - 59-50
          T - 50 and below

      • An O means they scored nearly perfectly (a 95% or above). This would be if they are consistently among the top few scores in that class.
      • D and T are basically Fs on the American scale. You basically only get a T if you intentionally mess up, don’t show up to the exam, or don’t fill out over half the exam/ skip the practical entirely. At OWLs, you could still get a D even if you missed the practical (maybe even a P if the written was perfect), given how it is weighted.
      • General: You can always get an A or P.
        An E or D will require at least a cursory “they study hard” / “they actively didn’t get something”.
        An O/T will require some serious dedication, talent, or stroke of fortune. (Or dedication and talent for trolling, or stroke of ill fortune.)
      • There is a notable jump in difficulty between OWLs and NEWTs.


      xxxX Grade Rationalesxxxxxxxxxxxxxxx
      • The Grader should be able to get a rough idea of what kind of student they are from the exam/ what they excel in/ how they study. If you’re worried about this, please feel free to include a short blurb at the beginning/end about how they study. Definitely include this as a justification if they get all Os.
      • Please include a link to your profile in the exam thread (for convenience).
      • A list of clubs participation/ extracurriculars would also be appreciated if they’re taking 7+ electives.

      • Wands amplify existing characteristics. Your wand having talent is not acceptable as a reason for doing well at the NEWT level.
      • Your family member doing well/ teaching a subject is not rationale for you doing well at the NEWT level.

        General considerations:
      • There are 15 total electives, and 7 core classes. If a student wants to just try something out for a year, mention it in the profile under classes or in backstory section, but there’s no need to make them sit through 3 years of an elective and an OWL exam if it is not what they want or expected from the class.
      • Consider these things when deciding their grade distribution:

        • Which clubs are they in? What else do they do besides classes? What hobbies do they pursue? – These extracurriculars will take time, but also might serve as places to build on transferable skills. (For example, writing or spellcasting skills from Daily Dragon or Dueling/ Fite might help with some classes, depending on how they approach their club activity. Some clubs straight up have tutoring available.)
        • Do they have leadership responsibilities? (e.g. Captain of a club, prefect/ head).
        • What is their temperament like? Do they have outlets for their physical and mental health? How well do they manage their time? If they’re a perfectionist, a bunch of things piled on might hurt more than help. If they’re very relaxed and don’t have test anxiety or actively worked on test-taking skills, that might help.
        • Other responsibilities: Club load. Leadership responsibilities. Temperament. Study habits. Perfectionism (in which case perfectionism would count against them.) which electives. Do they have an outlet for physical health or hobbies for mental health? . What is their average grade? (Make it an A or E if you’re not too sure about them as a student, an O only if they’re very studious.)
    Reply
    Etc

     
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