It's time for break! No classes today, but in the spirit of competition, it's time for the students to play the classic and beloved Quodpot. Just be mindful of the clock!
Rules:
This is not a specific House tournament, only a enjoyable game for everyone to play with, so please feel free to partner with students outside of your House.
You may split up these orders between a group of up to 4 students or simply choose some or all of them yourself. You team player, you.
Each team starts out with a base clock score of 6. You may spend 2 advantages to increase the shot clock by 1 for every one of these rolls, in lieu of its other uses. Subsequently, you may also spend 2 threats to decrease the base clock by 1, in lieu of its other uses as well. If the base clock reaches 0 at any point, the Quod explodes and the player doing the check is eliminated from the game. The only exception to this is if the clock reaches 0 at a successful attempt of Take the Shot. If this happens, you may continue to try to do this again.
Remember the Playbook: Make a Leadership check at minimum of Average difficulty to ensure everyone knows the play. On a success, you are able to accurately determine the amount of time needed to do the move. On a failure, you are ill-prepared for the amount of time needed to succeed and reduce the base clock by 1. You may choose to increase the difficulty of this roll in order to have a larger shot clock, with each difficulty increase allowing to increase the clock by 1. On a failure, however, the timing is incredibly off with the play and you reduce the shot clock by how many times you increased the difficulty. Advantages and Threats will be used to add boosts or setback dice to the next roll at a 2:1 ratio.
Set up the Shot: You manage to get the ball in your hands, the shot is starting to go down, and you have to make the shot. Make a Broomsmanship check at a Hard difficulty to maneuver thru your other team to prepare to make a shot. For each successs, reduce the difficulty of Take the Shot by one, up to a maximum of 3 times. A failure does nothing. On a Triumph, the student may skip the next step entirely. Advantages and Threats will be used to add boosts or setback dice to the next roll at a 2:1 ratio.
Check! The quickest way between two locations is a straight line. Unfortunately, that straight line is blocked by some big and burly. Make a Brawl check at a hard difficulty to plow your way thru the competition. On a success, you manage to make your way thru the wall and make it one step closer to the pot. On a success, proceed to Take the Shot. On a failure, you lose grasp your grasp of the Quod and it goes to the other team. Make a Resilience check to continue to hold onto the ball. If that fails, you lose the ball to the other team. See the rules for Hey, Give That Back! Advantages and Threats will be used to add boosts or setback dice to the next roll at a 2:1 ratio. Triumphs will count as 2 successes for the purposes of either of these checks.
Hey, Give That Back You lost the ball and now the other team has it. Make one of the following checks against the other team:
Skulduggery (Steal the ball back right under 'em): Average Difficulty
Coordination: (Use fast moves to get it back) Average Difficulity
Perception: (See when they plan to pass it off and intercept) Hard Difficulity
On a success, you manage to get the ball back and can then proceed to Take the Shot. On a Failure, you lose the ball completely and must start over from the very beginning. Advantages and Threats will be used to add boosts or setback dice to the next roll at a 2:1 ratio for all these rolls.
Take the Shot Make a Athletics check at a Daunting difficulty to make the shot to the pot. On a success, you successfully receive a point for your team. On a failure, it goes wide. You may choose to recover the ball if the shot clock is still available and try again, but it will increase the difficulty of the shot by 1. If the difficulty of the shot goes beyond Formidable, the ball is recovered and you cannot take another shot, causing your team to start over from the beginning. Advantages and Threats will be used to add boosts or setback dice to the next roll at a 2:1 ratio for all these rolls.
Points:
With a success, each team will score a point, as well as earn 5 House Points for their respective Houses. You may try this again up to 5 times, for a maximum chance of 25 points.
Pot Shots [D4 LM]
Pot Shots [D4 LM]
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