Types of Stats
The character's Quidditch abilities are defined by the following four attributes:
Strength - Physical toughness. You would use this in resisting against falling off your broom or recovery from being knocked by a bludger. Your strength would also factor in on how powerful a shot you would make with the Quaffle at the goal, increasing the difficulty of a Keeper of blocking it.
Agility - General nimbleness and gross motor control. This would be how well you could pull off a aerial manoeuvre on your broom or avoid a bludger.
Perception - Sharpness of your senses. This would be used to notice a coming bludger, opposing player or the snitch.
Accuracy - Hand-eye coordination and fine motor control. This would define how good a 'shot' you are in scoring with the Quaffle, stealing the Quaffle from an opposing Chaser, a Keeper blocking an oncoming shot or catching the snitch.
Setup
| Syntax | Purpose |
| +quid/setup | Initiates a player and grants points. |
| +quid/add [stat]=[#] | Add to a stat. Use negatives to subtract. |
| +quid/stats | Use this to view your Quidditch stats. |
| +quid/view | View an explanation of Quidditch stats. |
| +quid/finish | Locks your sheet and finishes. |
These commands are available only in the Quidditch Point Setting Room, which is located off of the Registrar's Office or the OOC Common Room. The only exception is +quid/stats, which may be used anywhere on the game. These commands are used to set up players for playing Quidditch and for spending any additional points they have gained through practice.
Every player must initiate himself using +quid/setup. Then, points may be added to the stats with +quid/add. Each stat is known by a three-letter code, which is as follows:
Accuracy - ACC Agility - AGL Perception - PER Strength - STR
Stat Levels
20 - Barely able to walk, incredibly feeble or blind as a bat.
40 - Very clumsy, prone to triping over your own two feet, rather sickly.
60 - Could do perhaps ten consecutive jump ropes without tripping, just a bit on the skinny and weak side.
80 - The average person - average strength, perception, etc.
100 - Fairly nimble, perhaps able to juggle three balls without much effort.
120 - Amateur gymnast, amateur weight-lifter.
140 - Resident daredevil, could stroll across a log bridge without much trouble.
160 - Agile wonder, could walk a tightrope. Champion weightlifter in the area.
180 - Could walk the same tightrope while juggling a few bowling pins.
Many students will have stats below 80. This is NORMAL. By the time they graduate they will have hopefully achieved stats in the 80s. The game difficulty is scaled to the stats of the players involved.
Basic Stats
You will receive a basic number of stats depending on the year you were in when you set yourself up with points.
First year: 125
Second year: 150
Third year: 175
Fourth year: 200
Fifth year: 225
Sixth year: 250
Seventh year: 275
Alumnus: 300
Advancement
In order to receive advancement points, one participant of a practice needs to @mail Collin with a list of the characters who were present. Please note that points cannot be received by a player more than twice a week, to a maximum of two points (excluding those earned through games). Points are awarded en masse every OOC Saturday, and all mails received after Saturday at 8 PM are counted towards the next week's total. Players can advance their skills in the following ways:
Practices - RP sessions approved in advance, arranged by team captains for their own team members. It is also possible to receive points from practices that are not arranged by a captain. (Earn 1 point)
Scrimmages - Impromptu or planned scrimmages are also acceptable, where opposing teams play a mock game. It is also possible to be awarded points for unofficial practices between opposing team members - where basically a few people get together to kick around the Quaffle or the Bludgers. (Earn 1 point)
Tryouts - Generally held once and at the beginning of the season, try outs are also a good opportunity to work with new and old players. (Earn 1 point)
Official games - Each team will participate in three every season. Those players who actually connect and participate during the game (NOT those who are +forced for the entire duration) will receive two points that are not factored into their max for the week.
End of term - All student players, including seventh years, receive 25 points at the end of every term. This is to keep them level with the "starter points" that other students of their year would receive. (If Fifth Year A started playing as a fourth year but did not receive 25 practice points in her fourth year, she would have lower stats than Fifth Year B, who set up his stats as a fifth year. A deserves to receive the 25 point difference to reflect the fact that she is not only a fifth year, she is a fifth year with experience.) While adult Quidditch players may take advantage of any of the other methods of advancement listed above, this one is not available to them.
Once they have been awarded more points, players may spend them by going up to the Quidditch Points Room, located off of the OOC Common Room.
