Post by Prongs on Aug 15, 2007 4:31:14 GMT -5
Moony and Wormtail haven't agreed to these yet, so they arent Official yet.
RP, or commonly known as Role Play, is something that consists with a lot of chaotic crap that everyone finds funny, fun, exciting, and fair. However, it gets out of hand, and must be toned down with shit called rules and guidelines, which are very boring to write.
These rules are based on rules used by MANY MANY roleplayers, or as we shall call here, RPers
Ok, first we go to posting.
We post in turns, A, B, C, D, like that, then once there are no people left to post, the first person, in this case A, posts again. The whole cycle goes again.
There are certain recoveries for certain spells, and certain limitations. You can’t apparate if you are a 5th year, and if you don’t have your license. You can’t cast unforgivable curses until you’vegraduated Hogwarts Turned 17.
There are certain limitations on what can be done even in the wizarding world, it would be very difficult to take over Hogwarts until you’ve taken over the ministry, until you’ve done so, feel free to attempt to take over Hogwarts. You can’t run around massacring or jinxing students down the halls, because Filch will catch you, you have to make sure you hide from filch, Prongs can help you with this, having the Marauder’s map, and it’d be easy to commune with Prongs with the Mirrors. You wont have any trouble evading Filch if you have an invisibility cloak, however.
You can’t always win, no Automatically hitting a person with your spell, give them a chance.
Abide by the recovery laws.
Also, no double posting.
WRITING
You can curse and cuss a bit if you feel appropriate.
There is no reference to sex inside the Harry Potter world, so nobody’s getting a girl preggo before graduation. Infatuation and relationships are allowed with NPCs I guess, just agree with it with the group, and the stagecoach will portray the NPC.
DON’T DO THIS CRAP DOWN HERE
Don’t double post.
Don’t post how another person feels, their actions, their thoughts, their deaths. Im sure they’ll do that very well.
Don’t post anything unbelievable, or out of boundaries.
Don’t post an NPC’s actions.
Don’t cast spells you can’t, or don’t know.
STAGECOACHING
The stagecoach, is the sciencemod of the RP, until the RP stops. He acts for the NPCs, and is like a police. If somebody dodges an unbelievable move, then he’ll inform you you’ve just dodge an unbeleiveable move. This way there’s no arguing! Which sucks the fun out of the anger out of the thing.
Stagecoaches go by turns, starting with…. Umm moony, and then Prongs, and then Padfoot (unavailable at the time) then my imaginary friend (who doesn’t want to roleplay) then Hakaisha (who will say no) then *sigh* Wormtail….. I guess, then Moony again.
Stagecoach’s job is to make sure everything goes fair, should know a good amount about Harry Potter (read at least ONE book, Wormie), and crap.
Make sure that the players aren’t making anything up, like locations in Hogsmeade until everybody (that is to say, until all three of us) decide okeydokey. This goes for objects.
The stagecoach also determines the outcome of things, weather we get caught, weather we can convinve Peeves or not, ect. They are the Dungeon Master, so to speak.
The stagecoach commentates what is going on in a quidditch match, unless they are playing, in which they will puppet an NPC into doing it for them.
WIZARD DUELING
Ok, when a duel takes place, you will bow to your opponent, he will accept the challenge by bowing back. Make sure you have a second, who is there to take over if you die/KO.
Before the duel, describe the entire room. You don’t want to levitate a table to make sure it floats in the way of somebody’s Jelly-Legs jinx to hit you square in the chest, if there was no table mentioned in the room.
In order to cast a spell for the duel, you have to be able to speak crystal clear. If somebody has jinxed you with the tongue-tying jinx, then you are going to have a slight problem speaking, mainly because you can’t speak.
You have to use the incantation inside quotations, if you do not know the wording, discuss it with your fellow marauders, use Spanish words, Latin words, and put them all together to get, what I like to call, an INCANTATION.
The properties of a spell: Some curses, like the Imperius Curse, have no “jet of red light” that hit the target, they take immediate action. Spells like Stuepefy, shoot a jet of red light, which, a target can dodge, if they have enough cover. However if they are standing in the middle of a room with no intact chairs or suits of armours to hide behind, then you’re fucked. Some spells bounce off a surface once, then cause damage to an object whatever it is. Stagecoach decides what happens. Could be a flowervase or something. If it’s a person, then the person it hits is under the effect of the Stuepefy spell. Spells, like stuepefy and expelliarmus can bounce off each other, just like some spells against surfaces.
Some spells have longer recovery than others, some actions have longer recovery than others. You can cast one spell per turn, unless it’s a quick spell. You can do one quick spell and one normal spell. And then lastly, heavy spells, which make it so you cant cast any other spells in that turn. Lead spells are the slowest
Examples of spell usage.
Situation: Wizard A, and Wizard B are dueling to the death inside the Hogwarts Trophy room, and in this case, we have a fully qualified wizard, and a fully qualified Death Eater. They are dueling, there is a sword on the ground. The glass is shattered, some large some tiny trophies, badges and awards are all on the ground. The two wizards have advanced magic.
Example:
Wizard A: Wizard A slashes his wand through the air, and cries “Stuepefy!” --
Stuepefy is a normal speed spell, and therefore takes no turns to recover, he can still cast a quick speed spell if he wanted to.
Wizard A: A jet of red light fires toward Wizard B, and to add on top of that, Wizard A directs his wand on the sword lying amongst the rubble, “Accio!” he shouts, and causing the handle to thrust firmly into his palm.—
All Phyisical Muggle Moves are normal speed, which means they take no time to recover. You can cast one quick spell along with a Muggle Move.
Wizard B will get hit by the Stuepefy spell, unless he does something about it. He can not pull objects out of the air, so he decides to use his surroundings.
Wizard B: “Winguardium Leviosa!,” Wizard B screams desperately, swishing and flicking his wand through the air, and levitating a large shield to block the spell’s path.
Stuepefy is a flash of red light, or a jet of red light, which means it has a bullet like property, and can be dodged, blocked, and deflected with a shield charm . Winguardium Leviosa is a quick speed spell.
Wizard B: The shield is dented with the hit, and Wizard B curses Wizard A, “Avada Kedavra!!” Wizard B howls.
Avada Kedavra, being an unforgivable curse, is a Lead Speed spell.
Wizard A: Wizard A catches the green jet of light full in the face, and crumples like a defeated snowman.
End Example that was a bad example, as the duel was tooexhausting to write short. Don’t post duels that short, or I will Cruciate your ass.
SPELL SPEEDS
Quick speed spells can be cast additionally on a normal turn. One quick speed spell can be cast on your opponent’s turn.
Normal speed spells can be cast once on a normal turn, this is the average spell cast for normal doing. Most all non-injury spells are normal speed spells.
Heavy Speed Spells are strong spells, and in this case, any spell normal or slower cannot be cast during your next turn.
Lead speed spells. These spells are very strong, and in this case, can be worth it if you don’t screw up. During or before your next turn, you cant cast quick spells.
This is called, recovery, when you cant cast spells.
SPELL LIST WITH SPEEDS
Accio: Quick
Age Line: Lead
Aguamenti: Normal
Alohomora: Normal
Anapneo: Heavy
Animagus Tranformation: Lead
Anti-Cheating spell: Lead
Anti-Disapparition Jinx: Lead
anti-gravity mist: Lead
antler jinx: Normal
Aparecium: Quick
Apparition: Lead (if attempted)
Apparition, Side-Along: N/A
armour-bewitching charm: Heavy
arrows, wand: Heavy
Atmospheric Charm: Lead
UNFORGIVABLE Avada Kedavra: Lead
Babbling Curse: Normal
Banishing Charm: Quick
Bedazzling Hex: Heavy
Bat-Bogey Hex: Normal
Blasting Curse: Normal
bluebell flames: normal
Petrificus Totalus: Heavy
Riddikulus: Heavy
bond of blood: Try it… I dare you.
Bubble-Head Charm: Heavy
canary transfiguration hex: Heavy
Caterwauling Charm: lead
Cheering Charm: Normal
Colloportus: Quick
Confringo: Heavy
Confundo: Normal
Conjunctivitis Curse: Heavy
UNFORGIVABLE Crucio: Lead
Deletrius: Quick
Defodio: Normal
Densaugeo: Normal
Descendo: Quick
Diffindo: Quick
Disillusionment Charm: Lead
Dissendium: Quick
door-opening spell: Quick
Drought Charm: Quick
Duro: Normal
Engorgio: Normal
Entrail-Expelling Curse: Lead
Episkey: Heavy
Evanesco: Lead
Expecto Patronum: Heavy
Expelliarmus: Normal
Expulso: Normal
Extinguishing Spell: Quick
Ferula: Normal
Finite: Normal
Finite Incantatem: Heavy
Flagrante Curse: Lead
Flagrate: Quick
Flame-Freezing Charm: Lead
Furnunculus: Normal
Geminio: Heavy
Glisseo: Lead
Gripping Charm: Quick
Gubraithian fire: Lead
Homenum revelio: Normal
horn tongue: normal
Hurling Hex: normal
Impedimenta: normal
UNFORGIVABLE Imperio: lead
Impervius: quick
Incarcerous: normal
Incendio: Normal
insect jinx: normal
instant scalping: normal
Jelly-Brain Jinx: normal
Jelly-Fingers curse: normal
Jelly-Legs Jinx: normal
knee-reversing hex: normal
Langlock: normal
leek jinx: normal
Legilimens: Quick
Levicorpus: Normal
Liberacorpus: Quick
Locomotor...: Normal
Locomotor Mortis: Normal
Lumos: Quick
Mobiliarbus: Quick
Mobilicorpus: Normal
Morsmordre: Lead
Muffliato: Quick
Nox: quick
Obliviate: Lead
Oppugno: Normal
pepper breath: normal
Petrificus Totalus: Heavy
Portus: lead
Protego: Normal
Protego totalum: lead
Quietus: quick
Reducio: quick
Reducto: Normal
Relashio: Normal
Rennervate: Normal
Reparo: Heavy
Repello: Normal
restoring spell: heavy
Rictusempra: normal
Riddikulus: Heavy
room-sealing spell: lead
Scourgify: quick
Sectumsempra: Lead
Serpensortia: Heavy
Silencio: normal
sleep, bewitched: lead
slug-vomiting charm: normal
Sonorus: quick
Sponge-Knees Curse: normal
Stinging Hex: normal
Stupefy: normal
Tarantallegra: normal
Tergeo: quick
toenail-growing hex: normal
Trip Jinx: heavy
Twitchy Ears Hex: quick
Unbreakable Charm: normal
Waddiwasi: quick
wand sparks: quick
wand effects: quick
wand writing: quick
Wingardium Leviosa: quick
END LIST
Now, to get to the part of the magic you do and do not know, a fifth year from the books has to be capable of the spell before you can cast it! Aslo, Hermione doesn’t count.
If you are particularly good at a certain field, like transfiguration, don’t be afraid to use it during battle.
Discuss who the winner is going to be before the battle, all your acting out is how the battle goes. Make sure you’ve got all the spells right.
List of spells certain years are capable of coming soon!
That’s all for now!
RP, or commonly known as Role Play, is something that consists with a lot of chaotic crap that everyone finds funny, fun, exciting, and fair. However, it gets out of hand, and must be toned down with shit called rules and guidelines, which are very boring to write.
These rules are based on rules used by MANY MANY roleplayers, or as we shall call here, RPers
Ok, first we go to posting.
We post in turns, A, B, C, D, like that, then once there are no people left to post, the first person, in this case A, posts again. The whole cycle goes again.
There are certain recoveries for certain spells, and certain limitations. You can’t apparate if you are a 5th year, and if you don’t have your license. You can’t cast unforgivable curses until you’ve
There are certain limitations on what can be done even in the wizarding world, it would be very difficult to take over Hogwarts until you’ve taken over the ministry, until you’ve done so, feel free to attempt to take over Hogwarts. You can’t run around massacring or jinxing students down the halls, because Filch will catch you, you have to make sure you hide from filch, Prongs can help you with this, having the Marauder’s map, and it’d be easy to commune with Prongs with the Mirrors. You wont have any trouble evading Filch if you have an invisibility cloak, however.
You can’t always win, no Automatically hitting a person with your spell, give them a chance.
Abide by the recovery laws.
Also, no double posting.
WRITING
You can curse and cuss a bit if you feel appropriate.
There is no reference to sex inside the Harry Potter world, so nobody’s getting a girl preggo before graduation. Infatuation and relationships are allowed with NPCs I guess, just agree with it with the group, and the stagecoach will portray the NPC.
DON’T DO THIS CRAP DOWN HERE
Don’t double post.
Don’t post how another person feels, their actions, their thoughts, their deaths. Im sure they’ll do that very well.
Don’t post anything unbelievable, or out of boundaries.
Don’t post an NPC’s actions.
Don’t cast spells you can’t, or don’t know.
STAGECOACHING
The stagecoach, is the sciencemod of the RP, until the RP stops. He acts for the NPCs, and is like a police. If somebody dodges an unbelievable move, then he’ll inform you you’ve just dodge an unbeleiveable move. This way there’s no arguing! Which sucks the fun out of the anger out of the thing.
Stagecoaches go by turns, starting with…. Umm moony, and then Prongs, and then Padfoot (unavailable at the time) then my imaginary friend (who doesn’t want to roleplay) then Hakaisha (who will say no) then *sigh* Wormtail….. I guess, then Moony again.
Stagecoach’s job is to make sure everything goes fair, should know a good amount about Harry Potter (read at least ONE book, Wormie), and crap.
Make sure that the players aren’t making anything up, like locations in Hogsmeade until everybody (that is to say, until all three of us) decide okeydokey. This goes for objects.
The stagecoach also determines the outcome of things, weather we get caught, weather we can convinve Peeves or not, ect. They are the Dungeon Master, so to speak.
The stagecoach commentates what is going on in a quidditch match, unless they are playing, in which they will puppet an NPC into doing it for them.
WIZARD DUELING
Ok, when a duel takes place, you will bow to your opponent, he will accept the challenge by bowing back. Make sure you have a second, who is there to take over if you die/KO.
Before the duel, describe the entire room. You don’t want to levitate a table to make sure it floats in the way of somebody’s Jelly-Legs jinx to hit you square in the chest, if there was no table mentioned in the room.
In order to cast a spell for the duel, you have to be able to speak crystal clear. If somebody has jinxed you with the tongue-tying jinx, then you are going to have a slight problem speaking, mainly because you can’t speak.
You have to use the incantation inside quotations, if you do not know the wording, discuss it with your fellow marauders, use Spanish words, Latin words, and put them all together to get, what I like to call, an INCANTATION.
The properties of a spell: Some curses, like the Imperius Curse, have no “jet of red light” that hit the target, they take immediate action. Spells like Stuepefy, shoot a jet of red light, which, a target can dodge, if they have enough cover. However if they are standing in the middle of a room with no intact chairs or suits of armours to hide behind, then you’re fucked. Some spells bounce off a surface once, then cause damage to an object whatever it is. Stagecoach decides what happens. Could be a flowervase or something. If it’s a person, then the person it hits is under the effect of the Stuepefy spell. Spells, like stuepefy and expelliarmus can bounce off each other, just like some spells against surfaces.
Some spells have longer recovery than others, some actions have longer recovery than others. You can cast one spell per turn, unless it’s a quick spell. You can do one quick spell and one normal spell. And then lastly, heavy spells, which make it so you cant cast any other spells in that turn. Lead spells are the slowest
Examples of spell usage.
Situation: Wizard A, and Wizard B are dueling to the death inside the Hogwarts Trophy room, and in this case, we have a fully qualified wizard, and a fully qualified Death Eater. They are dueling, there is a sword on the ground. The glass is shattered, some large some tiny trophies, badges and awards are all on the ground. The two wizards have advanced magic.
Example:
Wizard A: Wizard A slashes his wand through the air, and cries “Stuepefy!” --
Stuepefy is a normal speed spell, and therefore takes no turns to recover, he can still cast a quick speed spell if he wanted to.
Wizard A: A jet of red light fires toward Wizard B, and to add on top of that, Wizard A directs his wand on the sword lying amongst the rubble, “Accio!” he shouts, and causing the handle to thrust firmly into his palm.—
All Phyisical Muggle Moves are normal speed, which means they take no time to recover. You can cast one quick spell along with a Muggle Move.
Wizard B will get hit by the Stuepefy spell, unless he does something about it. He can not pull objects out of the air, so he decides to use his surroundings.
Wizard B: “Winguardium Leviosa!,” Wizard B screams desperately, swishing and flicking his wand through the air, and levitating a large shield to block the spell’s path.
Stuepefy is a flash of red light, or a jet of red light, which means it has a bullet like property, and can be dodged, blocked, and deflected with a shield charm . Winguardium Leviosa is a quick speed spell.
Wizard B: The shield is dented with the hit, and Wizard B curses Wizard A, “Avada Kedavra!!” Wizard B howls.
Avada Kedavra, being an unforgivable curse, is a Lead Speed spell.
Wizard A: Wizard A catches the green jet of light full in the face, and crumples like a defeated snowman.
End Example that was a bad example, as the duel was too
SPELL SPEEDS
Quick speed spells can be cast additionally on a normal turn. One quick speed spell can be cast on your opponent’s turn.
Normal speed spells can be cast once on a normal turn, this is the average spell cast for normal doing. Most all non-injury spells are normal speed spells.
Heavy Speed Spells are strong spells, and in this case, any spell normal or slower cannot be cast during your next turn.
Lead speed spells. These spells are very strong, and in this case, can be worth it if you don’t screw up. During or before your next turn, you cant cast quick spells.
This is called, recovery, when you cant cast spells.
SPELL LIST WITH SPEEDS
Accio: Quick
Age Line: Lead
Aguamenti: Normal
Alohomora: Normal
Anapneo: Heavy
Animagus Tranformation: Lead
Anti-Cheating spell: Lead
Anti-Disapparition Jinx: Lead
anti-gravity mist: Lead
antler jinx: Normal
Aparecium: Quick
Apparition: Lead (if attempted)
Apparition, Side-Along: N/A
armour-bewitching charm: Heavy
arrows, wand: Heavy
Atmospheric Charm: Lead
UNFORGIVABLE Avada Kedavra: Lead
Babbling Curse: Normal
Banishing Charm: Quick
Bedazzling Hex: Heavy
Bat-Bogey Hex: Normal
Blasting Curse: Normal
bluebell flames: normal
Petrificus Totalus: Heavy
Riddikulus: Heavy
bond of blood: Try it… I dare you.
Bubble-Head Charm: Heavy
canary transfiguration hex: Heavy
Caterwauling Charm: lead
Cheering Charm: Normal
Colloportus: Quick
Confringo: Heavy
Confundo: Normal
Conjunctivitis Curse: Heavy
UNFORGIVABLE Crucio: Lead
Deletrius: Quick
Defodio: Normal
Densaugeo: Normal
Descendo: Quick
Diffindo: Quick
Disillusionment Charm: Lead
Dissendium: Quick
door-opening spell: Quick
Drought Charm: Quick
Duro: Normal
Engorgio: Normal
Entrail-Expelling Curse: Lead
Episkey: Heavy
Evanesco: Lead
Expecto Patronum: Heavy
Expelliarmus: Normal
Expulso: Normal
Extinguishing Spell: Quick
Ferula: Normal
Finite: Normal
Finite Incantatem: Heavy
Flagrante Curse: Lead
Flagrate: Quick
Flame-Freezing Charm: Lead
Furnunculus: Normal
Geminio: Heavy
Glisseo: Lead
Gripping Charm: Quick
Gubraithian fire: Lead
Homenum revelio: Normal
horn tongue: normal
Hurling Hex: normal
Impedimenta: normal
UNFORGIVABLE Imperio: lead
Impervius: quick
Incarcerous: normal
Incendio: Normal
insect jinx: normal
instant scalping: normal
Jelly-Brain Jinx: normal
Jelly-Fingers curse: normal
Jelly-Legs Jinx: normal
knee-reversing hex: normal
Langlock: normal
leek jinx: normal
Legilimens: Quick
Levicorpus: Normal
Liberacorpus: Quick
Locomotor...: Normal
Locomotor Mortis: Normal
Lumos: Quick
Mobiliarbus: Quick
Mobilicorpus: Normal
Morsmordre: Lead
Muffliato: Quick
Nox: quick
Obliviate: Lead
Oppugno: Normal
pepper breath: normal
Petrificus Totalus: Heavy
Portus: lead
Protego: Normal
Protego totalum: lead
Quietus: quick
Reducio: quick
Reducto: Normal
Relashio: Normal
Rennervate: Normal
Reparo: Heavy
Repello: Normal
restoring spell: heavy
Rictusempra: normal
Riddikulus: Heavy
room-sealing spell: lead
Scourgify: quick
Sectumsempra: Lead
Serpensortia: Heavy
Silencio: normal
sleep, bewitched: lead
slug-vomiting charm: normal
Sonorus: quick
Sponge-Knees Curse: normal
Stinging Hex: normal
Stupefy: normal
Tarantallegra: normal
Tergeo: quick
toenail-growing hex: normal
Trip Jinx: heavy
Twitchy Ears Hex: quick
Unbreakable Charm: normal
Waddiwasi: quick
wand sparks: quick
wand effects: quick
wand writing: quick
Wingardium Leviosa: quick
END LIST
Now, to get to the part of the magic you do and do not know, a fifth year from the books has to be capable of the spell before you can cast it! Aslo, Hermione doesn’t count.
If you are particularly good at a certain field, like transfiguration, don’t be afraid to use it during battle.
Discuss who the winner is going to be before the battle, all your acting out is how the battle goes. Make sure you’ve got all the spells right.
List of spells certain years are capable of coming soon!
That’s all for now!