Hogwarts Sect of Witchcraft and Wizardry

That point is for saving Susan from a fall, gained on turn 1. That's the only point you have. The troll gave you a perk choice, nothing more.
Ok, I understand. No problem. So just as a question to the QM, do you recommend going after a skill first, or just continue as we are, with focussing on pure cultivation base.
 
Ok, I understand. No problem. So just as a question to the QM, do you recommend going after a skill first, or just continue as we are, with focussing on pure cultivation base.
I think that if both options are compelling then I've done a good job. My goal is for either approach to have surface level viability. The system should enable both doing well and doing badly, personal preference for flavor and weighting inherent risks with the random aspects. So far, I think I'm quite happy with how it's turned out.
 
I think that the flexibility of the extra action from physical cultivation (which is Defense, by the way, just like History is spiritual cultivation) is important enough to try and get first. I wouldn't go past the early realm for it until we need to, though, because some health increase is not worth what other subjects provide. But after that, sure, I could see myself voting for Transfiguration, for the guaranteed bonus to d100 results and the opening of meridians (mostly because they seem to gate off stuff like spells, rituals and cultivation sites, rather than the relative health increase). The alternative for me would be spiritual cultivation again for 1 more die per action.

As for the plan, I like the original and would be more than fine with it winning, but:

[X] Plan Smoke the Puffs, the Cowardly Version
-[X][Troll] Rest and relaxation
-[X][Training] Spiritual cultivation x2
-[X][Training] Physical cultivation
-[X][Social] This talk of portents and omens has got you curious. Divination, you distantly recall, is an elective after you've started forming your core, but surely you can at least glean a basic understanding from somewhere.
-[X][Points] 1 point on one of the Quidditch actions (the match, if it can be specified)

For those who fear getting less than 30 on our Resting spiritual roll (29% odds). With this, if it happens, we very likely solve that problem this turn. If it doesn't happen, we get 8d20 worth of progress in something that we need and could probably vote for, next turn, at the cost of delaying the extra action.
 
Closing vote, no ties this time. Dice to follow.

Dice that clearly hate you...
Scheduled vote count started by Karf on Nov 29, 2021 at 1:50 PM, finished with 21 posts and 6 votes.
  • 7

    [X] Plan Smoke the Puffs
    -[x][Troll]Rest and relaxation
    -[x][Training] Physical cultivation x3
    -[X][Social] This talk of portents and omens has got you curious. Divination, you distantly recall, is an elective after you've started forming your core, but surely you can at least glean a basic understanding from somewhere.
    -[X][Points] 1 point on one of the Quidditch actions (the match, if it can be specified)
    [x] Plan Spirit, then Flesh
    -[x][Troll]Rest and relaxation
    -[x][Training] Physical cultivation x3
    -[x][Social] You've had enough time to settle in, and you still remember the girl who shared your mother's name from the sorting ceremony. Locate one Daphne Greengrass and introduce yourself.
    [X] Plan Smoke the Puffs, the Cowardly Version
    -[x][Troll]Rest and relaxation
    -[X][Training] Spiritual cultivation x2
    -[X][Training] Physical cultivation
    -[X][Social] This talk of portents and omens has got you curious. Divination, you distantly recall, is an elective after you've started forming your core, but surely you can at least glean a basic understanding from somewhere.
    -[X][Points] 1 point on one of the Quidditch actions (the match, if it can be specified)
Karf threw 1 100-faced dice. Reason: Rest and Relaxation Total: 13
13 13
Karf threw 3 20-faced dice. Reason: Physical Cultivation I Total: 42
20 20 13 13 9 9
Karf threw 3 20-faced dice. Reason: Physical Cultivation II Total: 28
10 10 4 4 14 14
Karf threw 3 20-faced dice. Reason: Physical Cultivation III Total: 34
3 3 17 17 14 14
 
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[X] Plan You can't be fucking serious
-[X][Training] Spiritual cultivation x3
-[X][Social] I DON'T EVEN CARE :mad:

XD

No, but seriously, I'm sure we'll get 127+ points on our 2d100s to level up physical cultivation. :rolleyes:
 
So, we didnt get the bonus from spritual cultivation nor did we get to any good progress with physical for the extra action. Figures. At this point we are just wasting action points. Our peers are so far ahead of us, except for Neville, that is not even remotely funny. I think next we should focus on skills so that we can get the boost yo our dice and thresgolds so that we can finally get to early realm in both spritual and physical.

Also, @Karf, can I request that we stop using the dice roller on this site and use some other site to roll. E.g., rollz.org
 
Edit - I should actually explicitly point out that even if we had picked a skill to start with, we would have been in the exact same situation, which is the starting/default one. So, implying that, if we had started with, say, Potions, we would have a milestone, it's wrong.

Mathematically speaking, from the starting/default position (3d20 vs DC15 rolled 3 times to get 1d100 for every success and all initial milestones being 150 points), the best first step is either a spiritual or a physical cultivation gain, which both bring our average successes to 3 and a half dice each turn, which average to 150/200 points. A Charms gain brings it to slightly over 3 (150), a Transfiguration gain leaves it at 2 and a half but affects the resulting d100s (140/210) and Astronomy/Potions gains bring it to slightly less than 3 and a half (150/200) but only to spiritual and physical cultivation respectively, rather than to everything.

So, no, the first milestone for either cultivation gives us the best overall odds, with Transfiguration being arguably very close. And if you're not saying that we should move on to different trainings after we finish the things we already have progress on, but actually arguing that we should immediately switch to the skills without finishing the cultivations at all, then there are d100s probabilities to consider, and that would make skills even worse.

Also, while we have to get 4 milestones for both cultivations by June/August, the remaining goals are 4 milestones for any 2 skills. Imagine then, for example, if we started by raising Astronomy and Potions and then we got something that significantly boosted Transfiguration training actions, maybe thanks to a great social roll and/or story reasons. We would then have to decide whether to waste that mechanical advantage or waste (for the purposes of our goals) the progress already made in one of those skills.
 
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Edit - I should actually explicitly point out that even if we had picked a skill to start with, we would have been in the exact same situation, which is the starting/default one. So, implying that, if we had started with, say, Potions, we would have a milestone, it's wrong.

Mathematically speaking, from the starting/default position (3d20 vs DC15 rolled 3 times to get 1d100 for every success and all initial milestones being 150 points), the best first step is either a spiritual or a physical cultivation gain, which both bring our average successes to 3 and a half dice each turn, which average to 150/200 points. A Charms gain brings it to slightly over 3 (150), a Transfiguration gain leaves it at 2 and a half but affects the resulting d100s (140/210) and Astronomy/Potions gains bring it to slightly less than 3 and a half (150/200) but only to spiritual and physical cultivation respectively, rather than to everything.

So, no, the first milestone for either cultivation gives us the best overall odds, with Transfiguration being arguably very close. And if you're not saying that we should move on to different trainings after we finish the things we already have progress on, but actually arguing that we should immediately switch to the skills without finishing the cultivations at all, then there are d100s probabilities to consider, and that would make skills even worse.

Also, while we have to get 4 milestones for both cultivations by June/August, the remaining goals are 4 milestones for any 2 skills. Imagine then, for example, if we started by raising Astronomy and Potions and then we got something that significantly boosted Transfiguration training actions, maybe thanks to a great social roll and/or story reasons. We would then have to decide whether to waste that mechanical advantage or waste (for the purposes of our goals) the progress already made in one of those skills.
Each turn is a month. We are in december now. At the rate we are going, we will be lucky to have even 2 milestones in our cultivation by June, let alone any milestone in our skills.
 
Each turn is a month. We are in december now. At the rate we are going, we will be lucky to have even 2 milestones in our cultivation by June, let alone any milestone in our skills.
We seriously flubbed the rolls at the starting gate, but that doesn't mean we can't still snowball into success sometime soon. We just need to either stop the dice hating us, or remove them from the equation as much as possible.
 
Each turn is a month. We are in december now. At the rate we are going, we will be lucky to have even 2 milestones in our cultivation by June, let alone any milestone in our skills.
The rate at which we are going is not based on whether we picked spiritual and physical vs. astronomy and charms, but on the starting/default dice and our very low rolls. But for the rate at which we WILL be going, spiritual and physical are the most optimal choices.

The one takeaway from this slow start, in my opinion, is that we shouldn't be splitting our focus so early on, because it's too risky. If we had kept on training spiritual in our second turn, we would have had it by then. So, unless we get lucky with our remaining 2d100 and gain a 4th action now (but maybe even then), the next plan I vote for will only have one type of training in it, even if it's the unfinished spiritual cultivation (although I'm hoping for something relevant from one of the social actions and/or our use of the sect point).
 
We seriously flubbed the rolls at the starting gate, but that doesn't mean we can't still snowball into success sometime soon. We just need to either stop the dice hating us, or remove them from the equation as much as possible.
The dice will be fine if we use a third-party roller. The SV dice is notoriously hostile, especially if a lot of rolls are done by the same person. You may think this is base superstition, that I am ascribing agency to the virtual polyhedron, but one thing I learned after participating in numerous quests in different forums, is that "Ranald is real".
 
Also, @Karf, can I request that we stop using the dice roller on this site and use some other site to roll. E.g., rollz.org

The dice will be fine if we use a third-party roller. The SV dice is notoriously hostile, especially if a lot of rolls are done by the same person. You may think this is base superstition, that I am ascribing agency to the virtual polyhedron, but one thing I learned after participating in numerous quests in different forums, is that "Ranald is real".
Considering that in this very thread, the average of all d20's rolled is 10.17, I think you're a bit too paranoid. How do you think it would distinguish between roll over and roll under systems? Why would someone go through the trouble of implementing a worse generator than PHP's built-in class, which uses a Mersenne Twister. That's very likely the exact same one used on most other sites, given how common the approach is.

In other news, the character page has the milestone numbers added. I've kept them secret until now in case I decided I wanted to change them up, but by now I think I'm committed and happy with them. Also, the bonuses are now visible for the expected progress for first year in the same place.
 
The match I
[X] Plan Smoke the Puffs
  • [X][Troll] Rest and relaxation
  • [X][Training] Physical cultivation x3
  • [X][Social] This talk of portents and omens has got you curious. Divination, you distantly recall, is an elective after you've started forming your core, but surely you can at least glean a basic understanding from somewhere.
  • [X][Points] 1 point on one of the Quidditch actions (the match, if it can be specified)

  • Rest and relaxation - 13 > DADA: 23/150, History: 136/150
  • DADA - pool: [20, 13, 9] > rolls: [97] > total: 120/150
  • DADA - pool: [10, 4, 14] > rolls: [] > total: 120/150
  • DADA - pool: [3, 17, 14] > rolls: [92] > total: 212/150 - 62/200
With your inaugural match approaching, there's really only one choice for what you're going to push this month. Plus you really want to make up for last month and your minor atrophy from lazing about in a bed. With your renewed determination, you swear you can feel yourself getting stronger with each drop of sweat.

Furthermore, never let it be said that you're too arrogant to ask for pointers. Mandy recommends you a well hidden trail along the edge of the forest, where the ground is smooth and even, so you can focus on the Qi, not the running. Both Tony and Roger have also broken through just before the feast. The latter offers you a shrug and implies that his training method is rather unique, but the former gladly shares his notes. While they're not nearly as thorough as some of the manuals, that's not necessarily a bad thing - at least you can understand what's written down and contrast it with your own experience.

Then there's the matter of your training partner. About a week into your early morning runs, you find Hermione waiting for you at the exit you use. While you're glad she seems to have taken your advice to heart, you're still curious about the shift, and being yourself, immediately ask her about it. She does not disappoint, launching into a lecture about the potion dose she acquired for her house point, and how it completely fills her with energy and vigor. While she admits that she's still far from being able to brew a similar pill herself, she clearly has spent her week studying up on Potions.

Thus the two of you form the odd pair out of the people truly focused on their physical cultivation. Ron Weasley and a boy Hermione informs you is called Seamus Finnigan are the purely Gryffindor duo and Draco Malfoy, alongside one of his hype-men - you think it's Goyle - are the other two. But as all of you avoid each other by unspoken agreement, there's little else to observe.

And then there's the Quidditch training in the afternoons. You only get the actual pitch one day out of four, but that doesn't mean there aren't six older disciples happy to whip you into better shape.

As the month progresses, what made you pant for breath and struggle comes easier. Waking up at dawn is no longer a chore, but neither is falling asleep almost on command. You feel more alert and energetic, bursting with will to act. The most fundamental change however, takes place right before the big game itself.

You're just cooling down form a sprint, when you notice your heartbeat. It's perfectly normal for your pulse to reach way above a hundred, but the physical characteristics aren't what's making you take note.

Instead, with each beat, something warm gathers in a strange space adjacent to your chest. You can't describe it as up or down, left or right, front or back, just that it's near your heart. With each pump, the warmth pools before rushing out towards your limbs, where you can feel your strength returning. Thump and thump goes your heart, and the Qi of the World ebbs and flows within you.

You'll research what the exact implications are later, but somehow you know you've broken through the early realm of the Qi Gathering stage.

  • -[X][Social] This talk of portents and omens has got you curious. Divination, you distantly recall, is an elective after you've started forming your core, but surely you can at least glean a basic understanding from somewhere.
  • Roll: 58
You were peripherally aware of the fact that people started recognizing you after you agreed to join the Quidditch team. Thankfully it was nothing overt, and nobody bothered you because of it.

Then you knocked out a mountain troll. At least people are justified in paying attention to you. What you don't think they're justified in, is making up rumors about you. Especially when the rumors are far from flattering.

Oh, no one is actively hostile towards you, but the stares are no longer politely averted when you stare back. Especially amongst the Gryffindor students, you've become something of a polarizing figure. And you can't figure out why.

Since you aren't so socially oblivious as to walk up to a stranger and ask what they've heard about you, you'll have to make due with your friends.

Hermione is genuinely surprised when you ask her about rumors regarding you, and you realize you've stumbled on the only person in school who isn't tapped into the network. Lisa offers a shrug and suggests people are afraid of anyone who can take down a troll, but she has just as little idea about cultivator superstition as you do.

You find more luck with Tony. The cheerful boy assures you that it's all just a surface level fad, but when pressed, directs you to Padma, who tells her sister, who arranges a meeting with someone who's supposed to be an expert on prophetic phenomena. Thus, you meet Lavender Brown.

"So, as I expected, you wish to learn more about your fate?" she asks you in an airy voice, sitting in a dark corner of the library.

"Uh, I guess?"

"Sit then, and let me tear back the veil of destiny."

"If it's just as well, I just wanted to ask some questions about divination?"

She leans forward and stage whispers.

"Come on, just play along for a little bit. One Tarot reading, and I'll answer any questions you might have."

You hope you won't regret your hesitant nod. The other girl smiles and winks before leaning back to her shadowed post.

"This Lavender will reveal the will of the heavens themselves to you, sect sister."

She reaches into her robes and pulls out a deck of cards. "Three times must you draw from my deck. Three cards must you select on each draw. First, you'll draw for the past, as we need see what made you to see what you will make in turn."

You feel a smile of your own forming. There's no reason why you couldn't play along and have some fun. You pull out three cards from the spread on the table.

"One you must burn, for the Liar is always lurking. One is for the table, as lost and forgotten. One you must reveal."

"How will this one burn a work of art, o' oracle?"

You can see her excitement climb as she realizes you're willing to entertain her. "Merely hand it to me, it shall return to the box for another."

You do so, then place the second card where she indicates on the side. Finally you flip over the last one, and despite yourself, a chill crosses your spine.

"Number thirteen - death," Lavender whispers, "but reversed. It was not you who cheated death, someone close to you died."

Rather than comment, you draw the next three cards.

"For the present, there must be three. We know what shaped you in your past, but only the you of now can make your future. Still, the Liar lurks, and still the table bides its time."

Once again, you pass one back to her, one joins the other face down card, and you flip the third one. Except you want to see what she'll say when you put your own flair on things, and place the card sideways. To her credit, she doesn't pause for a moment.

"Fourteen - temperance. Careful management, were she facing you, or competing interest when reversed. Sideways, she becomes the tempering framework of a church - or that of a sect. Rather appropriate, I would say. Your instincts serve you true."

She continues as you pull the last three of the diminishing deck. "The final three, the most important three. What was, was; what is, is; but what could be, only the Tarot knows. The Liar wagers yet, and the table demands its due."

Deliberately you choose one to hand to her and one to put to the side, before revealing the final card.

"Ah, Twenty-one - the world. A great and terrible fate, great in its promise, but terrible for its unknown. Truly, no path is set in stone for you, but for the fact that the world shall be watching. But the reading isn't over yet. What you gave to the table, the table has seen and shall give back. Pick the three and lay them next to your timeline in the order that feels right. Then reveal your final fate."

This is starting to get tiresome, so you just place them as they are and flip the first one, next to death.

"Eight - strength. Although loss may be painful, some draw fortitude from it. A commendable approach."

Next to the second, you flip a card bearing the number five.

"The hierophant hears and connects. You are bringing together people who would otherwise drift apart at Hogwarts."

The last card you flip has the image of a king on a throne.

"The emperor of the world. An auspicious reading indeed, power lies in your future. Power to change the world if you so desire."

You've had your fun, but now you're done. "How about the power to get some answers."

Like a snap, Lavender leans forward again, a wide smile on her face. "Of course. And hey - thanks. How do you think I did?"

"Hits and misses, but with the vagueness, that's to be expected. My turn. Why do people say I was destined to be on the Quidditch team?"

"That's a simple one. Lord Potter's the boy who lived, anything he does has omens attached to it. When he caught that Remembrall and McGonagall saw it, it was obvious that something might happen. And then it did - you were just at the right place to match expectations."

"Wait, so it wasn't some strange prophecy? Just luck, as in anyone could have been selected?"

She wiggles her hand. "Yes and no. Anyone who was at the right place at the right time. That anyone was you, so it could only have been you. Prophecies have a nasty tendency to be self-fulfilling unless you actively work to change them. That's why seers always only preach doom: if you tell people about the good that's coming, they'll try to force it, and then, like, ruin their actual chances."

"Okay, but then how are people interpreting the troll thing?"

She gives you a wan smile. "Here's where it gets murky. It depends on several things."

"Such as?"

"Well, whether the boy-who-lived is an universally good protagonist or not. And whether the universe seeks to self-balance, and to what degree."

"Can you repeat that in English?"

"It's like this: some people think Lord Potter's the Hero, capital H. If you can be contrasted to him, then you obviously can't be heroic yourself, or the contrast would be off. No balance, you see?"

You don't really, but you doubt you'd get a better explanation. Instead you ask, "And other people?"

"Well, everybody agrees that Lord Potter is important. You don't just vanquish a demonic cultivator at the age of one and go back to a normal life. But the universe must still be in balance. If you are doing good, while you're being compared to Lord Potter, then he must be cast in a more negative light. People don't really like to do that."

You rub the bridge of your nose, feeling the frustration building at the circular logic. "So people don't like me because they think I make Harry look bad?"

"Pretty much, yeah. People have heard of Lord Potter, but not you. They don't want their childhood hero besmirched."

With a groan, you stretch your hands out over the table and hide your head between your elbows. "Is that what Divination's good for? Pidgeon-holing people into stereotypes?"

"Hey now, its much more useful if you don't try to use it for everything. For example I knew to bring my deck along, and what do you know, I had fun. Not earth shattering like some of the strongest prophecies, but quite nice all the same."

"How'd you learn this stuff anyway? Got any books to recommend?"

"As I said, I just know things sometimes. For a while now I've known that if I bring my deck along, I'll get to enjoy it. Other times I know that I'll be miserable if I wear white, so I wear white when it won't matter too much, and I mitigate bad circumstances. Stuff like that. I'm no master like Elder Trelawney. She can weave complex stories years in advance. Most people however, just have an academic talent. They can interpret the signs, but not feel them. That's why some people seem to dislike you - they found some signs and don't want to be wrong."

  • -[X][Social] Quidditch prep
  • Roll: 45
You find an open letter on the desk of the common room, calling for all Ravenclaw Quidditch team members to meet with the captain. Finding Jeremy proves to be quite easy. You barely started asking around before you're approached by a girl who can't be much older than you. Still, it behooves you to be respectful.

"Senior sister, could you point me towards Senior Brother Stretton?"

Slowly, you're starting to make sense of the proper honorifics used by the kids who grew up around cultivators. Judging from her blink however, this time you either messed it up or over-did it. She gives you a slight bow all the same.

"This one would be glad. I'm Cho, you're Rei, right? Our new keeper?"

"That's me," you say.

"Come on then, Jason told me he and Jeremy had some business by the old hoops."

As she leads you from the Ravenclaw tower towards the entrance, you take a moment to examine her. Cho has longer hair a shade lighter than yours, and a bit more round face, but otherwise you look remarkably alike. You also quickly learn that she's in her second year, and absolutely obsessed with weaponry.

"...As a replacement, I should probably try my hand at bladed weapons too, but I really like the crossbow. Alice O'Connon of the Tornadoes uses a repeater, but that's a bit too heavy for me. Have you seen them play?"

You shake your head, content to let her lead the conversation.

"They're my favorite team. I just really hope they finally sign a good beater duo. Anyways, the crossbow's rapid acceleration and top speed really can't be beat. When Master Roscrow graduates this year, I'm sure I can nab the seeker spot for real."

"I hope it's not too rude to ask, but if you're already a replacement, why did I get offered a spot?"

She shoots you a bashful smile. "Because I'm a terrible keeper. Jeremy says I flinch from the quaffle, and he's right. Plus I always dodge too far from the bludgers and leave the hoops free."

She takes you to one of the side entrances, and you step outside the cool stone walls. As November progresses, the latent last hurrah of warm weather seems to have swept the castle, driving just about every soul at Hogwarts to make the most of the sunshine. You can see clumps of disciples training on the grass or lone students meditating on the boulders dotted by the hillside. Cho brings you towards the lakeshore, where you quickly spot what must be the old hoops.

A trio of battered looking wooden poles stands on the edge of the lake, and despite the blinding light glistening off the calm waters, you can make out four shapes darting about them. As you get closer and squint, you recognize Jeremy, while Cho cups her hands and calls out.

"Master Roscrow, Duncan, Jason!"

The three mentioned youths break away, flying towards you at a moderate pace, but your captain seems to disappear from the sky for a brief moment before a hand-axe cleaves a deep furrow into the ground. Following the beautifully engraved hatchet is Jeremy himself, almost looking graceful right until he needs to actually stick the landing and stumbles, dropping into a barely controlled roll that ends with him in his own freshly dug ditch.

"I'm alright!"

Cho runs up to him, pulling him from the dirt.

"What happened?"

"It's a Core Formation stage step. Flying a replica is easy, but controlling my actual domain weapon will take some getting used to. Such is dao. Feels more like he's flying me than the other way around."

"Woah, you already managed to manifest your domain weapon? What's it called? Can it speak yet?"

By now, the others have arrived as well, and the oldest disciple sighs.

"Not right now, Miss Chang. You'll have plenty of time to badger the captain later."

Cho leaps back from the axe as if stung. "Of course, Master Roscrow, this one humbly apologizes!"

"And do you really have to play it up in front of the new girl? I've told you before, Morgan is fine. I know you don't keep up the haughty pureblood act with the others."

Meanwhile your attention drifts to the other two boys. One is pale like porcelain, with gleaming blond hair and eyes so light you have trouble telling if they're grey or blue. The nunchaku he wields are wider than your thighs, and his arms are covered in thick, heavy looking gauntlets.

The other has skin so dark it almost appears blue, and his black hair is short and frizzy. The ball and chain slung over his neck probably weights more than you do, on either end; and his arms are gloved in similar protective gear.

"Hey kid," the pale one calls to you, "Nice to meet'cha. This one is Jason Samuels. I play offensive beater."

"And this one is Duncan Inglebee, yin part of the Ravenclaw yin-yang beaters!"

They're looking at you expectantly after the exclamation, and when you simply introduce yourself back, you can't help but feel that they're disappointed.

"I told you the name needs work." Jason says.

"You didn't even try! You gotta put real feeling into it."

Before the argument gets any further, Jeremy clears his throat.

"Thank you, everyone, for coming. Now, Davies has begged off for today, something about a volatile brewing phase. I'll speak with him at a later date, and Randy was right there with me when we brainstormed these."

He does something with his Qi, enough of it spilling in the air that even you can feel it, and the axe fades from existence. Instead, he pulls out his wand and with a few flicks and a mumbled word, little lights appear on the grass.

"Now, last year, Hufflepuff fluked their way to a victory, playing their defensive style to perfection. But this year they don't have their star seeker, instead they have a completely green kid called Diggory. However!" he sharply points to the ground, "Don't let your guard down. Just because everybody's talking about Potter and Young doesn't mean he's not a threat. Samuels, Inglebee, their chasers always fly triangle with flanking beaters. Don't bother with them."

You realize most of his speech is for your benefit, so you do your best not to interrupt, even if you'd like to ask which rumors about you they prescribe to.

"Inglebee, you'll be playing further back than last year. I don't want a single bludger in the box. Brother Egwu could no-sell a hit, Rei definitely can't yet, if ever. Slam 'em downfield if you have to."

Duncan merely gives a resolute nod.

"Samuels, you'll stay with me on the offense. Put pressure on Daisy and keep her focused at her poles. All of their chasers are from different years, and if she's not calling the shots, they'll stumble sooner or later."

"Leaves the midfield quite open," Morgan says.

"Yeah, Davies and Randolph will have their work cut out for them, but I have a plan to mitigate that," Jeremy turns to you, "How's your throwing arm?"

Thus, your role starts to take shape. With a dedicated beater keeping the homing bludgers off you, the two absent chasers will be doing their best to drag the opponents to one side, then pass the quaffle back to you for a switch, so the one not marked can make a dash over the pitch and overwhelm the enemy defense before the chasers get back.

The tactic assumes that the seeker matchup is in your favor. Considering that Diggory is a third year fresh recruit while Morgan Roscrow has been playing for three years and is in his seventh year, that's a bet Jeremy seems willing to make.

It also places a lot of reliance on individual skill, rather than team cohesion. Every role is split apart. The question is whether it's worth the risk, or if someone has thought of it in those terms at all. Well, you have, and although you're as green as they come, you've never been shy about expressing your opinion.

-[][Tactics] Status quo
What's been laid out makes sense, you'll go with that.​

-[][Tactics] Write-in
You have nearly a month to make suggestions and tweaks to the plan. Lay out an alternative proposal.​

This is where you, the player, get to strategize. A few words will do for the write-in itself, if you elaborate in your post.​

With that settled, there's one last obstacle to overcome - your lack of a flying weapon. Thankfully, your team captain has handled that as well. When it's your turn on the official field and you arrive at the dressing room, he's holding a locker as tall as he is.

"This is the Hogwarts Armory. If you're familiar with a bottomless bag, then the principle is the same," he explains. "Since flying is really just an exercise of the imagination, picking a weapon that complements that is only rational. When you reach inside, just focus on pulling out a weapon for you. The magic will handle the rest, and you'll get the closest match. Considering that nobody knows how many weapons are in this thing, chances are it'll also be the right match."

He chuckles, patting his own axe. "Well, to a point. These are still all replicas, but Quidditch isn't played with the real deal these days."

You've read the rules of the sport - in order to level the playing field, no one is allowed to use the full extent of their techniques on the pitch, nor any pre-prepared potions or talismans with the exception of protective gear for the beaters and the weapons themselves. Obviously, all that is very much in your favor, given that you have no techniques anyways. That said, 'the full extent' doesn't preclude any Qi usage. You've seen firsthand how your captain coats the quaffle in a thin sheet of ice to make it harder to catch.

Reaching into the locker, your hand closes on something leathery and you pull. And pull, and pull, as a solid blade of dulled steel extends out. You're grasping the handle of a longsword, nearly your height in length, the pommel capped by a flash of fine strings like a horse's tail. Jeremy lets out a whistle.

"Not an easy one to manage, but then, nothing worth doing is easy. We'll have you dancing on a tightrope before you know it."

He's right. Flying on the sword is an entirely different experience from the spear you tested before. The artefact is more complex, with the gently swaying pommel decoration, and it's not rotationally symmetric. Still, you can envision yourself gracefully soaring through the air, feet placed on the flat of the blade, and the weapon responds. By the end of your very first session, you're confident enough to walk along the sword while it circles the full sized hoops of the official stadium at breakneck pace. Laws of physics seem to turn a blind eye to you, conservation of momentum thrown out the window as the sword and you work together seamlessly to twist, turn and pirouette dozens of feet in the air.

By the time practice comes to an end, you've developed a new burning problem - you don't want to give the weapon back.

Technically, first year disciples aren't allowed to own weapons for safety reasons. Primarily their own, as you've seen the way older students shrug off direct hits thanks to their cultivation. However, you're sure you would be careful. That, and you have earned a boon from your head of house. Thus, you find yourself knocking on an unassuming door beneath the Hogwarts Clock Tower.

"Come in."

You enter into a workshop. Every tool imaginable lines the walls, and where there isn't a mounted rack, there's cabinets and drawers to cover the remaining space. In the middle of the room, a massive table dominates, mostly empty except for one spot, where a beam of soft blue light holds floating gears and cogs in suspension.

Elder Flitwick is once again seated on his cushion, just pulling off a pair of gauntlets, the fingers of which are replaced with strange gizmos.

"Miss Young, so glad to see you're doing better. How may this one help a young Ravenclaw today?"

You give a deep bow - it just seems appropriate. "Honored Elder. I've come to ask a boon for my point."

"Of course. You wish to keep your weapon charm at hand, yes?" He waves away your surprise. "Think nothing of it. Minerva already cleared it for Lord Potter, so that you can have for free." He gives you a friendly smile.

"On the other hand, I might have some ideas on how to let you make the most of your experience."

You hasten to comply. "This one would gladly accept the honored elder's wisdom."

"Splendid. I can not, in good consciousness, intervene in the game, but as the head of house Ravenclaw, I'm sure none could gainsay me when we make it into a learning endeavor. Really, what with Minerva handing out a Nimbus 2000 of all things..." the last is muttered under his breath. "The integrity. Albus always did have a soft spot for the girl."

You carefully keep from smiling at the glimpse into the lives of the elders of Hogwarts.

"Now, where did I put that thing - ah-ha!" Flitwick floats over to rummage through a cabinet, and grabs something from within.

-[][Boon] A pair of Qi recording goggles
Wearing these during the game, you'll get a recording of the way Qi flows to analyze later, letting you gain a deeper understanding of the intricacies.​
For every 20 HP Hufflepuff loses in the match, gain 1 point of Spiritual Cultivation progress.​

-[][Boon] A roll of finely runed bandages
Wrapping these around your arms, legs and body will create an imprint of you, which will play back your moves made during the game, letting you look at your motions from an outsider's perspective.​
Every time Ravenclaw has three or more successes over Hufflepuff, a third of the damage roll is added to your Spiritual Cultivation progress.​

-[][Boon] A jade chit necklace
The unassuming token on a string is primed to accept your Qi as you instinctively channel it during the match. While a lot more goes into true technique creation than a simple talisman would allow, studying your natural expression can put you on the right path.​
For the next turn, your transfiguration level counts as one higher (i.e., +20 bonus).​

For a team game like Quidditch, you're but a small part of the whole, so your stats alone won't carry the day. As there are 7 players, the baseline numbers get multiplied by the same amount, leading to the resulting stats:

For Hufflepuff - HP = 700, pool size = 21, threshold = 105(*depending on your plan), die = d140, bonus = 30.

The bonus is adjusted from 0 to bring the impact of your own stats in line with the others, and your own bonus only applies at 1/7th of the value.

For Ravenclaw, the stats are the same, except for HP, as you've achieved a milestone in physical cultivation. Your teammates make up 600 of the total, and you add your own 125. The total is then multiplied by 1/7th of your multiplier, netting your team a total of 750 HP (rounded down).

Again, the complicated math is to bring it in line with your other stats.

Depending on how at home you feel about statistics, this may seem unfair. It certainly was unexpected to me, but for example going from a die type of 140 to 141 (one level of charms) means a 5% increase in win rate. Considering the cumulative effects, that should work for year 1.
 
Woo, we finally got a milestone! Extra action baby!

Strategywise, is there still a Snitch in this version of the game? Is catching it still almost a guaranteed win?
 
Strategywise, is there still a Snitch in this version of the game?
There are Seekers, so there should be a Snitch equivalent.

Now. Hufflepuff is apparently a defensive focused team, so going for an individuals game might backfire horribly, or break up their cohesion.

On the Boon, as far as I can see, the -hp gives us a max of 35 progress to Spiritual. Hoping for a big lead of 3 or more success seems chancy if Hufflepuff's defensive tactics mkes the game a grind. And on the last one, we don't really have any progress to Transfiguration yet, but it could be a big boost if we dedicate our full effort (+20 per action makes this insane) on it next turn, especially with our newly earned Physical milestone.
 
Strategy-wise, it sounds like they're going with a deathstar - five players in one group. The given plan is to outmaneuver it. Another approach might be to drive Bludgers through the center, forcing them apart - once they're no longer in formation, they might be off-balance.
 
Woo, we finally got a milestone! Extra action baby!

Strategywise, is there still a Snitch in this version of the game? Is catching it still almost a guaranteed win?
The mechanics and the narrative clash a bit. There outcome will be decided by my system (see troll fight), but in-universe, the game is mostly familiar. The two are connected by the threshold your plan can alter.
 
[x][Boon] A jade chit necklace

[x] Plan Break their Formation

The Hufflepuffs apparently have a strategy based around concentrating their forces into a single formation. While the strategy of outmaneuvering said formation has merit, it's still letting them play the way they're used to. Instead, have your Beaters drive Bludgers straight through the center of the formation whenever possible, forcing them apart, and have your Chasers work in concert to keep them off-balance. With any luck, depriving them of their favored playstyle will give them a disadvantage, and you have a month to hone your tactics to make sure you're prepared to take advantage of their mistakes.
 
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I'd say a new strategy is required. Passing the quaffle back to the keeper will create a lot of chances for interception...

[x] Plan High Pressure
Defense - Two Ravenclaw Chasers attempts to put pressure on the Hufflepuff chaser with the quaffle. The Beaters will focus their attention on the remaining Chasers, Samuel more offensively than Inglebee who will also try to keep shots from hitting Young. The remaining Ravenclaw Chaser will focus on intercepting passes.
Offense - Samuel puts pressure on opposing Keeper while Inglebee keeps bludgers from hitting the Ravenclaw Chasers. The Chasers keep a tight-knit formation allowing for quick short passes rather than longer ones. However if the quaffle is intercepted when defending just go full throttle while the others try to catch up.
 
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