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| Tweet Topic Started: Oct 24 2016, 04:56 PM (26 Views) | |
| thebiggeek102 | Oct 24 2016, 04:56 PM Post #1 |
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Welcome to the ~H~ogwarts Rulebook. This topic is dedicated to housing the list of rules that this roleplay and it's community follow in a sense of what to deem valid or not. The ~H~ogwarts Rulebook goes periodically through changes that keep it up to date in it's current version. With that said, the rulebook may not always be 100% accurate and in some cases it may be outdated with the constantly changing structure of the roleplay and it's suggestions. Please remember to check there and in the Public Discussions section for rule information too. If you have any questions feel free to write a topic in the Questions subforum and direct the Senior Staff towards it. For quick instructions on how to navigate the ~H~ogwarts Rulebook, version 3.0, please read this paragraph. Press Ctrl+F at the same time in order to open up the search prompt/bar. In the search bar type in the name of the chapter that you wish to read about. After searching for the name it'll bring you right to it. Example: Searching " Chapter 1: Magic" will bring you right to the section in the Roleplaying rules about Magic. Chapter 1: Magic Casting Spells Creating Spells Hearing/Detecting Spells Spell Requirements Apparation Artefacts Chapter 2: Combat Action Markers Word Quota Chatspeak Reaiming Clashes Disarming an Opponent Random Attacking Leaving a Scene Entering a Room Firearms One-hit Wonders Raiding Death Maiming/Knock Outs Spell Effects Patronus Charm Dark Magic Horcruxes Number of Wands in a Duel Chapter 3: In & Out of Character Brackets Metagaming Mottos Kicking Away from Keyboard Ignoring and Muting Doorway Actions Polyjuice Potion Cross-Roleplaying Whispering Imprisonment Sexual Roleplay Chapter 4: Defenses Defenses Hogwarts Event Defenses Apparation Defenses Fidelius Charm Chapter 5: School Rules Behavior Common Rooms House Points Promotions Hogwarts Jobs Activiation of the Knights Chapter 1: Magic Chapter 1.1: Casting Spells Spells must be cast over 3 lines of relevant roleplay. Example of a valid cast -Aims my wand at your hand.- Expelliarmus! -Your wand flies out of your hand.- All spells must be cast verbally, unless your character is above the age of 17 (then they may be non-verbal). If your character is 17 or older, you may use wandless magic outside of combat. This consists of simple parlour tricks (including limited telekinesis and conjuration). Chapter 1.2: Creating Spells Spell competitions are held periodically for the creation of new spells. If you're unsure of when the next one will take place, see a senior staff member. Chapter 1.3: Hearing/Detecting Spells Hearing a spell requires: You to be able to see the incantation on your screen And the incantation must be spoken verbally If the spell is whispered and you are not: Extremely close to them (1 tile at max) A vampire A werewolf In an animagus form with enhanced hearing (ie. a dog) Then you cannot hear the incantation. If a spell is cast non-verbally, you cannot detect it has been cast unless you are able to physically see their wand movement. This requires the following: You have roleplayed looking at them They haven't concealed their actions (ie. underneath a table) Chapter 1.4: Spell Requirements All spells require a certain age in order to cast them. See here for the entire list: Some spells are restricted and require either IC knowledge or an accepted application. Examples of these are: Advanced magics (L+O, Hydro, Pyro -- all need an accepted application) Family spells (require IC tutelage) Mastery spells Chapter 1.5: Apparation Apparation requires 5 uninterrupted lines of relevant roleplay in order to perform. You must also have your wand in your hand. Example -I begin to turn on the spot.- -I focus on disappearing from this spot.- -I visualise myself appearing in Hogsmeade.- -My body begins to contort into nothingness- -I disappear into nothing with a loud POP.- After this, you may leave the room and go to your place of apparation. Interrupted apparation can result in splinching if the following criteria are met: 1. The person apparating is seriously injured or has an ongoing status effect (i.e. severe blood loss, loss of limbs, deep wounds, on fire, etc.). 2. The attacker roleplays 3 splinching lines before the person apparating completes their 5 apparating lines. Example -I begin to turn on the spot- *Your injuries hinder your apparation* -I visualise apparating to a different place- -I start to move from here- *The lack of blood makes your apparation unsteady* -I begin to disappear as I head for Hogsmeade- *You splinch as you unsuccessfully apparate* -I disappear from the spot- You may also perform half-apparation over 3 uninterrupted lines of relevant roleplay. It also requires you to have your wand in your hand. Example -I begin to turn on the spot.- -Smoke appears around the lower half of my body.- -I burst into half-apparation and soar forward.- It is possible to track half-apparation via its trail of smoke, making it possible to chase someone using it. Chapter 1.6: Artefacts The artefact description and holder's list can be found if you click here. An individual may only permanently possess 1 major artefact at a time. Temporarily borrowing artefacts from others for IC reasons is allowed. The only exception is the Tri-Wizard Cup but you must have won it in the tournament and not have it passed down to you. Holding an artefact requires you to be active and if an artefact holder's activity is not sufficient, they may have their artefact removed. Chapter 2: Combat Chapter 2.1: Action Markers When roleplaying out any sort of action, whether it be attacking someone or just picking up a spoon you must use "action markers" around both sides If you only have one action marker on one side, it is still valid, however, an effort to put them on both sides must be noticed. If you simply put an action marker on one side every line, your actions will be void. The action markers which are currently recognised by `H`ogwarts are * and - so if any other type of action marker were used, that action would be deemed void. For example: -picks up a spoon is valid *picks up a spoon* is valid, while ~picks up a spoon* is void. Chapter 2.2: Word Quota All role playing actions must contain three words per line minimum. Anything under this requirement will be deemed void. Chapter 2.3: Chatspeak Any form of "Chatspeak" is not considered a word in `H`ogwarts roleplaying. If you do "U" or "r" or even "qt" it does not add on to your regular word count, so for example: *hits u hard* would be void. It would be void due to the fact that it does not have the regular 3 words needed to preform an action, instead it only has two. Chapter 2.4: Reaiming If a person misspells or typo's a spell during combat, they do not have the ability to simply spam the word until they get it correct, the person must reaim at their opponent and then cast the spell again. For example: *I aim my wand at my opponent* Fintie (a misspell, or a typo) Finite (the combatant simply retyping the spell correctly) *the spell hitting you in the chest* That would be completely void. The person must do this: *I aim my wand at my opponent* Fintie (a misspell, or a typo) *I reaim my wand at my opponent* (the combatant reaiming his wand) Finite *the spell hitting you in the chest* That would be the valid, and correct way to do it. Chapter 2.5: Clashes Clashes are when two spells hit one another in combat, which negate the effects of both of the spells. In order for a clash to work, both spells must be said before one of the combatants roleplay their spell hitting. To roleplay a clash, one must roleplay the spells colliding with each other. Here is an example: *I aim to your hand with my wand* Flipendo -I aim to your hand with my wand- Reducto *Both of the spells would collide in the air* Clashes do not need to be aimed directly at a specific part of the body, simply aimed at one another: e.g. you do not need to both aim at each others wands, you simply need to aim at each other (one person can aim at their opponent's chest, and the other person aiming at their toes, and the spell will still clash). Unclashable spells Some spells are unable to clash with other spells. Spells which do not shoot out a projectile (for example: Fumos and Ventus) are not able to be used in clashes as spells would move right through them. Examples of Spells which do shoot projectiles and can clash: Incarcerous, Reducto Confringo Aguamenti Incendio Examples of Spells which don't shoot projectiles and can't clash: Fumos Ventus The two examples shoot out "sheets" rather than projectiles. Chapter 2.6: Disarming an Opponent To disarm a conscious role-player of his or her wand, you must type out three lines of text. For example: *grabs the wand in your hand* *yanks it to the right* *as I then take it from you* or: *kicks at your wand hand* *my foot knocks into your wand* *as your wand is thrown from your hand* This rule applies to any physical or magical way in which a role-player could disarm someone, whether through the use of a character's body, spells, NPCs or even traits.* If the person is unconscious then you can take the wand with one line of text. Alternatively, use Expelliarmus. When someone's wand is no longer in their hands, you only need one line to take it from them. Chapter 2.7: Random Attacking Attacking someone randomly (“Randoming”) is void. You must always have a valid IC reason for attacking someone every time. Should you be proven that your character has no reason for attacking someone through the altercation index your attack can be voided by the Senior Staff. A criminally insane character or a murdering Dark Wizard are not good, valid reasons for attacking someone randomly. Chapter 2.8: Leaving a Scene For scenes where there is no combat involved there are no line requirements to leave. In scenes where a person is in combat or has the potential to be in a combative situation, one must roleplay 3 uninterrupted lines of actions in which the character leaves the area. For example: *runs out from the room* *runs through some alleyways* *finally making it away from the area* Is a valid escape. However: Person A: *runs out the room* *runs through some alleyways* Person B: *follows you down* Person B immediately cancelled the act of said individual escaping being followed. This rule has a loophole for beings (traits) with enhanced speed and strength. An example being a transformed werewolf, where even after the 3 lines they can roleplay running after you and catching up because they are on average faster than you. The only way they can't chase you would be to apparate. Chapter 2.9: Entering a Scene There is a thirty second grace period that must be allowed for people once they enter a room. This period is for letting the roleplayers load the room. This period can be delayed if within those 30 seconds, it is made known that you need more time to load the room. Chapter 2.10: Firearms Muggle firearms are strictly banned from this roleplay. The only "ranged" muggle weapons that are allowed are Crossbows and Bow and Arrows. Like casting a spell, these ranged weapons must have an aim line, a shooting line, and then a connecting line before any effects may be roleplayed. Chapter 2.11: One-hit Wonders One-hit wonders are capable of being resisted. This was implemented to make dueling more of an art rather than a speed competition to see who can get out the fastest stunning spell. Graduated roleplayers (those above the seventh year) can resist a one-hit wonder (stunning spell or any spell that puts you to sleep/makes it impossible for you to roleplay anymore) in only two lines. However, those seventh year and below need three lines to resist a one-hit wonder. Should you have a question as to whether or not a spell is classified as a one-hit wonder, feel free to bring it to the questions subforum. If it has been brought up in a scene altercation, post it in the altercation index and allow the Senior Staff to make a judgment on it. -Aiming my wand at you.- Petrificus totalus! -The spell hits your chest- *Resisting the spell off of my body.* *The spell no longer applies to me.* The above two lines are an example of a graduate's way to resist. *Resisting the spell off of my body.* *It starts to lose it's effect.* *The spell no longer applies to me.* The above two lines are an example of a student's way to resist. Chapter 2.12: Raiding For a raid to occur, the raiding party must have at least two (2) defenders there. These defenders are to be either residents of the building (in Hogwarts' case, Head of Department or up) or Magical Law Enforcement Officers. Before the raid on the building can take place, one must break all necessary defenses to get inside. Once inside, raiding should never include trashing or damaging the rooms in any way, shape or form Out-of-Character. Chapter 2.13: Death All deaths (or 7 day coma/injuries) must be seven lines of roleplaying. These lines start counting at a contact line. All deaths are permanent in this roleplay. However, in order to die, one must agree to it beforehand (or at the time of the death). If one does not consent dying, then the most someone can do is injure them or put them into a coma. Permanent Death This falls under all valid deaths. You may not roleplay your character anymore once it has been killed. You may not bring your character back from the dead after it has been permanently killed, unless it's through a Horcrux. Should you agree to an Unbreakable vow and are killed through it, it is considered a permanent death because you indirectly agreed to it through making the vow. Suicide The `H`ogwarts Roleplay definition of suicide is "when a roleplayer roleplays their own death." This includes but is not limited to dying of natural causes, physically killing ones self, or roleplaying dying when being attacked but the original targets intent was not to kill. All deaths through this suicide definition are considered permanent deaths and irreversible regardless of whether you agree with it or not at a later date. 7 Day Injury/Coma When death is not agreed upon, the most someone can do is injure or put you into a coma. When this happens you are admitted to St. Mungos automatically and will remain there for the 7 OOC days. Your character will awake with no memory of their coma/death or any events that occurred 24 hours prior to it. This is to keep roleplay constantly flowing and keeping a steady stream of realism. In School Deaths All deaths inside of the school's grounds are void unless a part of a Dark Lord's reign, or approved by a Senior Staff. This rule is enforced on everywhere inside of the school with the exception of the Forbidden Forest. Other Characters If you wish to roleplay on another character you may do so immediately after death. However, you may not roleplay with anyone connected to your death, or anyone connected to the scene that you died in, for 2 hours after death. To kill a person, this action needs to be performed in 7 lines, with the last one stating that the victim is dead. Regardless of how the person is killed, all 7 lines with the final line must be performed. Chapter 2.14: Maiming/Knock Outs All maiming and knock outs, whether it be dismembering or burning a body part past use take 5 lines to perform. These lines start taking count at the contact line. *Waving my wand over your arm.* Fiendfyre *The spell exits my wand* *The spell would move over your leg.* *The flames would begin to burn your body.* *Your clothes would be burnt off of your leg.* *Your leg would suffer from severe burns.* *You would not be able to walk properly anymore due to bum leg.* Is an example of how it could be roleplayed. The last line MUST state what has happened clearly. So maiming must state the exact body part that is maimed and how badly, knock outs MUST state the victim is knocked out. Chapter 2.15: Spell Effects All spell effects, unless otherwise stated or countered, only last 5 minutes long. Effects from the spell do not count (like burns or cuts), but the spells effects do (like levitation in levicorpus, or stuns from stupefy). Chapter 2.16: Patronus Charm All wizards can conjure a patronus charm if they posses the skills and ability to conjure it. The only exception to this are the undead such as Vampires. In order to conjure a patronus, one must first think of a happy thought. If they do not roleplay the happy thought, it is not considered valid. An example of how it is roleplayed is as follows: *I hold my wand in front of me* *I think of chocolate pudding* Expecto Patronum! *A white light shoots from my wand* *It turns into a white baboon* Chapter 2.17: Dark Magic Dark Magic can be used as a very powerful spell that, like One-hit wonders (see above) can end duels in single powerful blows. However, their effects don't mimic one-hit wonders and so a different approach has been needed to deter people from spamming them. The following Dark Magic spells require 3 lines to cast (after the spell has been said): Avada Kevadra, Crucio, Imperio, Sectumsempra. After the incantation has been spoken you must type out three lines of text which describe the physical spell flying towards your enemy, hitting them and the effects. Below are examples only. "Avada Kedavra!" *green light exits my wand* *light flies towards you* *it hits you in the chest* "Crucio" *the spell exits my wand* *soaring towards your chest* *then striking you in the chest* "Imperio" *sending the spell out my wand* *moving towards your head* *then moving into your mind* When the spell has made contact there can be no dodging possible. The following spells require 2 lines to cast (once the incantation has been said): Torqueo, Sangestus. After the incantation has been spoken you must type out two lines of text which describe the physical spell hitting your enemy, and the effects. In addition, Sectumsempra is a spell in this roleplay that can be validly repelled with Protego. Hidden Dark Magic Some Dark Magic is otherwise hidden from the world, and as such is hidden from roleplayers who haven't earned it on an OOC as well as IC level. These spells must be earned through the hardships of roleplaying as the Official Dark Lord of `H`ogwarts. However, this is always subject to change depending on how the roleplay proceeds. Fiendfyre The spell fiendfyre can not be mastered or fully controlled until someone completes the 500 lines necessary to mastering the art. You must screenshot all 500 lines and then PM them to a Senior Staff member with your character's name. Since Fiendfyre is dark magic, you must be an adult to even do the 500 lines. If you do not do the 500 lines, someone is fully capable of roleplaying "*They lose control of their Fiendfyre.* *The fiendfyre turns back on them.*" You may only cast fiendfyre once every five minutes. If you attempt to cast it before the cooldown, your wand will explode and engulf your arm in the same flames you're attempting to cast. Your opposition may roleplay this but it is an automatic effect as soon as the word 'fiendfyre' is uttered. Chapter 2.18: Horcruxes All horcrux locations must be logged with the SS in charge of dark magic. If they are not logged and you die, you will lose a horcrux automatically. You may create up to 3 horcruxes. You cannot remake any of these. Horcruxes work how they do in canon; if you die, you are able to be revived using bone of the father, flesh of the servant and blood of the enemy, providing someone performs the ritual for you. It is best to screenshot the process in case altercations come up. If your character kills themself, they will lose a horcrux. The same goes for dying from an unbreakable vow. They must still be revived in the traditional way. If you seek to destroy someone's horcruxes, you must provide comprehensive proof in the form of screenshots of your knowledge of their location. Once you destroy a horcrux, you must log it with screenshot proof with the SS in charge of dark magic. CHAPTER 2.19: NUMBER OF WANDS IN A DUEL Each combatant in a duel is allowed to start with one wand. Should a person be disarmed of their wand they either must regain control of their lost wand, take the wand of their opponent/opponents or be given a wand by another person present in the scene (who then will be classified as unarmed) for the progression of the duel. They are NOT allowed to take out an additional wand they have on them. Essentially if there are 3 involved parties in the duel, there is only allowed to be 3 wands in play. If a 4th party enters, there are now 4 wands in play. If an armed a party then leaves the duel it drops back down to 3. Chapter 3: In & Out of Character Chapter 3.1: Brackets If you wish to talk Out of Character while role playing you must use square brackets somewhere in the line. For example: Hello, how are you? [] [Hello, how are you?] Alternatively you can put "OOC:" at the beginning of what you want to say or you could put "OOC" in your motto. Chapter 3.2: Metagaming IC information cannot be exchanged on the forum unless the user specifically states that the information you are about to read, or have just read, is IC information. However, if the user starts their post off with IC actions, for example *a letter lands on your lap* then it will also be allowed as a valid exchange of information. In addition, any information that you have learned through Out-of-character means can not be used in-character until your character discovers it validly. This is known as Metagaming. If you're found to be metagaming knowledge, your actions can be voided by the Senior Staff. Chapter 3.3: Mottos To gain entry into `H`ogwarts (legally) you must have one of the listed mottos below. Any other mottos will NOT permit you to enter the grounds without the prior permission of the Senior Staff. - What House you are in and what year level you are currently at. E.g. `H` Gryffindor First Year or `H` G1 are both valid for entry (other variations of this are acceptable). - Any job which is listed in either the School or Ministry Staff list. E.g. `H` Potions Professor, `H` Minister of Magic, `H` DoMLE Worker and `H` Head of Ravenclaw are all valid for entry. You may add things on to your motto. For example, any equipment you may have, your Role playing name amongst other things, so long as it does not interfere with the essential part of the motto (namely, your position). Things like `H` [Hooded] ; Eq [Various] is deemed a valid motto (meaning you can role play), but will not permit you to legally enter `H`ogwarts. Chapter 3.4: Kicking You may not under any circumstance kick anybody from a `H`ogwarts room unless they are: - Breaking `H`ogwarts Rules - Breaking Habbo Rules - Flooding - Advertising - Banned from `H`ogwarts You may not kick someone for personal reasons. If you kick someone whom is IC, you may face consequences yourself for disrupting an In-Character roleplaying environment. Chapter 3.5: Away from Keyboard If you say that you are going Away From Keyboard (AFK) you must announce when you are back otherwise any role playing actions will be void. It can be as simple as saying ‘Back’. It is not permitted to attack someone while they are AFK and any attempt at this will be deemed void. However the person must say that they are going AFK otherwise an role playing actions against the person will be valid unless proof to the contrary is provided. Chapter 3.6: Ignoring and Muting If someone attacks you while you have them on ignore (or vice versa) and it can be proved, the attack is voided and can be redone upon request. However, `H`ogwarts firmly believes in not forcing anyone to roleplay with whom they do not wish. You may decide whether or not to roleplay with someone or have them on habbo ignore. However, you must be able to provide proof that you have had them on ignore before an altercation has arisen if one does. With that said, if the ignorer is found to be instigating a reaction from the ignored party, all actions by the ignored will be deemed valid. Chapter 3.7: Doorway Actions If you are in the doorway of a `H`ogwarts room you are not permitted to perform any role playing actions, nor can anyone perform actions on you otherwise it will be deemed void. You must be inside of the room to roleplay! Chapter 3.8: Polyjuice Potion Chapter 3.9: Cross-Roleplaying No two characters created and owned by the same person may interact with one another. This is considered cross-roleplay. You may not share knowledge or items directly between characters, except for if it is something bound to you Out-of-character, such as an artefact. Chapter 3.10: Whispering No roleplaying can be done on whisper except for the actual act of whispering. Chapter 3.11: Imprisonment If your character gets sent to prison you may not use that character in any way throughout the sentence unless you break out which is difficult to do. Even if you leave the room your character is still in his or her cell. If you are sentenced to two or more days you are permitted to use an alternate character for the remaining time after the first day. Your cell automatically unlocks at the end of your sentence and you are escorted out of the Ministry. Chapter 3.12: Sexual Roleplay All sexual roleplay is banned. You may say your characters did have sex, but any actual act of doing it is not supported by the community or Senior Staff. If found doing so you could be punished by the `H`ogwarts moderators. Chapter 4: Defenses Chapter 4.1: Defenses Any official room that can be role played in may have a set of defenses which stop others getting into certain areas. If this is the case, all defenses must be displayed on stickers within the same room, you must role play putting them up and they must exist in the world of Harry Potter through either the books, movies, games or the roleplay itself. For rooms which have been described to have defenses in either the books, movies or games (i.e. Hogwarts), there does not need to be any stickers displaying those particular defenses. If the room owner wishes to add more than what has already been described officially, they must add further stickers. Alternatively, if you can not do stickers, you are allowed to use a post on the forums. However, before a raid, it is up to the defenders, room owner, or topic owner to alert the raiders of the defenses on the forums with a complete list. If they do not, the room is considered to have no defenses. It is often recommended to screenshot you raising your defenses, especially when you're called into question of a forum-based topic of defenses. If you can't prove it, it is possible your defenses can be voided. The caster of the defenses has to make a list of the applicable defenses to the room/area, it is also up to their discretion of who the defenses are applied to. Chapter 4.2: Hogwarts Event Defenses Temporary defenses (which can be godmode/indestructable) can be placed over the school during a storyline. These defenses can only be placed by members of the Senior Staff so that the Storyline isn't ruined by invaders. Chapter 4.3: Apparation Defenses Non Decessio: Only allows 4 possible ways to bypass anti-apparation defenses: Phoenixes, Tri-Wizard Cup, SS Apparation (if it is in school) and house elves. Non Decessio Duo: Only allows 3 possible ways to bypass anti-apparation defenses: Phoenixes, Tri-Wizard Cup, and SS Apparation (if it is in school). Chapter 4.4: Fidelius Charm To cast: Fidelius on a location a person must be an adult (not a 7th year but a full fledged graduate adult) and they must either be the owner of the building or have the blessing of the person who owns the building. To protect a location, you MUST type 10 lines to put it under Fidelius and take a screen shot of the action (should it come up in altercations, this will be a requirement to have). Primary Secret Keeper: There is only 1 and they are able to tell people about the Fidelius Location, they do not have to be the original caster. In order to "tell" people they must willingly tell people (as in they choose to or are tortured into telling). Using Imperio, L+O, or Veritaserum on the Primary Secret Keeper will not make you a secondary keeper. Should a primary secret keeper die, the Fidelius Charm will be completely broken. Primary secret keeper of a place can pass on the duty of primary secret keeper to another person, they then will become Secondary Secret keepers from that point on. Secondary Secret Keeper: Defined as people who know the location but cannot tell the location to other people. The original caster if not the Primary Secret Keeper, will become a Secondary Secret Keeper after casting. Any person located within the building at the time of the casting will also become Secondary Secret Keepers. Once a person gains knowledge of the location they will not lose it until the Fidelius charm is broken. Chapter 5: School Rules Chapter 5.1: Behavior Chapter 5.2: Common Rooms No student is permitted to enter a Common Room of a House to which they do not belong unless permitted by the Head of the entered House, or Senior Staff. Severe penalties may be incurred if students are caught, these are: verbally warned and kicked, and suspended if they continue. Should they be relentless in their efforts to enter another house, they can possibly be expelled. (Subject to change when decided by Senior Staff members). Chapter 5.3: House Points House Points are a fun way to breed friendly competition through the houses while still sticking close to the roleplay's canon roots. You can find the House Point list and how to gain some in this subforum: Click Here. Just look for this month's topic which is usually pinned near the top! In that same subforum (Click here) you may also find a topic labeled House Point Queries where people discuss house points and how to gain them. Feel free to point your thoughts. Chapter 5.4: Promotions Teachers are required to make a topic in their respective subject's forum which state all the grades they have given out and to who. This allows staff to determine who has achieved enough to go up a year level. When students believe they have successfully completed the requirements to go up a year level they should contact their Head of House or another professor, who will assist them in the rest of the procedure. Below are the requirements for moving up year levels, and the staff member who is considering a student for promotion should follow these to determine if they meet the criteria. 1st -> 2nd Year: Must obtain three passing grades. (3 in total) 2nd -> 3rd Year: Must obtain four passing grades. (7 in total) 3rd -> 4th Year: Must obtain five passing grades. (12 in total) 4th -> 5th Year: Must obtain 3 O's. (15 in total) 5th -> 6th Year: Must obtain 4 O's. (19 in total) 6th -> 7th Year: Must obtain 5 O's. (24 in total) Chapter 5.5: Hogwarts Jobs Due to certain problems concerning the stability of the Teaching Jobs, you must hold your current job for at least 1 month before applying for a different job. The only exceptions to this rule is when you are applying for a Head of Department Job in the same department you are currently working on, or if the Senior Staff approves of the jump. Chapter 5.6: Activation of the Knights The knights will automatically activate should anyone use dark magic, attempt to murder another student or stab another person with a knife/sword/dagger ect. This does not need to be rp'd (it can be) but it is assumed the person is kicked out of school and expelled automatically and the SS/House Head is alerted of the incident. Only senior staff and house heads are allowed to manually activate the knights. If manually activated the actions of the knights need to be rp'd. Edited by thebiggeek102, Oct 24 2016, 05:00 PM.
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2:44 PM Jul 11