6) Multiplayer classroom ‘rules’ and the ‘random event’
6.1) Rules
6.1.1 What will I gain each lesson?
Every lesson you will be awarded 5 SP, 50 XP for being on time and 100 XP for not breaking any rules during the lesson together with any XP you gain from your activity.
When we have a test in class you will be awarded 10 XP for every mark that you get (e.g. if you get 90/100 you’ll be awarded 900 XP)
Contents Multiplayer classroom ‘rules’ and the ‘random event’ 6.1) Rules 6.1.1 How can you gain XP? 6.1.2 Gaining Experience Points (XP) 6.1.3 Negatives – resulting in Hit Points (HP) 6.1.4 Going up a level 6.1.5 Special Points (SP)/ Power Points (PP) 6.2) Events |
6.1.2 Gaining Experience Points (XP)
- Activities in class will be graded by level of XP gained per question completed with a total XP per activity that will be achievable
- Being on time for lesson
- Not breaking any rules per lesson
- Performing tasks at home/class during break
- Extra XP for extra work during weeks
- Tests – Individual or Group (Mid -way through module)
- Online Tests
- Half Yearly Exams
6.1.3 Negatives – resulting in Hit Points (HP)
If you break any of the rules you will lose HP
Reason | Hit Points (HP) lost | |
1 | Late for class without Note | 15 |
2 | Uniform not in check | 15 |
3 | Disruption during lesson | 15 |
4 | Talkative | 10 |
5 | Confrontational towards peer | 25 |
6 | Confrontational towards teacher/LSA | 40 |
7 | Tamper with PC | 30 |
8 | Not arranging furniture back in place | 10 |
9 | Turning PC off/leaving on depending on lesson | 10 |
10 | Using other software during lesson without asking permission | 20 |
11 | Eating/Drinking in class/assembly | 10 |
12 | Being loud in class | 10 |
13 | Not bringing necessary items for lesson | 15 |
Once you reach 0 HP you can only get your HP back gradually by attending lessons or by getting a medic in your team that has bought the healing power to help you out. When a team member dies, all his team mates lose 15 HP (this can only happen once per member). The player that reaches 0 HP will have to roll the ‘doom die’:
Die Number | Consequence |
1 | Break in during the morning break |
2 | Break in mid-day Monday or Wednesday (25 mins) |
3 | Break in mid-day Tuesday, Thursday or Friday (40 mins) |
4 | Miss all XP for the day (including activity) and Extra work for next lesson |
5 | Letter home to parents |
6 | Official Detention |
6.1.4 Going up a level
Level | XP needed |
0 | 0 |
1 | 200 |
2 | 400 |
3 | 800 |
4 | 1500 |
5 | 2750 |
6 | 4000 |
7 | 5750 |
8 | 7250 |
9 | 8500 |
10 | 10000 |
6.1.5 Special Points (SP)/Power Points (PP)
Each lesson you will be given 10 SP (you can only have a maximum of 50 SP). Every 500 XP gained you will be given 1 PP which you can use to buy a Power. To use a power that you have purchased will cost you SP.
When you use your Special Points (SP) to help one of your team mates you will get 5 SP extra (together with your daily 10 SP) and also 60 XP and a badge for being selfless
Level 1 Power – Cost 1 PP
Level 2 Power – Cost 2 PP
Medic | Level 1 Power (1 PP) | Cost | Level 2 Power (2 PP) | Cost |
Healer 1 – Give 15 HP back to one of your team mates | 10 SP | Healer 2 – Give 25 HP back to one of your team mates | 20 SP | |
Chatterbox fixer – Get 8 HP back for a team mate that has been penalized for talking | 30 SP | Doom Die Decider – Can change the outcome for the doom die of a teammate. The outcome of the 2nd roll can’t be changed | 45 SP | |
Agent | Level 1 Power (1 PP) | Cost | Level 2 Power (2 PP) | Cost |
Turn Back Time 1 – If a teammate is late you can buy him 2 minutes back | 10 SP | Turn Back Time 2 – If a teammate is late you can buy him 4 minutes back | 20 SP | |
Hint – All teammates get a hint during a test | 30 SP | SP King – A teammate who is not an agent gets all his SP back | 45 SP | |
Trooper | Level 1 Power (1 PP) | Cost | Level 2 Power (2 PP) | Cost |
Hit Taker 1 – Take 10 HP for a teammate. You will only lose 5 HP. | 5 SP | Hit Taker 2 – Take 20 HP for a teammate. You will only lose 10 HP. | 10 SP | |
Noise Diffuser – Get 8 HP back for your team members that have been penalized for being noisy | 30 SP | Doom Die Destroyer – Avoid the Doom Die for a teammate, HP will still go down to 0 | 45 SP |
6.2) Events
6.2.1 Random events that will take place each lesson:
Training | Everyone gets double XP today |
Ghajjien | Everyone loses double HP today |
Immortal | No one loses HP today |
Miskin | The lowest XP member in team gets 150XP |
Trouble for Medic | Medics can’t use their powers today |
Trouble for Agent | Agents can’t use their powers today |
Trouble for Trooper | Troopers can’t use their powers today |
God on our side | No one can die today |
Windy Day | Fans go on in class – cover up there’s a storm |
Thirsty Medic | Medic can go for a drink |
Thirsty Agent | Agent can go for a drink |
Thirsty Trooper | Trooper can go for a drink |
Game Master reward | If no one loses HP today the Game Master must distribute something sweet the following lesson |
Game Master punishment | If a single player loses HP today all class must copy a text to be handed in following lesson or lose all HP |
Earthquake | Etna erupts all students lose 15HP |
Luck on our side | Double SP today and everyone gets 100XP extra |
DJ for the Day | A song that’s at least 20 years old is played for 30 seconds. Random player will have to identify the artist and song. If both are guessed 250XP Lose 15HP if failed. |
Pixar Challenge | A random student must name 3 random Pixar movies gaining 100XP per film |
Harry Potter pays a visit | Name three Harry Potter movies or lose 5HP per movie |
Poison apple | Everyone loses 10HP |
Poison Buffet | Everyone loses 20HP |
Energy Drink nut | Everyone gains 5SP |
No Protection | Player in each team with least XP loses 10HP |
Attack on Medics | All Medics lose 20 HP |
Attack on Agents | All Agents lose 20 HP |
Attack on Troopers | All Troopers lose 20 HP |
Glory to Medics | All Medics gain 200XP |
Glory to Agents | All Agents gain 200XP |
Glory to Troopers | All Troopers gain 200XP |