James:
10 points for getting to supplies and choosing decent ones.
10 points for locating an ally.
-5 points for joining someone that made themselves a target.
5 points for subduing Gutnich.
5 points for subduing Louisson.
-10 points for being hit with Klenner's spell/getting hurt.
5 points for subduing Klenner.
5 points for being able to heal the damage.
10 points for finding water
10 points for making it through the night unharmed; good choice of shelter.
10 points for sticking with Black (ally) for 1 day.
-10 points for being caught in a vulnerable state.
5 points for subduing McDuff.
5 points for recognising and learning from the mistakes made by other trainees.
5 points for stealth/observing the enemy without detection.
5 points for a successful diversion.
5 points for Disarming Ackerly.
10 points for gathering supplies.
5 points for healing Shacklebolt.
5 points for healing Black.
-10 points for a red aura.
-5 points for lying about it.
5 points for going from red to orange.
-5 points for getting trapped.
10 points for allying with Shacklebolt.
10 points for allying with Finch.
5 points for setting up a good plan.
5 points for not abandoning allies under duress.
-50 points for letting an ally die.
5 points for not lingering.
5 points for getting away safely.
10 points for getting away with two allies alive.
-10 points for a red aura.
5 points for going from red to orange.
5 points for seeking out a healer.
10 points for surviving the second night.
10 points for sticking with Black (ally) for 2 days.
10 points for sticking with Shacklebolt (ally) for 1 day.
5 points for setting up a good plan.
5 points for entering enemy territory without detection.
5 points for subduing Austen.
10 points for teamwork.
10 points for resourcefulness.
20 points for getting possession of enemy wands.
-10 points for pranking, and not taking the situation seriously.
10 points for a successful ambush.
5 points for reviving a Stunned ally.
10 points for using teamwork to subdue McDuff.
5 points for getting a temporarily incapacitated ally to safety.
5 points for taking one opponent and leaving the others to allies.
5 points for subduing McDuff.
-10 points for being Disarmed.
10 points for saving Black's life.
20 points for keeping an ally for all 3 days (Black).
10 points for keeping Shacklebolt as an ally for 2 days.
10 points for surviving.
20 points for finishing with a non-red aura.
10 points for having supplies left over.
Total: 255 points.
PASS.
Sirius:
10 points for getting to supplies and choosing decent ones.
10 points for locating an ally.
-10 points for the the method in which the ally was located/failing to take the situation seriously/making himself a target.
5 points for use of the Disillusionment Charm.
5 points for use of Disillusionment Charm on an ally.
5 points for subduing Hunter.
5 points for Disarming Klenner.
-5 points for allowing Klenner to regain her wand.
-10 points for being hit with Klenner's spell/getting hurt.
5 points for being able to heal the damage.
10 points for finding water
10 points for making it through the night unharmed; good choice of shelter.
10 points for sticking with Potter (ally) for 1 day.
-10 points for being caught in a vulnerable state.
10 points for not losing supplies.
5 points for a successful diversion.
5 points for subduing Hemsley.
-5 points for trying to jump over the wall/not taking the situation seriously.
5 points for stealth/observing the enemy without detection.
10 points for gathering supplies.
-10 points for getting hurt.
-10 points for losing his wand.
5 points for attention to an ally's health.
5 points for letting an ally rest and recover.
-5 points for getting trapped.
10 points for allying with Shacklebolt.
10 points for allying with Finch.
5 points for setting up a good plan.
5 points for not abandoning allies under duress.
-50 points for letting an ally die.
-5 points for having to be saved by an ally.
5 points for not lingering.
5 points for getting away safely.
10 points for getting away with two allies alive.
5 points for helping an injured ally to a healer.
10 points for surviving the second night.
10 points for sticking with Potter (ally) for 2 days.
10 points for sticking with Shacklebolt (ally) for 1 day.
5 points for setting up a good plan.
5 points for entering enemy territory without detection.
10 points for teamwork.
10 points for resourcefulness.
20 points for getting possession of enemy wands.
-10 points for pranking, and not taking the situation seriously.
10 points for a successful ambush.
5 points for subduing Gutnich.
-10 points for being hit with an 'Unforgivable'.
5 points for an alternative and surprising attack method.
-10 points for being hurt.
-5 points for having to be saved by an ally.
20 points for keeping an ally for all 3 days (Potter).
10 points for keeping Shacklebolt as an ally for 2 days.
10 points for surviving.
20 points for finishing with a non-red aura.
10 points for having supplies left over.
Total: 210 points.
PASS.
