Armor, Weapon, Terrain, and Effect Types

From AmtWiki

The 2nd Chapter from the Dor Un Avathar X

Next chapter is: Monster Abilities, Previous chapter was: Monsters in Amtgard Battlegames

For the purpose of Abilities, Immunities, and Vulnerabilities, game effects fall in to the following types.

Armor Types

Armor of more than one type (e.g. Natural Ancestral) follows the rules for all of its types.

Ancestral: Ancestral Armor functions as per the Ancestral Armor enchantment in the Rules of Play.

Magic: Magic armor functions as described in the Rules of Play.

Natural: Natural Armor functions identically to magic armor as described in the Rules of Play, except as follows: Natural Armor may not itself be the target of magic or abilities with the exception of Heal or other similar abilities that heal wounds (such as Steal Life Essence or Adrenaline), which will repair a single point of natural armor in a single location or Greater Heal, which will repair all points of Natural Armor in a single location. Natural Armor is never bypassed by Phase Arrow, Phase Bolt, or other similar abilities. A player’s immunities extend to their Natural Armor, meaning Natural Armor is unaffected by those effects a player is immune to.

For example a player immune to Subdual and with one point of Ancestral Natural Armor is hit with an Iceball. The armor does not lose a point, and the player is unaffected.

A player with Natural Armor cannot gain magical armor in any manner.

Natural Invulnerability: A skintight layer of overall (nonsectional) protection. Each point of Natural Invulnerability grants resistance to the next effect that would inflict a Wound, Death, State, or other negative effect, and is then removed. Does not trigger against effects cast by the player. Natural Invulnerability is the only type of armor that stacks with other armor types and is affected only after other armor types have been destroyed or are ineffective against the attack. Natural Invulnerability may not itself be the target of magic or abilities and may not be healed unless otherwise specified. Natural Invulnerability is never bypassed by Phase Arrow, Phase Bolt, or other similar abilities and is not ignored by abilities that ignore armor.

Worn: This armor must be an actual piece of armor worn on the body, and follows the armor rules in the Rules of Play.

Weapon Types

Heavy: Heavy weapons are any weapons with any of the Armor Breaking, Shield Crushing, Armor Destroying, or Shield Destroying Special Effects.

Magic: Any weapon wielded by a player carrying a magical offensive enchantment such as Imbue Weapon, weapons that are Magic Items, and any weapon designated by a reeve or questmaster as magical. Magical effects of these weapons are stopped by abilities that grant Immunity to Magic, Such as Immunity (Magic) or Protection from Magic, but the weapons still damage armor, wound, or kill, as appropriate.

For example, a Monster with Immunity (Magic) hit in the leg by a weapon wielded by a player with Imbue Weapon would be wounded by the weapon, but not killed.

Natural: Weapons that are considered a physical part of a monster. Used to simulate claws, horns, and so on. They cannot be affected by Magic or Abilities that specifically affect weapons (Pyrotechnics, Heat Weapon, etc.). Effects that normally treat weapons differently (Arrows, Fireball, Lightning Bolt, Sphere of Annihilation) that strike a Natural Weapon are treated as having hit the Monster in the arm.. Touch effects may be extended through Natural weapons (both ways) if declared within one second of contact. A player using a touch effect on a Monster’s Natural Weapon is only damaged, wounded, or killed if contact was made as a result of a melee attack made by the monster. Immunities and protections of a Monster extend to any Natural Weapons.

Siege: Siege Weapon requirements and effects are as defined in the rules of play.

Effect Types

Cold: Simulates any snow, ice, cold or freezing effect or quality. such as Iceball and Icy Blast.

Command: Magic and abilities from the Command School.

Death: Magic and abilities from the Death School and the effects of a Death Field

Flame: Magic and abilities from the Flame School, and effects of non magical flame such as Lava etc.

Lightning: Simulates any electrical, lightning, or shocking effect or quality, such as Lightning Bolt and Call Lightning.

Magic: Effects from any magic, magical ability, or any magic weapon.

Protection: Magic and abilities from the Protection School

Sorcery: Magic and abilities from the Sorcery School

Spirit: Magic and abilities from the Spirit School

Subdual: Magic and abilities from the Subdual School

Terrain Types

Terrain types refer to either actual terrain on the field (such as trees, large rocks, shadows, etc.) or areas marked off by reeves in some way and designated a specific terrain type. Some terrain types have specific effects on those who enter them, while others are designated solely for the purpose of monster abilities.

Anti-Magic Zone: All forms of magical energy cease to function within this zone, denoted by yellow ribbon placed around the area. Enchantments on players that enter this area are instantly dispelled. Spells and magical abilities may not be cast (including those granted by Magic Items) while within the boundaries of an Anti-Magic Zone.

Carnivorous Swarm: Something small and annoying is eating your flesh if you enter this area, which should be marked with a red ribbon. Take a wound to any location (player’s choice) after 5 seconds and a Wounds Kill wound after 10 seconds. Wounds Kill wounds continue at the rate of one per second after the initial 10 seconds. Ignores armor.

Death Field: These zones of negative energy are denoted with black ribbon. Those who are not immune to Death magic die if they enter this area.

Defiled Ground: Areas marked with purple ribbons represent land or places dedicated to wickedness and darkness. All players are Cursed while within the area. Anti-Paladins and Death Knights gain Charge x3 for all magic and abilities from the Death school while within the area.

Eternal Stench: Mark out areas of foul putrescence with green (and it better be really ugly green) ribbons. Only players who are immune to Death may enter, unless one hand covers the player’s nose and mouth at all times. Players who remove their hand are Stunned. After the player is removed from the zone, the Stunned state continues for 30 seconds.

Forest: Any area that is no more than 20ft from an actual tree or is designated as forest terrain in a game.

Holy Ground: Areas marked with white ribbons represent land or places dedicated to goodness and white light. Paladins within Holy Ground gain unlimited use of the Heal spell and all players are immune to Death while within the boundaries of such an area.

Lava: Denoted with orange ribbon placed around the area. These are areas of open flame. Players that enter this area are subject to a Wounds Kill wound (of the Flame school) and all their equipment is affected by Armor Destroying, Weapon Destroying, and Shield Destroying (of the Flame school) continuously, at the rate of one per second.

Sacred Groves: These wild places are holy ground to Fey creatures and are marked with bright green ribbon. All Fey creatures (except Dark Elves) who enter a Sacred Grove may use the Shadow Step ability once per life (ex), so long as they remain within the grove.

Shadow: Any area lying in actual shade, shadow, or darkness, as well as any area designated as Shadow in a scenario.

Water: Denoted with silver tarp on ground or silver tape placed around the area. All creatures entering this area must drop to their knees while moving through it unless they are Aquatic, Large, or flying. These rules can also be used to simulate wading through muck and mud, dense foliage, or any other condition that might force players to move slowly.

See also: