V9: Frequency

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Frequency / Uses

Each ability will have limited number of uses that can change based on class customization choices.

  • A player expends a use of an ability when they complete the incantation, whether or not the ability was effective.
  • When a player has 0 uses remaining, they can no longer use that ability until it is restored.
  • Abilities can be restored in a variety of ways but can never be restored beyond the maximum number of uses available to the player for that activity.
  • If a player gains new abilities over the course of an activity, these new abilities are treated independently from any existing copies that the player might already possess.
    • For example, a player with Heal 1/Life gains Heal 2/Refresh somehow. Both frequency tracks would exist and the player could use either one to allow them to cast Heal.
    • If the player has the ability to restore either of these abilities, they are restored independently of each other. Rest values are tied to each version and cannot be used to restore the other.

V8 Transition Notes:

  • You do not need to completely expend the uses of an ability in order to restore them.
  • You can restore abilities back up to the maximum amount you have available.

FREQUENCY TERMS

  • Per Life (X/Life)
    A player’s per Life abilities are fully restored whenever they respawn.

  • Per Refresh (X/Refresh)
    Per Refresh abilities do not restore themselves when respawning. They are only restored when the Game Organizer grants a Refresh. Amtgard classes have been designed around 0-1 refreshes per activity.

  • Unlimited
    Unlimited abilities can be used as often as the player wants, as long as they meet any other prerequisites to use the ability.

  • Ball / Arrow (X Balls or X Arrows)
    Abilities with a frequency of Balls or Arrows appear on abilities that require a Spellball or Specialty Arrow as a material component.
    • These abilities can be used as often as the player wants as long as they have the necessary ball or arrow on hand.
    • Players may retrieve and reuse their Spellballs and Specialty Arrows any number of times.
    • Players may only bring a number of Spellballs or Specialty Arrows into an activity equal to the maximum uses allowed to them. Likewise, a player may also only carry up to that amount at any given time, even if they are sharing with another player.

  • ♻ Rest Value (♻XX)
    See Resting.



General Rules
Ability · Casting · Chants · Effect · Enchantments · Enhanced Strikes · Frequency · Incantations · Line of Sight · Material Components · Meta-Magic · Name · Offensive / Non-Offensive · Other Details · Power Strikes · Prerequisites · Range · Reminder · Resting · Specialty Arrows · Spellballs · Traits · Type · Verbals
Abilities and Effects
General Rules · Keywords · Master List of Abilities
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary