Dor Un Avathar Definitions

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This is a Section of the Dor Un Avathar. The preceding section is Rules for Monsters.


Definitions: As used in the Dor Un Avathar


Monster Format Definitions

From Amtgard : Handbook on the Rules of Play 7th Edition comes the basic format and outline for presenting Monster Classes. This information is detailed below, with additions and modifications made to include the information exclusive to this volume.

Description

Herein lies a narrative regarding the Monster. This may include physical descriptions, societal behaviors and/or historical, fictional and mythological references. Role-playing tips are also included in this section.

Garb

A person playing a Monster should look as much like it as possible. The Reeve can always disallow someone from playing a Monster if they feel this criteria is not met. Summoned Monsters should be given slightly more latitude, but they must have the minimum garb requirements and act in character. Monsters which suggest a specific gender are merely reflecting legendary or mythological forms of the creature. All facets of Amtgard are open anyone who wishes to play the part.

Summoned Monsters

If a Monster is summonable, it will include the following two categories:

Summoned by

This will list the class, spell and/or number of spellpoints needed to bring the creature into the game.

Player lives/life

This is the number of lives a player has to give up to play this Monster for one life. The player cannot gain more than one life as a Monster (except for creatures with the Sheer Numbers ability, detailed hereafter) per magic cast on them. Players cannot give up lives they do not have. Monsters who are killed cannot be Reanimated. If Resurrect, or Transfer Life by a Monk, they return as their normal class, not as the Monster. Monsters summoned through other means (like Animal Familiar, Golem and Elementals) may buy additional lives as the Monster at the listed Player Lives/Life exchange rate, once the summoner has expended the requisite spellpoints or abilities and the intitial life has been purchased. *(i.e.: A Warrior with six lives elects to be a summoned Fire Elemental with a Q/M of 3/1. Once the summoner spends the required spellpoints, the Warrior sacrifices three lives to be a Fire Elemental with one life. Once slain, the player may now choose to give up his remaining three lives for one final life as an Elemental, for he may change garb and play out his last three lives as a Warrior.)

Type

There are a number of Monster Types, each with special Traits, Immunities and/or Vulnerabilities. Most Monsters possess more than one Type distinction and the effects are cumulative unless indicated otherwise in the text.

Q/M Ratio

The Questor/Monster Ratio is a general indicator of how powerful the Monster is at any given level. It defines how many player characters of the same level as the Monster should be required to kill one. When designing quests or running battlegames, one uses this number to balance the sides. This assumes you use the 10/1 rules for magic-casters and 5/1 rules for bows.

Armor

There are several types of armor available to Monster classes, and this category will clearly detail which, if any, armor types are available to a specific Monster.

Shield

States what kinds of shields, if any, may be used by a Monster. For a Monster to use a shield, this section must specifically state that a shield is available to it.

Weapons

Here is where you can find which specific and/or types of weapons may be used by the individual Monster. Unless the Monster holds the Humanoid descriptor, assume the weapons are Natural (see below).

Immunities

A listing of any Schools of Magic, terrain effects or specific spells or abilities to which the creature enjoys complete resistance. Immunities function as listed, unless otherwise detailed in the Monster entry. Specific and recurring immunities are detailed below:

  • Immunity to Bladed Weapons Monster is immune to all metal slashing and piercing weapons and may only be attacked by wooden weapons.
  • Immunity to Cold-Based Attacks Creature is immune to Iceball, Avalanche and other cold- or ice-based attacks or effects.
  • Immunity to Control Creature is immune to all Spells and abilities of the Control School unless otherwise detailed in the text.
  • Immunity to Death Monster is immune to all Spells and abilities belonging to the Death School and all other Death effects.
  • Immunity to Disease Creature is immune to all disease based attacks, as well as any/all disease which may occur in the course of a battlegame.
  • Immunity to Flame Monster is immune to all spells and Abilities belonging to the Flame School and all other fire- and lightning-based attacks.
  • Immunity to Magic Creature is immune to all forms of magic, including the effects of enchantments. Relics still function against creatures with this immunity, however.
  • Immunity to Poison Monster suffers no ill effects from Poison.
  • Immunity to Projectiles Creature is immune to all projectile weapons (thrown or shot) except Siege Weapons and spellballs.
  • Immunity to Specific Spell or Effect Monster is immune to the listed spell or effect.
  • Immunity to Sorcery Creature is immune to all Spells listed in the Sorcery School.
  • Immunity to Subdual Monster is immune to effects and all magics in the Subdual School. Subdual blows wound and do damage instead of incapacitating.

This is a section of the Dor Un Avathar. The next section is Monster Traits.