Rules for Monsters

From AmtWiki

This is a section of the Dor Un Avathar the previous section is Thanks, Introduction & Credits

Monster is a special class. Credit in Monster can only be taken twice a month, but as you increase weeks in Monster, you increase it for all monsters. Thus if you have 13 weeks in Monster, you can play a 2nd level Monster of any type. While credit may not be earned more than twice in a month, players wishing to portray a Monster may do so, so long as they get approval from a Reeve.

Monsters are listed in much the same ways as normal classes, though they tend to have a much larger list of special Traits and Abilities. When playing a Monster you must always carry a complete description of the Monster on you, have a copy for the Reeve and wear appropriate garb. If you are summoning Monsters, note that both the garb and the descriptions are part of the magic component. There are three ways you can play a Monster in a game, detailed below.

Standard Battlegame

Before playing a Monster in a standard battlegame, you must get the Reeve’s permission. You cannot play Quest Monsters, or Monsters with a 4/1 or greater ratio. If you play a Monster with a ratio of 2/1 or 3/1, when you are added to a side, the other side then gets to pick two (or three if 3/1) people for the other side. Playing Monsters with a 1/1 or less does not alter how teams are picked. -Level: When playing a Monster in a standard battlegame, you play the Monster as your standard Monster level.

Summoned Monsters

Some Monsters can be summoned through the use of spells in a standard battlegame. These do not normally require a Reeve’s permission (though a Reeve can always state what can and cannot be used in a battlegame). When playing a Summoned Monster you will sacrifice lives to play the Monster for one life. While portraying a Summoned Monster, your persona is considered out of the game, and is not used for roleplaying purposes. Monsters summoned by enchantments die if they enter an Anti-Magic zone or are successfully targeted with Dispel Magic. -Level: When playing a summoned monster your level is that of the class you sacrificed lives from or your level in monster, whichever is lower. For example a 2nd level Wizard is being Transformed into a Pegasus. The Wizard also is a 4th level Monster. When summoned, he plays Pegasus as 2nd level. Were he a 4th level or higher Wizard, he could have played the Pegasus at 4th level (his monster level).

Quests:

Quests are altered battlegames with specific rules not used in standard battlegames. Quests often have special game objects, stated goals and tend to use a much wider range of Monsters than normal games. In most Quests, Monsters do not serve on a regular team and are instead placed around the playing zone to create different encounter areas. Several Monsters are limited to specific scenarios and should not be used outside of the provided context. -Level: When playing monsters in quests and other special battlegames, the designer of the quest or the Reeve will generally set your Monster level based on what is required or desired for the scenario. Summoned Monsters still have the restrictions in level.

Things of Note

by magic and magic weapons.

  • 2)* Spellballs and other types of magical projectiles can deal

damage to those creatures who are immune to non-magical weapons. Also, any enchantment other than Stun Weapon placed upon a weapon makes it magical and function normally against such creatures.

  • 3)* Monsters are generally treated as classes, not races. Monsters may not stack a Class on top of a Monster race unless specified in the description. (For example: You may

not play a 6th level Lizardman Monk, but Vampire and Darklord both make provisions for granting class abilities to those who portray such creatures.)

  • 4)* Everyone playing a monster must carry a written copy of that monster. If the monster is capable of making other monsters, it must also carry enough copies of the class for its progeny.
  • 5)* Monsters may not unbalance a battlegame and must show a

willingness to play in character.

  • 6)* Garb must be distinctive and typify the Monster played.
  • 7)* Certain Traits and Abilities may be removed at the Reeve’s

option for regular battlegame play. If an ability has this distinction, be sure to clear it with the Reeve before the game begins.

  • 8)* The Rulebook supersedes all Monster supplements and

handbooks in case of disputes.

  • 9)* All rulebook spells effect Monsters in the same way they

would a player class, unless specified otherwise.

  • 10)* Creatures that require special circumstances to “take a

death” may never be a allowed to voluntarily take a death to speed their down time or regain per life abilities.

special scenarios.

  • 12)* Spellball use is denoted as (X bolts/U), where X is the

maximum number carried and U means “unlimited use.” The notation (unlimited bolts) means any number of bolts may be carried, thrown or left active.


This is a Section of the Dor Un Avathar the Next section is Definitions.