Difference between revisions of "Monsters in Amtgard Battlegames"
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# This book is not intended to be a standalone set of rules. It must be used in conjunction with the [[8.0 Rulebook|Amtgard Rules of | # This book is not intended to be a standalone set of rules. It must be used in conjunction with the [[8.0 Rulebook|Amtgard Rules of | ||
Play Version 8]], and it assumes a basic familiarity with those rules. General rules (such as [[States]] and [[Class Abilities]]) are not duplicated in this book. The Rules of Play supersedes all Monster supplements and handbooks in case of disputes. Nothing in this book replaces the rules contained in the Rules of Play, and everything in this book is optional, to be used at the discretion of the person running the game. | Play Version 8]], and it assumes a basic familiarity with those rules. General rules (such as [[States]] and [[Class Abilities]]) are not duplicated in this book. The Rules of Play supersedes all Monster supplements and handbooks in case of disputes. Nothing in this book replaces the rules contained in the Rules of Play, and everything in this book is optional, to be used at the discretion of the person running the game. | ||
− | # [[Monsters]] may not unbalance a [[battlegame]] and must show a willingness to play in character. | + | # [[Dor_index#Monsters|Monsters]] may not unbalance a [[battlegame]] and must show a willingness to play in character. |
# [[Monster Abilities]] may be removed at the [[Reeve|Reeve’s]] option to help balance regular battlegame play. | # [[Monster Abilities]] may be removed at the [[Reeve|Reeve’s]] option to help balance regular battlegame play. | ||
# Monsters may not voluntarily “take a death” in order to prevent players from completing an objective or to gain a battlefield advantage. If the Scenario rules give Monsters an advantageous [[Respawn]], those Monsters may not voluntarily “take a death” to speed up their downtime or regain [[per-life]] abilities. | # Monsters may not voluntarily “take a death” in order to prevent players from completing an objective or to gain a battlefield advantage. If the Scenario rules give Monsters an advantageous [[Respawn]], those Monsters may not voluntarily “take a death” to speed up their downtime or regain [[per-life]] abilities. |
Revision as of 17:38, 25 April 2017
1st Chapter from the Dor Un Avathar X
Next chapter is: Armor, Weapon, Terrain, and Effect Types
Contents
General Monster Rules
- This book is not intended to be a standalone set of rules. It must be used in conjunction with the Amtgard Rules of Play Version 8, and it assumes a basic familiarity with those rules. General rules (such as States and Class Abilities) are not duplicated in this book. The Rules of Play supersedes all Monster supplements and handbooks in case of disputes. Nothing in this book replaces the rules contained in the Rules of Play, and everything in this book is optional, to be used at the discretion of the person running the game.
- Monsters may not unbalance a battlegame and must show a willingness to play in character.
- Monster Abilities may be removed at the Reeve’s option to help balance regular battlegame play.
- Monsters may not voluntarily “take a death” in order to prevent players from completing an objective or to gain a battlefield advantage. If the Scenario rules give Monsters an advantageous Respawn, those Monsters may not voluntarily “take a death” to speed up their downtime or regain per-life abilities.
- Monsters are generally treated as separate classes. Monsters may not stack a standard class in addition to its Monster entry unless the Monster has the Player Class Trait or this is otherwise specified as allowed.
- All rulebook spells and abilities affect Monsters in the same way they would a standard player class, unless specified otherwise. This is usually specified using the Altered Effect ability.
- Monsters may not use Magic Items unless granted them by an ability or as part of a quest or other special scenario.
- Monsters generally may not wear enchantments from other players. Monsters that can wear enchantments from other players are specifically noted as being able to do so.
- There are two kinds of Monsters in this book: Battlegame Monsters and Scenario Monsters. Battlegame Monsters may be played in regular battlegames as detailed below. Scenario Monsters may only be used in special scenarios and are usually included by the game designer or questmaster.
Monster Format
Monsters detailed in this volume follow a distinctive format, each having similar entries, as detailed below.
Description: This includes physical descriptions and roleplaying tips.
Garb: The distinguishing features of a particular Monster. Players should endeavor to look as much like this description as possible. Items listed as “Suggested” are optional, including gender suggestions. All monsters are required to carry a copy of the monster entry and wear a silver sash in addition to any listed Garb requirements.
Exception: If the person playing a monster has excellent monster garb that leaves no doubt (from a distance) what monster they are playing as, then the game designer may waive the silver sash requirement.
- Example:
- A person playing an Elf whose only distinguishing garb is pointed ears will have to wear a silver sash as well. A person playing an Elf with: long, flowing, blond hair, pointed ears; tribal face paint, and leather armor shaped to look like leaves should be allowed to forego the silver sash with permission of the game designer.
Requirements: Lists any in game restrictions on who may play the Monster, such as Knight only.
Type: There are a number of Monster types, each with special qualities, including certain Immunities, Vulnerabilities, and other special rules. Monsters may have several types, and the effects are cumulative unless indicated otherwise in the specific Monster entry.
- Animation: An animation is a monster that is generally composed or constructed of otherwise nonliving materials and given some semblance of life through mystical means or other process.
- Immunity (Command, Death, Subdual)
- Altered effect (Dispel Magic:Lost)
- Altered Effect (Anti Magic: Lost)
- Aversion (Anti-Magic Zone)
- Beast: Non-humanoid creatures, most often animals with more than two legs.
- Weapons considered Natural
- Botanical: These Monsters are composed of plant or fungal material
- Extra-Planar: These Monsters hail from another dimension or plane of existence and include elementals, demons, and angels.
- Immunity (Death)
- Altered Effect (Banish: Lost)
- Vulnerability: May be targeted by Banish as if they were Insubstantial.
- Fey: These are the fairy folk of legend and myth.
- Immunity (Command)
- Humanoid: Monsters in this category generally have two arms, two legs, and walk upright.
- Note: Although not considered monsters, players of any standard class are considered Humanoid for the purpose of game effects.
- Legendary: These are the most powerful creatures of myth.
- All abilities are (Ex) Note: Spells gained via Magic Caster are still magical in nature.
- Gain Power Word Unlimited
- Multi-Player: These Monsters are played by multiple players.
- They have a number of special rules, as detailed in the Monster’s description.
- Undead: These are the walking dead and the restless spirits of those past.
Level: This entry indicates the minimum level in the Monster Class that a player must have in order to play the Monster in a regular battlegame. Questmasters and game designers may allow a player to play a Monster regardless of the player’s actual Monster level. Only Battlegame Monsters have this entry
Power Rating: This entry indicates the monsters power relative to other monsters and is listed on a scale of 1-10. The higher the Power Rating, the stronger the monster.
Armor: Indicates the number of points and types of armor the monster has. Worn armor points require rated, approved armor constructed using the guidelines in the Rules of Play.
Shields: Here is the largest shield the monster may use. A Monster may always choose to use a shield smaller than the type listed. If no shield types are listed, the Monster may not use any shields.
Weapons: This lists the specific categories of weapons the monster may use. If a weapon category is listed as Single, the monster may only wield one of that weapon type at a time, though the monster may carry more.
Abilities: This is a list of the various Abilities the Monster has access to.
Vulnerabilities: A list of limitations, restrictions, and weaknesses the creature has. This entry may be omitted if the creature has no significant vulnerabilities.
Special Notes: This section included only if the Monster has any unusual properties or rules that can affect game play or inclusion in battlegames, quests, or scenarios.
Playing A Monster
Monster is a special class similar to the standard classes presented in the Rules of Play. Like other fighting classes, players gain levels in the Monster class by receiving credits for participating in a battlegame. Unlike other fighting classes Monsters do not have levels. Rather, as a player gains levels in the Monster class, they gain access to more powerful Monsters.
There are two ways to play a monster: as a Scenario Monster or a Battlegame Monster. Each has varying requirements and rules.
Scenario Monsters
When a quest or special scenario is organized, the Questmaster, or person running the scenario, will select players to play Monsters. Scenario Monsters used in these games are generally not part of a player team and serve as encounters, challenges, or plot points in the quest. The quest designer may include any monster and may modify or create Monsters as necessary for the specific scenario. While all of the Monsters in this book may be used in quests, this book is designed primarily for use in regular battlegames rather than special scenarios. Questmasters should feel free to use this book and other resources in designing their games, but should not feel limited by anything but their own imagination and game requirements.
Battlegame Monsters
In addition to having monsters placed in a game by the game designer, players may play the Monster class in regular battlegames as they would any other class, so long as the game designer has indicated that players may play Monster in that particular game. If you want to play a Monster in a battlegame you must have the permission of the game designer and local monarch (or highest ranking official present, if the monarch is unavailable). When playing a Monster as a regular class, the Player may play any Battlegame Monster whose level is less than or equal to the Player’s level in the Monster class.
Monster Races
Other ways to role-play a monstrous persona:
Sometimes, playing the Monster class is simply not an option, either because the game designer doesn’t allow for it, or you’d prefer to use regular class abilities. However, in order to encourage ongoing role-play as a Monster and encourage excellent garb for both Monster and standard classes, the following option is available: Instead of using a Monster entry as presented in the Battlegame Monster section, a player may use a Monster Race to gain the “Look the Part” bonus for the standard player class they are playing. Reeves are encouraged to award the standard class’s “Look the Part” bonus for players who wear the garb of a Monster entry as presented in the Battlegame Monster section (but wearing the sash of the standard player class and not a silver sash), and exceed the minimum garb as per the normal “Look the Part” entry presented in the Rules of Play. Unlike other entries in this book, Monster Races are not Monsters, and may bear enchantments and use magical items as normal.
See also: