Difference between revisions of "V9: Ability"

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<onlyinclude>====<u><big>[[V9: Ability|Ability]]</big></u>====
 
<onlyinclude>====<u><big>[[V9: Ability|Ability]]</big></u>====
An ability is a game mechanic that allows a player to interact with the game in a way that is different from just swinging a sword. Abilities can be used to heal wounds, bestow boons, destroy equipment, freeze players solid, and much, much more!
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An ability is a game mechanic that allows a player to interact with the game in a way that is different from just swinging a sword. Abilities can be used to [[V9: Heal|heal wounds]], bestow [[V9: Enchantments|boons]], [[V9: Shield Destroying|destroy]] equipment, [[V9: Frozen|freeze]] players solid, and much, much more!
  
 
Players typically gain access to abilities through their [[V9: Classes|class]], although abilities can also be granted by [[V9: Magic Items|magic items]] or as part of the rules for a [[V9: Combat Activities|combat activity]].
 
Players typically gain access to abilities through their [[V9: Classes|class]], although abilities can also be granted by [[V9: Magic Items|magic items]] or as part of the rules for a [[V9: Combat Activities|combat activity]].
  
<ol><li>In the game of Amtgard, there is no functional difference between abilities that represent a physical feat and those that represent magic or spells. As such, following terms are interchangeable when referring to abilities:
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<ol><li>Abilities are used to represent both physical feats and magical spells. As such, the terms "ability" and "spell" are interchangeable.</li>
*“ability” and “spell”
 
*“user” and “caster”
 
*“using”, “casting”, and “incanting”</li><br>
 
  
<li>Abilities must be [[V9: Casting|cast]] to be used.</li><br>
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<li>Abilities must be [[V9: Casting|cast]] to have an effect.</li>
  
<li>Specific abilities are detailed in the [[V9: Master List of Abilities| Master List of Abilities]].</li><br>
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<li>Specific abilities are detailed in the [[V9: Master List of Abilities| Master List of Abilities]].</li>
  
<li>Refer to the other definitions in the [[V9: Abilities and Effects | Abilities and Effects]] section to learn more about the rules and terms relevant to abilities.</li></ol><br>
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<li>Refer to the other definitions in the [[V9: Abilities and Effects | Abilities and Effects]] section to learn more about the rules and terms relevant to abilities.</li></ol>
  
 
'''EXAMPLE ABILITY PROFILE'''<br>
 
'''EXAMPLE ABILITY PROFILE'''<br>
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| style="text-align: left" |  Target becomes [[V9: Stopped| Stopped]] for 30s.
 
| style="text-align: left" |  Target becomes [[V9: Stopped| Stopped]] for 30s.
 
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|}<br><br>
</onlyinclude><br><br><br>
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</onlyinclude><br>
{{V9 Abilities and Effects (General Rules and Terms)}}
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{{V9 Abilities and Effects (General Rules)}}

Latest revision as of 07:43, 13 January 2024

221202---V9-Rules-Seal-for-Wiki.png
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.




Ability

An ability is a game mechanic that allows a player to interact with the game in a way that is different from just swinging a sword. Abilities can be used to heal wounds, bestow boons, destroy equipment, freeze players solid, and much, much more!

Players typically gain access to abilities through their class, although abilities can also be granted by magic items or as part of the rules for a combat activity.

  1. Abilities are used to represent both physical feats and magical spells. As such, the terms "ability" and "spell" are interchangeable.
  2. Abilities must be cast to have an effect.
  3. Specific abilities are detailed in the Master List of Abilities.
  4. Refer to the other definitions in the Abilities and Effects section to learn more about the rules and terms relevant to abilities.

EXAMPLE ABILITY PROFILE
Below you will find an example of a simple ability profile. Some abilities may have additional rows for different effect categories and details unique to that ability, such as material components, prerequisites, reminders, etc.

HOLD PERSON
Available to Assassin, Bard, Druid, Healer, Scout, Wizard
Type Verbal (Offensive)
Range  20ft
Incantation "I command thee to stop" x3
Status Effect  Target becomes Stopped for 30s.




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