CHARACTERIZATION: In this Realm a member must role-play their character. You may choose to be an evil thief or a noble warrior. No matter what you choose, you must act out the character & develop a personality. Be creative by being unique in your costume, weapons, & behavior.
BATTLE NAMES: Members are required to have an original, imaginary name (No Conans, Merlins, or Red Sonjas). During a battle always address the other members by their battle/assumed names.
ALIGNMENT: A way to develop a character persona is by the use of alignment. A chaotic evil character will cause havoc randomly while a lawful good character will seek to maintain order & protect the weak. A neutral character is primarily concerned with his own survival.
CHARACTER RACES: Each character should have a different personality; therefore, the Club permits races other than human. Racial bonuses will be given, but you must look the part. Don�t expect a bonus if you do not put anything into it. This is a fantasy game hence the reason for unique races.
COSTUMES: You must wear pseudo-medieval/fantasy style type garb at all times during an event. Remember class & race requirements. Costumes should consist of the following, regulated by the Costume Marshal at all times: 1.) Medieval/fantasy style clothing. Tunics preferably crotch length, robes, and/or armor (If you remove your armor you must still be in costume. No logo T-shirts, camouflage, jeans, or cords). 2.) Medieval/fantasy style leather/cloth footwear. Modern military/hiking boots & black or brown tennis shoes are acceptable, but must be disguised. No other colored tennis shoes are allowed on the battle field. No one will be allowed to participate in the event barefooted. 3.) Leather, fur (fake), hoods, mantles, & capes make good additions to your costume. If your costume is inappropriate, you may not participate in the event. Take pride in your costume!
CLASSES: Members have a choice of different character classes. Although you are allowed to change classes, we encourage you to select 1 class & stick to it. Try to choose a class you like & suits you. You may have up to 3 characters on file at a time. It is your responsibility to keep your character records current & to make sure that they are on file. Abuse will result in the lost of the privilege of having more than 1 character at a time. New members have a 5 event grace period to choose their class, by the sixth event they must inform the Secretary of their choice. The previous battles will be converted. New members are not allowed to wear armor (2nd Rank), use black weapons (2nd Rank), or bows (3rd if trained, 5th Rank if not) until higher ranks. Listed are different classes & requirements.
MULTIPLE CHARACTERS: The character that you check in as, is the character you will be for the entire event. Only during adventures will a member, whose character has been assassinated be able to switch to an alter ego. This means if you have a Druid who uses all their spell energy, you cannot switch to your Mage & start with fresh spell energy. This applies to the entire event, including land searches/wars & mini-adventures.
MULTI/DUAL CLASS CHARACTERS: These characters are allowed, but have a 5th rank limit. (exceptions of Races, Powers & Skills) They cannot be human & it takes triple/double credits (15/10) to achieve ranks. These characters receive the benefits of both classes, but one class must be dominate & declared as so on your character sheet. This means that your character must at least meet the Character Class requirements & restrictions of the �Dominate Class,� & you cannot switch them back & forth. (i.e. -Warrior/Mage must have 75 % AC-4 covering their body & cannot check-in wearing robes.)
WARRIOR: This class is your professional soldier. They come completely equipped for battle & are often looked upon as leaders. They have no restrictions on costumes, or weapons, but armor is restricted to AC-4 or better & it must cover 75% of the body. It requires a person to engage in heavy physical combat. Usually right along side the fighters on the front line of battle. FIGHTER: Is a sub-class of warrior & the most common class in the game. It has no restrictions on costumes, weapons, nor armor. It requires a person to engage in heavy physical combat. Fighters are normally the front line of the assault force & are used to protect spell casters. Fighters can opt to become a Warrior at anytime upon meeting the armor requirements.
RANGER: Is a warrior who feels close to nature, most are archers & scouts. Only a ranger can Land Search & add land to a Team. They can wear armor up to AC 4, use round shields, as well as any weapon except black axes & chained yellow weapons. Their costumes must consist of neutral and/or woodland colors. They are required to wear a Rabbit's foot as a symbol of their class.
BARBARIAN: This class is your Conans of the realm. They must wear fur/fake fur as part of their costume. They are limited to AC-4 armor or less & 36� round shields. They cannot use yellow-chained weapons or crossbows. Barbarians are known for their feats of strength.
CAVALIER: To become a Cavalier, a member must be a 5th rank or higher warrior who wishes to serve their god/special cause & have earned a Noble title. Cavaliers must wear a sash symbolizing their alignment; white for good, gray for neutral, & black for evil. They must wear AC-3 armor or better when fighting is expected. Otherwise, garb to denote station is acceptable. Cavaliers must be of lawful alignment, since they are presumed to follow the Rules of Chivalry. In terms of weaponry, Cavaliers are considered to be masters of all weapons. However, they disdain the use of missile weapons & prefer to wield only weapons that inflict damage at close quarters. Cavaliers gain limited spell access similar to Clerics. The following is the Basic code of chivalry:
BASIC CODE OF CHIVALRY:
CLERIC: The Holy Vicar & the most powerful healer, being the only class that can raise the dead. Since clerics may shed no blood, they are limited to yellow weapons. Clerics must wear their deity�s holy symbol. A holy symbol is any chosen symbol approved by the Chairman. Clerics may wear any type of armor & use any type of shield. Due to their Spellcasting ability & the ability to fight as well as warriors, they can be a worthy friend or a deadly foe.
TEMPLAR: The Holy Warriors who enforce the laws & beliefs of their faith & deity. They have limited clerical spells & must wear their deity�s holy symbol. A holy symbol is any chosen symbol approved by the Chairman. Templars may wear any type of armor & use any type of shield. They may use any weapon except black & blue weapons, nor may they use any weapon over 4� in length. Orange weapons can be used as hand weapons only.
DRUID: Combining warrior, cleric, & mage abilities, they are the Priests of Nature who cast spells & engage in combat equally well. They garb themselves in woodland colors. Druids must wear a magic symbol. A magic symbol is any chosen symbol approved by the Chairman. They are restricted to Leather Armor (AC-5) & using a 24� round shield. Weapons permitted are white sword, club, bow, quarterstaff, glaive, spear, javelin, & dagger. Druids love nature and become offended if they see anyone abusing/destroying anything of the natural world.
MAGE: Initially this class is among the weakest. They may not wear armor nor use any shield. They are restricted to using a white sword, dagger, & quarterstaff in combat. A Mage must wear calf-length robes & carry a sack containing the components of their spells. At higher levels they gain additional spells & become increasingly powerful.
NECROMANCER: Is a mage who has forsaken the magic of the elements to specialize in the dark arts of death. They gain different spells, but are limited to the same weapons as a mage. They must wear calf-length robes & carry a sack containing their spell components. They must be of evil alignment.
MONK: The class seeks rigorous physical & mental discipline. They strive to be detached from the material world. A Monk must be of lawful alignment, whether it's good, neutral, or evil. Members can receive further knowledge of acceptable behavior from the highest ranking Monk. Monks are encouraged to wear oriental style garb such as ghis, robes, & tabi boots.
THE FOLLOWING RESTRICTIONS APPLY TO MONKS: May never wear armor or carry shields. Must stay true to their alignment. May keep only a fraction of what they gain. May not use magic items, it disrupts their inner-strength. Weapons allowable to the Monk class are quarterstaff, glaive, spear, white sword, flail, white axe, throwing axe, dagger, hammer, javelin, & club. While Monks cannot wear armor, they gain the equivalent of armor at higher ranks, due to their ability to dodge & turn away the force of a blow. This ability covers the entire body & is signified by colored armbands. (See AC Armbands for dimensions)
THIEF: This is the only class that can �LOOT�. They may wear any form of costume or garb, from a Wizard's robes to a Noble's silk & lace. The only requirement is that a thief must carry a Skeleton Key somewhere on their person. This is symbolic of their abilities & class. Because of their need for stealth & agility when performing their craft, they may wear armor up to AC-4. In addition, they may carry a shield no larger than 24" round/square. A thief can use any weapon except yellow chained weapons, black damage weapons, & weapons over 4 feet in length. A thief may use a bow or crossbow, & any throwing weapons as long as they do not exceed 4 feet in length.
ASSASSIN: Unlike the Thief & Monk, this class trains to be a Professional Killer for hired, or a Bounty Hunter, or even better a Kidnapper demanding hefty ransoms. Secondary, they function as a spy, gaining information for the secret society of assassins. Their primary abilities are gained on adventures. An assassin may dress in any fashion & are required to carry a 12" by 12" black cloth as a symbol of their class. An assassin's armor restrictions are AC-4 & a Shield 36" round/square. Any weapon can be used except yellow chained weapons, black weapons, & weapons over 4 feet in length. An assassin may use a bow or crossbow, & any throwing weapons as long as it does not exceed 4 feet in length. They cannot be of good alignment.
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