| Chapter 7 :
Fighting Classes and Abilities
Fighting Classes: Fighting classes are listed in the following manner: Name: The name of the class Garb: All participants must dress in a tunic, robe, armor or other period garb. This lists additional garb that is required to denote playing the class. You are expected to dress in medieval- looking garb in addition to this class specific garb. Failure to do either will result in playing the peasant class. Requirement: A few classes list experience requirements. If you do not meet these requirements you may not play nor gain credits in that class. Armor: This lists the maximum point value of armor the class may wear. For example a scout can wear three points of armor. Thus, he could wear average-quality chain, exceptional quality leather, or poor-quality augmented mail. Note that you can always wear armor with a point value higher then you are allowed use of, but in these cases the armor simply gives you the maximum allowed for your class. Example: a scout wearing full plate still only gets three points from it. Shields: Largest size shield available to a class. Smaller shields can be used. Weapons: This lists what types of weapons the class can use. Immunities: Lists what the class is immune to. If a creature or player has immunities, these take precedence over losing points of invulnerable armor or normal invulnerability. Immunities never extend to any sort of non-invulnerable armor or equipment of any sort. Lives: This lists the number of lives the class has. Limitations: Some classes have restrictions on their abilities. Abilities: Abilities are special powers a class possesses. Most abilities require activation to use and the player cannot move while activating the ability. However, Traits (T) are always active and do not limit movement. Some abilities are considered Magical Abilities (m). These are magical in nature and subject to magical effects such as Protection from Magic or Anti-Magic Zone spells. Unless otherwise specified, no equipment enhanced by an ability may be used by another person. NOTE ON CLASS ABILITY USAGE: Some classes have multiple 'per game' abilities. A 'per game' ability may be used at any point during the game, but only one use in a single life is allowed. When an ability is listed as 'per life,' it refers each individual life, not the total of lives possessed. Credits and Levels: If you wish to fight or participate in a battlegame, you must conform to one class for each game. A person may advance in level in a class after having the requisite credits. Only one attendance credit may be given on a single day. You must play the class you wish to gain credit in. If no class is played but fighting takes place, you may take a warrior credit. All classes gain new abilities and levels at the following rate: 1st Level � less than 13 credits in that class 2nd Level� at least 13 and less than 25 credits 3rd Level � at least 25 and less than 37 credits 4th Level � at least 37 and less than 49 credits 5th Level � at least 49 and less than 61 credits 6th Level � 61 or more credits New Player Rules: A player must always have the basic garb requirement (the sash) to play a normal class, even as a new player. However, new players are not required to have full garb (tunic, etc) to play a class. Players who have four or more total credits are no longer considered new players and should have full and appropriate garb. Players without appropriate garb must play the peasant class. New players are advised to play with different classes and experiment until they find something they like. To help this process, any player (new or old) may make a one-time shift of up to four credits from one class to another. This is to prevent having credits in a class that you have played once or twice and decided you liked something else more. (It also makes record-keeping easier in the long run.) Non-Standard Classes: Reeve The garb is a gold tunic, headband, or sash. The reeve is a referee for the battlegame. The reeve should be impartial, fair, have a good eye, and be well versed in the rules. The reeve has the last say in any decision in a battlegame. The reeves do not fight and should not be purposefully hit or touched in an offensive manner. The Guildmaster of Reeves shall deal with biased, unfair, or incompetent reeves. Page Garb consisting of his master's device is optional. Non -fighting pages may retrieve spent equipment, but may not retrieve or carry new or extra equipment, and must wear a silver enchantment strip or sash. Monster 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. Monsters are listed in much the same ways as normal classes, though monsters tend to have a much larger list of special traits and abilities than the normal classes do. When playing a monster, you must always carry a complete description of the monster with you, have a copy for the reeve, and wear appropriate garb. If you are a wizard or druid casting summoning magic, note that both the garb and the descriptions are part of the magic component. There are a number of ways you can play a monster in a game. They include: Standard Battlegame: You must get the permission of the Monarch and the Prime Minister, and 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 2 (or 3 if 3:1) people for the other side. Playing monsters with a 1:1 ratio 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 in a standard battlegame. These do not normally require reeve's permission, though a reeve can always state what can and cannot be used in a battlegame. When playing a summoned monster, a player will sacrifice lives to play the monster for one life. That player will be considered enchanted. If a player is dispelled while playing a summoned monster, it kills him instantly. Player lives/life: This is the number of lives a player must give up to play this monster for one life. The player cannot gain more than one life as a monster unless otherwise stated in the monster description. Players cannot give up lives they do not have. Slain monsters cannot be reanimated. If Resurrected, or given a life by a monk, they return as their normal class, not as the monster. Level: When playing a summoned monster, level equals the class who's lives were sacrificed from or that player's level in monster, whichever is lower. Quests: Quests are simply special battlegames. The reeves and designers of these make special rules, and often have special monsters, which are not used in the standard games. Level: When playing monsters in Quests and other special battlegames, the designer of the Quest or the reeve will generally set each player's monster level based on what they wish or require. Summoned monsters still have the level restrictions. Peasant Peasants are players who do not have appropriate garb for a class but still want to play. You may take credits in peasant but they have no levels, so no advantages are gained from doing so. Garb: None Weapons: Dagger, short Armor/Shield: None Lives: 4 Limitation: Is only played if a player does not have garb and equipment for any other class. Must be played if appropriate garb is not worn. Standard Classes : Presented below is a �snapshot� of the levels 1 and 2 of each class and their abilities. For levels 3 through 6 and the advanced abilities, refer to the class guidebooks. Archer Class Book : Book of Myrmidons Garb: Orange sash (plus must carry a bow). Armor/Shield: up to 3 points Weapons: Dagger, short, medium, any bow Immunities: None Lives: 4 Abilities & Traits: Level-1 Stun Arrow (1/reusable) (T) Flame Arrow (1/reusable) (T) Bowyer (ex) (1/life) Level-2 Stun Arrow becomes 2/reusable Flame Arrow becomes 2/reusable Assassin Class Book : Book of Savages Garb: Black sash. Must wear a mask or concealing face paint. Armor/Shield: None initially Weapons: Dagger, short, medium, throwing, crossbow pistol, nunchaku Immunities: None Lives: 4 Abilities & Traits: Level-1 No additional abilities Level-2 May use a short bow (T) Poison Weapon (1/life) Trap (1/game) Barbarian Class Book : Book of Savages Garb: Browns, furs, leather, other �woodsy� clothes. Must wear a distinctive fur or leather sash Armor/Shield: up to 2 points, up to Large Weapons: All melee weapons, shortbow, all throwing weapons (including boulders). Immunities: Subdual Lives: 3 Limitations: Cannot carry enchantments. May not use relics unless specifically allowed in the relic description. Abilities & Traits: Level-1 Berserk on last life Heal Self (1/life) Level-2 Total lives increases to 4 (T) Improvise Weapon (1/life) Bard Class Book : Book of Mages Garb: Blue sash Armor/Shield: No armor. Up to medium shield (will subtract from magic points) Weapons: Dagger, short, medium, staff (will deduct from magic points). Immunities: None Lives: 4 Abilities & Traits: Bardic Charm: Some monsters may be immune to the Control school, but not Bardic Charm. Bardic Charm is any Control magic that is cast by a Bard (even those bought with Voice). Magic-user: Bards are magic-users. A starting Bard has ten points of 1st level magic. At second level, he gets an additional 10 points of 2nd level magic. See the Magic section for more details. Bushi Class Book : Book of Myrmidons Garb: White sash Armor/Shield: up to 4 points, no shield Weapons: any melee Immunities: none Lives: 5 Limitations: Code of Honor Abilities & Traits: Level-1 Family Weapon (T) Seppuku (1/life) Level-2 Challenge (1/life) Heal Self (1/life) Druid Class Book : Book of Mages Garb: Brown sash Armor/Shield: No armor. Up to small shield (will subtract from magic points) Weapons: Dagger, short, medium, spear, staff, shortbow (will deduct from magic points). Immunities: None Lives: 4 Abilities & Traits: Magic-user: Druids are magic-users. A starting Druid has ten points of 1st level magic. At second level, he gets an additional 10 points of 2nd level magic. See the Magic section for more details. Healer Class Book : Book of Mages Garb: Red sash Armor/Shield: up to 3 points, up to medium shield (will subtract from magic). Weapons: Dagger, short, medium, staff, hinged (will subtract from magic points). Immunities: None Lives: 4 Abilities & Traits: Magic-user: Healers are magic-users. A starting Healer has ten points of 1st level magic. At second level, he gets an additional 10 points of 2nd level magic. See the Magic section for more details. Monk Class Book : Book of Myrmidons Garb: Gray sash Armor/Shield: None Weapons: Dagger, short, medium, pole arm, nunchaku, staff Immunities: Poison, Wounding (spell) Lives: 4 Abilities & Traits: Level-1 Heal Self (1/life) Missile Block (T) Level-2 May now use throwing weapons (T) Immunity: Control (T) Transfer Life (1/game) Pirate Class Book : Book of Savages Garb: maroon sash, black headband with pirate emblems Armor/Shield: up to 2 points Weapons: dagger, short, medium, spear, throwing Immunities: Honor Duel, Wind, all magical and non-magical forms of Lost. Lives: 4 Abilities & Traits: Level-1 Peg Leg (1/life) Aquatic (T) Level-2 Disarm (1/life) Sea Legs (T) Scout Class Book : Book of Savages Garb: Green sash Armor/Shield: up to 3 points, up to small shield Weapons: Dagger, short, medium, staff, throwing, shortbows Immunities: Immune to both magical and non-magical forms of Lost Lives: 4 Abilities & Traits: Level-1 Heal (1/life) Level-2 Heal becomes 2/life. Innate Ability (choose one of the following): a. Stun Arrow (1/reusable) b. Flame Arrow (1/reusable) Warrior Class Book : Book of Myrmidons Garb: Purple sash Armor/Shield: up to 6 points, any shield Weapons: All melee weapons Immunities: None Lives: 5 Abilities & Traits: Level-1 No additional abilities Level-2 Improve Weapon (1/life) Repair Item (1/life) Wizard Class Book : Book of Mages Garb: Yellow sash Armor/Shield: None Weapons: Dagger, short, long, spear, staff (will subtract from available magic points). Immunities: None Lives: 4 Abilities & Traits: Magic-user: Wizards are magic-users. A starting Wizard has ten points of 1st level magic. At second level, he gets an additional 10 points of 2nd level magic. See the Magic section for more details. ================================================================================= Abilities and Traits Defined Aquatic May move normally in the water. Enrage You may become Enraged at any point on an eligible life by tying on the red headband or armband and announcing your Enraged state. While Enraged you gain the following traits: Natural armor: 2 points on all hit locations. Strong: Melee weapons become Red. Melee weapons that are already Red do an extra point of damage to armor. Rage: Weapons used while Enraged must be over two feet in length. Players may not use projectiles, shields, or activate other class abilities. Armor worn is considered destroyed and cannot be used while Enraged. You may not retreat from combat unless facing odds of at least 5:1, monsters with a ratio of 5:1 or greater, or a mage of any kind. Players under Enrage are immune to Control magics and effects Bowyer As per the Mend spell, but it may only be used on one�s own arrows or bow. Challenge This has the same effect as the Honor Duel spell, but is declared by stating the name of the target and stating once, �I challenge you to defend your honor.� The target must comply. Family Weapon This is a weapon of superior craftsmanship and is considered permanently Improved. It may be short, medium, or long. The weapon is marked with a purple cloth. Flame Arrow Tie an orange ribbon onto the shaft of an arrow and repeat x5 �flame arrow.� A hit to a shield will destroy the shield unless its face is tapped to the ground five times within five seconds. A hit to a siege weapon by a flame arrow will do five points of damage. Will deal damage to armor and people as normal. Has no effect on Iceball, Entangle, or any other magic unless specifically mentioned in the magic description. A flame arrow will remain lit for two minutes. Heal As per the Heal spell. Heal Self As per the Heal spell, but works only on the caster. Improve Weapon Weapon deals +1 damage when wielded by you in a slashing or bludgeoning manner. Does not confer shield-breaking abilities. Requires a purple ribbon tied to weapon. Improvise Weapon Requires any weapon hat has been broken or damaged by a game effect. Remain immobile and inactive for a 100 count. Allows the Barbarian to use a destroyed, annihilated, cursed, heated, or shattered weapon as if a totally new one had been manufactured. Missile Block Player is allowed to block arrows with their weapons without penalty. Pegleg If a leg is wounded, tie a brown strip around he wounded leg and count to 30. The leg may be used normally but the player cannot move faster than a walk. Counts as being unwounded. Pegleg is wood for spell purposes. Another hit will destroy the Pegleg, but it may be Mended. Poison Weapon May poison one weapon. Requires that a black ribbon be tied to the weapon. People who are wounded by poisoned weapons die if they are not cured in a 100 count. A person may only poison one of his own weapons. This effect remains on the weapon for the entire life. Sea Legs Due to a Pirate�s natural agility and skill at walking on slippery and shifting surfaces, his defenses improve. If wearing armor, he gets a +1 bonus to its value. If unarmored and using only a single sword, he is considered to have 2 points of natural armor. Standard armor can be Mended, natural armor can be Healed. Seppuku If facing defeat or a dishonorable situation, the Bushi may commit ritual suicide. Upon killing himself the Bushi is immune to Spirit magics (but non-magical Spirit effects). Is considered unwilling for casting purposes. The Bushi may relent to an effect if he wishes, but this removes his immunity for the rest of his death count. This ability cannot be used with Berserk. This requires the player to visibly and dramatically kill himself; simply "taking a death" is not sufficient. Stun Arrow Tie a grey ribbon onto the shaft of an arrow. Arrow behaves as a Subdual blow. Trap Requires a 15-foot green cloth or rope laid in a circle. Repeat twice, �May my devious trap bind thee.� The first player to enter the circle is stuck in place. The victim cannot move until each of his legs are struck ten times with a slashing or bludgeoning weapon. Others cannot free the victim in this manner. Transfer Life Touch person and state �I give thee life from my own.� This ability has two possible effects: 1. A dead person is immediately resurrected as per the spell Resurrect. 2. A living person has an additional life added o their current total. In addition, the monk loses one life from his total. If he was on his last life when he used this ability, he dies immediately and may not be restored to life. You may only use this ability on a person playing a standard class. Lives given to people playing transformed monsters are played as the original class, not the monster. This is a non-magical effect of the Spirit school. Part 5 Table of Contents Documents Page |
||