Book of Reeves v3.0
of the Free Kingdom of Drakenfjord
of the High Fantasy Society
Online Adaptation, 12 / 28 / 06
Part 1 : Non-Combat Classes / The Art of Reeving
Part 2 : The Art of Reeving
Part 3 : Monsters
Part 4 : Monster Descriptions
Part 5 : Dual-Class Players


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Reeve is one of the non-fighting classes, of which there are a few others. Since the rest of this volume is dedicated to Reeves, and since the other non-combat classes play an important (if background) role in what a Reeve does, we will look at these other classes first.

The non-combat classes to not gain class credits. There are no levels or abilities. The non-combat classes instead achieve ranks among their peers based on their skill and dedication.

Color
     This is the basic non-fighting class, and the only one that does not directly interact with the battlefield. Color participants do what they can to add to the ambience and �atmosphere� of the game. They are the primary source of the look and feel of everything we do, on the field and off. Color is the only class that everyone is a part of at all times. Throwing the blanket over the neon-yellow ice chest, draping the tent in trim and regalia to make it look more medieval, wearing a variety of garb, and refraining from talk about telephones and CD players and other modern mundanities, all of this and more is what Color does.

Artisan
     Artisans create the physical trappings of the game. They sew garb, build armor and weapons, sing songs or play instruments, tell stories, design and build tents or furniture or fortress walls. Since so much of what we use is not available in stores, it falls to these creative and industrious people to make it themselves, or figure out how to make it easy for others to do so. Without the artisans, the game becomes little more than a handful of people swinging sticks and acting foolish.

Page
     In the strictest sense, Pages are the assistants to one or two people, usually those on the battlefield. Typically they are too young to participate in combat activities, but being a Page allows them more active participation they then would otherwise have. When on the field, Pages wear a silver sash denoting their non-combat status.

Water-bearer
     Water-bearers are an underrated and nearly forgotten class but, after the Reeve, have the greatest impact on the combat activities. Water-bearers are the ones who carry water onto the field during holds and run a table of drinks and light foods near the battlefield. They keep people hydrated on hot days and provide warmth on the cold days. Most importantly, they keep watch over the fighters and make sure that no one gets over-exerted and begins to have health problems.

Medics
     Closely related to the water-bearers, the medics have a variety of names (hospitallers, chirurgeons, etc), but they all have the same function. They provide minor medical aid to the populace and provide a means through which serious medical help can be quickly obtained. Medics are generally equipped with an expanded first aid box to treat minor wounds, including twists, sprains, bruises, bug bites, and so on. They can also handle some more serious problems like heat sickness and minor allergic reactions. Major injuries, like broken bones or heat stroke, are beyond his abilities, but a good medic will have a system in place through which he can summon an ambulance, and can keep the injured player stable until help arrives.

Masterhoods in the Non-Combat Classes
     Masterhood is not typically granted for participation in the non-combat classes because the existing award structures accommodate them quite well. However, it is possible that a person brings so much to the game through his efforts in a specific field represented by a non-combat class, that masterhood may be an appropriate award. In these cases, they are ranked equally with the combat class masterhoods.


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The Art of Reeving


The Reeve
     To be a Reeve is the greatest amount of trust the group can place in a person. The Reeve is the one who gets the battlegames running, oversees the safety of those who play, takes care of any �problem players,� and ensures that everyone has a good time. Also, on the battlefield, the Reeve�s word is law.

Reeving a battlegame, tournament, or quest is a careful balancing act. You must present an acceptable level of challenge to the players without making it so hard the players cannot win. Excessively complicated games also rob the enjoyment, regardless of how well the players do (winning is no fun if you don�t know how you won).

But the Reeve�s duties begin long before the battlegame begins. First, there is the battlegame itself. Sometime this is as simple as dividing up teams and shouting �Lay On!� Other times it can be a complicated matter of balance, terrain selection, objectives, timing, and so on. This needs to be planned in advance as much as possible. Placement of Nirvana, each team�s base(s), medical and water-bearer stations need to be done in advance. Careful consideration should be made to spectator areas, and it should be separated from the battlefield if possible. Any hazard areas should be found and either blocked off or someone placed nearby to keep players from getting in.  Monster players should be recruited and trained, and their garb must be made. Special features like castles, barricades, ships, and so on must be found or built. You get the idea.

Then comes games-day and things get hard. Players will be late or absent, or they will have changed their mind about what they�re going to play. Monsters will be absent or late, or have decided not to be monsters and play instead. Weather might make an important part of the field unusable, or parts of the constructs might be lost. Imaging a problem, and it will happen. But you are the Reeve, and it�s your job to smooth over these glitches and press on. Remember, it�s the game that�s important, not the details. Improvise and carry on.

One area that you cannot just �smooth over� is weapons and armor inspection. Be careful and attentive. Check everything within an inch of its life. If something doesn�t pass inspection, tell the player why. If he asks, tell him how to fix it. Under no circumstances just say �It ain�t legal,� and walk away. This attitude invites cheating by pissy players who feel you just shafted them.

As for the game itself, it requires the same skills as playing. You must have eyes in the back of your head and have total situational awareness. Beyond this, be prepared to be asked for clarifications, not on the rules but on individual shots and happenings that you may not have seen. Don�t lie. If you didn�t see it, say so. Remember, it�s not your job to call people�s shot for them. It�s your job to keep things safe and prevent cheating.

And when the game is over and you find it took only twenty minutes instead of two hours, and the players are asking �What�s next?� then you get to pull something out of the back of your head and start a new game from scratch. Good luck.

Masterhood
    
To become a Master Reeve is a hard and long-striven task. Many people are Reeves, but few possess the true mastery of the field needed to claim this title. Only years of dedicated effort and a proven ability to put the good of the game above anybody�s personal interests will do. He also needs a total comprehensive knowledge of the rules, how to take the on-paper concepts and make them work on the field, and how to keep a steady flow of new and creative ideas coming. And he needs to have developed a reputation of flexibility, adaptivity, and absolute fairness. Sound like a lot? It is, and there�s more that goes with it. But then again, they don�t call them Masters for nothing.

Guildmaster of Reeves
     The Guildmaster of Reeves is the only Guildmaster position chosen by the populace at large. This is because the GMoR has more authority and more responsibility that the others. He oversees the conduct of the Reeves, organizes them to cover large battlegames, advises the Crown on matters regarding the combat rules and associated tasks, oversees the non-combat support functions, and whatever else the Crown sees fit.


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Monsters



The Monster Class
Monster is a special class. Credit in Monster can only be taken twice a month but, as you increase credits in Monster, you increase it for ALL monsters. Thus, if you have enough credits to play a 2nd level Brownie, you can also play a 2nd level Dragon, Troll, or whatever.

In Battlegames
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 the appropriate garb. If you are a magic-user casting summoning magic, remember 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:
   *   You must get the permission of the Monarch and the GmoR.
   *   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 2 (or 3 if 3:1) people for the other side.
   *   When playing a monster in a standard battlegame, you play the monster at your standard monster level.

Note that a Reeve may allow you to play a monster that violates these rules if he feels it is important to the battlegame. In this case, you operate under the Senior Reeve�s directions and are considered part of the battlegame, not a player.

Summon 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 has to 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. Monsters who are killed 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, a player�s level is that of the class lives were sacrificed from or that player�s level in monster � whichever is lower.

In 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 restrictions in level.

Monster Definitions
Monsters are listed much as the player character classes, though they have a few more aspects to them.

Garb = A person playing a monster should look as much like it as possible. The reeve can always disallow someone playing a monster if they feel this criteria is not meet. Summoned monsters should be given slightly more latitude, but they must have the minimum garb requirements and act in character.

Q/M Ratio = This is a general indicator of how powerful the monster is. It defines how many player characters of the same level as the monster should be required to kill the monster. When designing Quests, one uses this number to balance the sides. This assumes you use the 10 to 1 rules for magic casters and 5 to 1 rules for archers.

Shields = Due to the very infrequent use of shields, it is stated if a monster can use them in the armor descriptions.

Natural Lives = While summoned monsters usually only have one or two lives, monsters used in Quests use the Natural number of lives listed for the monster. If extra NATURAL lives are gained through leveling, summoned monsters ARE NOT given an extra life.

Type = There are a number of monster types, each with special information regarding it. Some monsters are more then one type of creature.
          Animations: These creatures are immune to control, subdual, and death magic as well as poison. If a Dispel Magic is cast on them, they act as if under the effects of an Iceball. If place in an Anti-Magic field, they act as under a Petrify spell until the field is removed or they are removed from the field in which case they act as if just healed from the Petrify. These cannot carry enchantments.
          Beast: These are non-humanoid creatures, most often with more then two legs.
          Extra-Planar: These creatures are not from our world but another. They include angelic creatures, demons, and elementals. Extra-Planar creatures are immune to Death magic and poison. These cannot carry enchantments save for the one used to summon them.
          Fey: These are fairy folk. They are not immune to Bardic Charm (Control magic cast by bard), but are immune to other forms of Control magic.
          Humanoid: These creatures have 2 legs and walk upright. Only humanoids can use normal weapons and shields, creatures without this designation can only use their natural weapons.
          Mystical: Mystical Creatures hit with a Dispel Magic lose all their magic-like abilities and innate abilities for that life. They may not use their magical or innate abilities while in an Anti-Magic zone.
          Multi-Person: These are monsters played by multiple people. They have a number of special rules, detailed individually for each one. They are ALWAYS Quest monsters.
          Undead: These are immune to Control and Death magic as well as poison. These cannot carry enchantments save for the one used to summon them.

Traits = Traits are attributes that function all of the time without activation being required. This includes things like extra lives, immunities, the ability to regenerate, etc .
          Magic-caster: Monsters with magic ability will list what class magics they get, what level they get them at, and how many points they get. Natural weapons never count against magic points.
          Innate Abilities: These are abilities the monster has that have a limited number of uses. In many cases they act just like magics. These require the person to stand still as per casting a magic unless noted otherwise. If a School is listed, a magic that protects from that School, protects from the abilities. Otherwise only invulnerability will protect from the ability (though some have immunity to poison and traps, and thus are unaffected by them). Unless listed as magical, they are non-magical in nature. Magical innate abilities cannot be used in Anti-Magic areas and are stopped by Protection from Magic on those they target.

Magic-Like Abilities = These are magical abilities of the class that act in all ways as per the magic listed, save they do not cost magic points, do not require a free hand, and are given a number of uses. These cannot be used in Anti-Magic areas. These require the person to stand still as per casting a magic.


Vulnerabilities = These are special magics or effects that break the rules. They take precedence over immunities. For example air elementals are immune to subdual magics, but have Iceball as a vulnerability, and as such are affected as described.

Description = This is a description of what the monster represents and would look like.

Terrain Effects (for Quests and battlegames)
         
Anti-Magic: Denoted with yellow ribbon placed in the area. Magic does not function within these zones.
         
Death Field: Denoted with black ribbon. Those who are not immune to death magic die if they enter this area.
         
Flame (lava, etc): Denoted with orange ribbon placed around the area. These are areas of open flame. Beings without Protection from Flame are killed if they move through it (or lose point of invulnerability or invulnerable armor chest for each second they stay touching the area). Beings protected from flame, and all equipment they are carrying are immune to this effect.
         
Water: Denoted with blue or silver tarp on the ground or silver tape placed around the area. Any non- Aquatic, non-large, or non-flying creature entering this area must drop to their knees while moving through it.


Monster Abilities and Traits


Aquatic
Does not have to go to knees to move through water.

Armor, Invulnerability
Not to be confused with invulnerability, this is a magical armor particular to some monsters and not normally usable by the standard classes. Functions just like invulnerability, except that it is sectional like normal armor. Thus 2 points of invulnerable armor grants 2 points of protection to each hit location. Magic casters must specify which hit location of invulnerability that they destroyed with Verbal magic. If the caster fails to specify, or in the cases of spells of mass destruction like Doomsday, it is at the location of the target�s choice. Invulnerable armor can be Mended.

Armor, Natural
This armor cannot be damaged by Pyrotechnics or otherwise removed from the monster (except by damage). Can be Mended or Healed. It otherwise acts in all ways as normal armor. If protection magics that do not protect normal armor (Protection from Flame for instance), will protect natural armor. Natural invulnerable armor can be Mended or Healed. If normal armor can be worn, it is always destroyed BEFORE natural armor in a given location.

Blend
Incantation: Repeat x10 �Forest hide and protect me.� To end the effect repeat x2 �Forest release me�
Effect: You are considered out of the game. You may move anywhere you like, as long as you remain within 50 ft of a tree. When you wish to return to the game, recite the phase to end the effect.
Limitation: If you go more then 50 ft from a tree, you can NOT recite the phrase to end the effect until you are again within 50 ft of a tree. Someone within 20 ft can use tracking to �dispel� this ability.

Bloodless
Immune to the piercing/stabbing attacks.

Bone
Immune to the piercing/stabbing attacks of weapons.

Camouflage
As per the normal (scout) ability.

Home Tree
Must pick a tree, and denote it to the reeves. Any death before the home tree is struck by 10 strikes from a blue or red weapon, or hit by a flame magic (destroying the tree, which can not be Mended), does not count towards its total number of lives lost. Instead you must go to your home tree and count to 300 before returning to the game.

Large
Does not have to go to knees to move through water. May use melee weapons to attack flying players.

Many-Legged
The first time a many-legged creature�s leg is injured, it forces them to walk instead of dropping to one knee. A second leg shot that would injure the creature acts as normal (creature drops to one knee, and further shots to the same leg have no effect).

Natural Flight
Incantation: Repeat x5 �I take Flight,� to land repeat x5 �Landing.�
Effect: Creature cannot be attacked by melee weapons while flying unless the attacker is also flying or Large. Creatures flying must still drop to their knees if wounded in the leg (simulates Wounding the wings). Creature must flap its arms or state �Flying� every 2 seconds to denote this. Magic and magic-like abilities still require the being to stand still to cast and only verbals and innate abilities can by used while flying.
Limitation: To take off and land, the creature must stand still.

Natural Weapons:
Cannot be Heated, Warped, or Enchanted. Things that destroy the weapon take the arm as well. Spells that destroy everything they touch (Fireball, Sphere of Annihilation, etc) that strike natural weapons affect the target as though they hit them in the arm. Touch based abilities, such as touch of death, can be extended through natural weapons (both ways, by the monster, and by those attacking it). If a touch-based ability is used through its weapon, the creature must denote the effect immediately following the weapon hitting the victim.


Monster Descriptions



Brownie
          Description: A small (18 inch tall) being that is a distant relative of elves and leprechauns. They are usually very shy and leery of strangers, but can be helpful if treated well. They have pointed ears, and long pointed noses. Being creatures of the woods, typically wear clothing of brown, green, and other earthly tones.
          Garb: Brown tunic or tabard with two green scout sashes. Suggested: Pointed ears, exaggerated smile. Very short people, as brownies are 18 inches tall.
          Summoned: Druid 6 (Reincarnate)
          Player lives per life: 2
          Type: Mystical Fey Humanoid
          Q/M Ratio: 1/1
          Armor: 1 point natural armor with up to 3 additional points of normal armor.
          Weapons: May use a single dagger or short sword.
          Immunities: Control. (save for Bardic Charm)
          Natural Lives: 3
          Abilities & Traits:
                    Magic-like Abilities: Flight (1/life), Lost (1/life), Teleport (1/life)
                    Innate Abilities: Camouflage (1/life), Blend (Unlimited)
                    Levels
                              1st - No additional abilities
                              2nd - Camouflage becomes 2/life
                              3rd - Lost becomes (2/life)
                              4th - Flight becomes (2/life)
                              5th - Lost becomes (3/life)
                              6th - Flight becomes (unlimited)

Centaur
          Description: These creatures are half-horse, half humanoid. Rumored to have been created by a senile old wizard who was unaware of his actions. Centaurs are usually neutral, and are fierce defenders of their homes.
          Garb: Furred leggings and yellow or white shoe covers. Suggested: a horse tail, and anything that would make your lower half look more like a horse.
          Summoned by: Druid 6 (Reincarnate)
          Player lives per life: 2
          Type: Fey Humanoid
          Q/M Ratio: 2/1
          Armor: Up to 4 points of normal armor, any shield can be used.
          Weapons: Melee weapons and Shortbows (no crossbows allowed).
          Immunities: Control (except for Bardic Charm)
          Natural Lives: 4
          Abilities & Traits:
                    Many Legged
                    Innate Abilities: Attuned (2/game): As per the scout ability. If summoned, may carry two enchantments in addition to the one used to summon the centaur.
                    Tracking (1/life): As per scout ability.
                    Bowyer (1/life): As archer ability.
                    Stun Arrow (1/unlimited): As the archer ability.
                    Flame Arrow (1/unlimited): As the archer ability.
                    Levels
                              1st - No additional abilities
                              2nd - Innate Magical Ability: Armor-Piercing Arrow (1/unlimited): As the archer ability.
                              3rd - Innate Magical Ability: Penetration Arrow (1/unlimited): As the archer ability.
                              4th - May now use Longbow
                              5th - Tracking becomes (2/life). Flame and Stun Arrow each become (2/unlimited).
                              6th - Armor-Piercing Arrow becomes (2/unlimited).

Dryad
          Description: These creatures are beautiful, mischievous wood spirits. Little is known about them, except they command powerful magic, and always demand a high price for their benevolence. This price is often a male who is seldom seen again.
          Garb: Seductive attire adorned with leaves and twigs. Suggested: Pointed ears, sparkling green makeup.
          Summoned by: Druid 6 (Reincarnate), Wizard 6 (Transform)
          Player lives per life: 2
          Type: Mystical Fey Humanoid
          Q/M Ratio: 1/1
          Requirement: Suggested be female to play a Dryad.
          Armor: None
          Weapons: Single Dagger.
          Immunities: Control (save for Bardic Charm)
          Natural Lives: 3
          Abilities & Traits:
                    Home Tree
                    Magic-like Abilities: Commune (Unlimited), Heal (Unlimited), Yield (3/life).
                    Levels
                              1st - No additional abilities
                              2nd - Gain 1 point of natural invulnerable armor
                              3rd - Magic-like Abilities: Heat Weapon (1/life), Warp Wood (1/life)
                              4th - No additional abilities
                              5th - Heat Weapon and Warp Wood both become (2/life)
                              6th - Natural Invulnerable armor increases to 2 points.

Giant, Hill
          Description: Standing 10-15 feet tall, these are slow and simple-minded.
          Garb: White and Brown tunic. Suggested: Anything that makes you look bigger, a smear of white or brown face paint.
          Summoned by: Druid 6 (Reincarnate)
          Player lives per life: 2
          Type: Humanoid
          Q/M Ratio: 1/1
          Requirement: Must be a 2nd level monster to play a Hill Giant. If summoned, the class sacrificed does not have to be 2nd level, but the player must be a 2nd level monster to play a hill giant.
          Armor: 2 points natural armor, up to 2 additional points of normal armor.
          Weapons: Melee weapons and boulders.
          Immunities: None
          Natural Lives: 2
          Abilities & Traits: Large, Strong

Goblin
          Description: These are weaker orcs who team up in small hordes. They commonly talk in high pitched voices and are notoriously weak-willed and devious. They are also often cruel, jealous, selfish, petty and suspicious.
          Garb: Green ears, most often sown to a head band. Suggested: Browns and tans for garb.
          Summoned by: Wizard 6 (Transform)
          Player lives per life: 0.5. Players who are summoned as goblins, sacrifice 1 life to gain 2 lives as goblins. When the first goblin is killed, the player plays the �next� goblin in a 50 count as per sheer numbers. If the enchantment is dispelled from the first �goblin� the player still gets to play the second life. Treat this as though the player was enchanted and created two separate goblins, each with the enchantment on them.
          Type: Humanoid
          Q/M Ratio: 0.5
          Armor: Up to 1 point of normal armor.
          Weapons: Single melee weapon under 4 ft in length.
          Immunities: None
          Natural Lives: 8
          Abilities & Traits:
                    Sheer Numbers: Each player playing a goblin actually represents a horde of them. When a goblin dies, the player must lie down and count to 50, only to rise again as �another goblin takes his place.� When coming alive, the goblin must do so within 50 ft of where he died, and at least 20 ft away from others if possible. When coming live the goblin must shout loudly �alive!�
                    Levels
                              1st - No additional abilities
                              2nd - Natural lives (sheer numbers) increase to 10.
                              3rd - May use a short bow, or up to a medium shield.
                              4th - Natural lives (sheer numbers) increase to 12.
                              5th - Natural lives (sheer numbers) increase to 15.
                              6th - May wear up to two points of armor.
                    Vulnerabilities: Weak: Limb shots kill goblins.

Lich
          Description: Liches are wizards who have used their arts to prolong their existence through becoming undead.
          Garb: Yellow Sash. Suggested: a skull mask or other �undead� looking garb and makeup.
          Summoned by: Wizard 6 (Lich)
          Player lives per life: 0. Wizards who become Liches gain additional lives.
          Type: Undead Humanoid
          Q/M Ratio: 2/1
          Armor: None
          Weapons: As per Wizard.
          Immunities: Control, Death, Poison
          Natural Lives: 1 per time taken as a magic.
          Abilities & Traits:
                    Magic-caster: As per the wizard who became the Lich. It is treated as an additional life for the wizard for all purposes, including magics. Liches who use Mutual Destruction kill their target, but do not lose a life, instead they act as if banished. Liches who use the Transform magic can only Transform beings into undead monsters.

Lizardman
          Description: Lizardmen are dangerous, tribal people who are quite primitive and few in number. They can be found in any climate but most often in marshes and swamps. They are savage in mind but crude in technology.
          Garb: Green tunic, preferably with cloth scales. Suggested: Green face paint, and green cloth-covered flail for his tail.
          Summoned by: Druid 6 (Reincarnate)
          Player lives per life: 2
          Type: Humanoid
          Q/M Ratio: 2/1
          Armor: 1 point natural armor, up to a small shield can be used.
          Weapons: All melee weapons, single natural flail. This is his tail and is considered a red weapon.
          Immunities: Poison
          Natural Lives: 4
          Abilities & Traits:
                    Levels
                              1st - No additional abilities
                              2nd - Can use thrown weapons and javelins.
                              3rd - Natural armor increases to 2 points.
                              4th - Camouflage (1/life)
                              5th - Natural armor increases to 3 points.
                              6th - May wear up to 3 points of additional normal armor.

Mummy
          Description: Mummies are undead creatures that are the corpses of humanoids, wrapped in bandages, and filled with preserving fluids. They are usually associated with a curse. If something concerning the mummy has been desecrated, the mummy may come back to life to kill the guilty party. Other times, it is merely a spirit that has inhabited a body to wreak havoc. They are quite mindless, and will destroy anything that gets in their way.
          Garb: Mostly wrapped in bandages.
          Summoned by: Wizard 6 (Transform)
          Player lives per life: 4
          Type: Undead Humanoid
          Q/M Ratio: 3/1
          Armor: 1 point natural armor.
          Weapons: Single Short Sword.
          Immunities: Control, Death, Sorcery, Subdual, Poison
          Natural Lives: 3
          Abilities & Traits:
                    Bloodless
                    Innate Ability: Touch of Death (Unlimited): as per the assassin ability.
                    Levels
                              1st - No additional abilities
                              2nd - Strong
                              3rd - Natural armor increases to 2 points.
                              4th - Natural armor increases to 3 points.
                              5th - Magic Like Ability: Awe/Fear (2/life)
                              6th - Magic Like Ability: Heal (2/life), self only. (This represents rejoining its body parts).

Pegasus
          Description: Pegasus are one of the most beautiful and well known creatures. These winged horses are extremely intelligent beasts and sought after by every facet of society for many reasons, not all of which would benefit the Pegasus. These winged horses are extremely intelligent beasts and sought after by every facet of society for many reasons, not all of which would benefit the Pegasus. They generally choose to ignore most other races, though pegasi will go out of their way to annoy harpies, though pegasi will consort with beautiful and well known creatures.
          Garb: A pair of white feather wings and white fur leggings.
          Summoned by: Wizard 6 (Transform)
          Player lives per life: 2
          Type: Mystical Beast
          Q/M Ratio: 1/1
          Armor: 1 point of natural armor.
          Weapons: 2 natural short hacking or bludgeoning weapons (no stabbing allowed). These represent hooves.
          Immunities: Control
          Natural Lives: 3
          Abilities & Traits:
                    Many-Legged
                    Natural Flight
                    Magic-Like Ability: Awe (1/life)
                    Levels
                              1st - No additional abilities
                              2nd - Mount: May carry one rider.
                              3rd - Awe becomes (2/life)
                              4th - Magic-Like Ability: Charm (1/game)
                              5th - Charm becomes (1/life)
                              6th - Awe becomes (3/life)

Siren
          Description: These beings are a race resembling human females, but are something very inhuman. They sing most of their lives, luring unsuspecting travelers to their doom. To help them along, they are both incredibly seductive and extremely beautiful. Both assets they use to give them an advantage over a weary victim.
          Garb: Seductive gray, blue, or green dress. Aquatic looking if possible. Suggested: Blue and green glitter makeup.
          Summoned by: Druid 6 (Reincarnate)
          Player lives per life: 1
          Type: Mystical Humanoid.
          Q/M Ratio: 1/1
          Requirement: Suggested to be female to play a Siren
          Armor: None
          Weapons: Single Dagger.
          Immunities: None
          Natural Lives: 3
          Abilities & Traits:
                    Magic-like Abilities: Circle of Protection (1/life), Yield (2/life)
                    Vulnerabilities:
                              Bound: Sirens are bound to within 50 ft of a single object that is chosen each life. Denote the chosen object to a reeve. This item cannot be one that is moveable (very large rock, tree, body of water, etc).
                    Levels
                              1st - No additional abilities.
                              2nd - 1 point of armor can be worn.
                              3rd - Circle of Protection becomes (2/life).
                              4th - Yield becomes (3/life).
                              5th - Circle of Protection becomes (3/life).
                              6th -Gain any two bardic Verbal Spells.

Skeleton
          Description: Skeletons are the animated bones of a corpse. They are mindless and follow the directions of their creators without fear or question. They tend to interpret orders in the most literal way.
          Garb: White skull mask or face makeup and black tunic. Suggested: skeleton-like painted gloves, anything that makes you look more skeletal.
          Summoned by: Wizard 6 (Transform)
          Player lives per life: 1
          Type: Undead Humanoid
          Q/M Ratio: 2/1
          Armor: Up to 2 points of normal armor. Any shield can be used.
          Weapons: Melee weapons.
          Immunities: Control, Death, Poison
          Natural Lives: 1
          Abilities & Traits:
                    Bone
                    Regeneration (from death)
                    Levels
                              1st - No additional abilities
                              2nd - Normal armor increases to 3 points.
                              3rd - Natural lives increase to 2.
                              4th - Normal armor increases to 4 points.
                              5th - May use javelins.
                              6th - Natural lives increase to 3.
                    Vulnerabilities:
                              Weak: Limb shots kill skeletons.
                              Lightning Bolt and Call Lightning: These act as an Iceball (frozen for a 100 count) on a skeleton due to fused limbs. They cannot be used to kill a skeleton.
                              Resurrection: If used on a skeleton (save those summoned by the spell Transform), this forces the skeleton to play out that life as a warrior of the same level as the skeleton.

Troll, Regenerating
          Description: A troll is a vicious; disgusting creature whose very Presence is one, which strikes fear into most. Their hide is a nauseating mixture of moss greens, grays, blacks, and mottled greens. They are relentless when attacking due to their pea-sized brains.
          Garb: Dirty green or gray tunic with fur/skin loincloth. Suggested: Crude clothing, tusk-like fangs.
          Summoned by: Druid 6 (Reincarnate)
          Player lives per life: 4
          Type: Mystical Humanoid
          Q/M Ratio: 3/1
          Armor: 1 point of natural armor.
          Weapons: Two Red natural 2 point short swords, These are the troll�s claws. Melee weapons.
          Immunities: None
          Natural Lives: 2
          Abilities & Traits:
                    Regeneration
                    Strong
                    Levels
                              1st - No additional abilities
                              2nd - Magic-Like Ability: Awe/Fear (1/life)
                              3rd - Natural armor increases to 2 points.
                              4th - Natural lives increase to 3.
                              5th - Natural armor increases to 3 points.
                              6th - Magic-Like Ability: Awe/Fear becomes (2/life).

Unicorn
          Description: These resemble great white horses with a golden horn springing from its head. They are kind-hearted and will help those in need. They often shy away from violence.
          Garb: White hooded cloak and golden horn. White fur leggings. Suggested: as horse-like as possible.
          Summoned by: Druid 6 (Reincarnate) Wizard 6 (Transform)
          Player lives per life: 3
          Type: Mystical Fey Beast
          Q/M Ratio: 2/1
          Armor: None.
          Weapons: Single natural magical short sword that deal 2 points thrusting and slashing - represents the unicorn�s horn.
          Immunities: Control (save for Bardic Charm)
          Natural Lives: 3
          Abilities & Traits:
                    Home Tree
                    Many-Legged
                    Magic-like Abilities:
                              Heal (unlimited)
                              Teleport (unlimited) requires the unicorn put its hood over its head in addition to the normal incantation.
                    Levels
                              1st - No additional abilities
                              2nd - Magic-like Ability: Resurrect (1/life), requires bringing the dead to the unicorn�s home tree and having them and the unicorn touch it while casting the spell.
                              3rd - Resurrect becomes (2/life)
                              4th - Magic-like Ability: Lost (1/life)
                              5th - Resurrect becomes (3/life)
                              6th - Lost becomes (3/life)

Zombie
          Description: foul unfortunate creatures doomed to walk the earth as undead. They are always in pain, and only brains sate that pain for a short time. These are the simple ones raised by dark means as animated corpses.
          Garb: Gray Rags and a gory face makeup. Suggested: the more gore the better.
          Summoned by: Wizard 6 (Transform)
          Player lives per life: 3
          Type: Undead Humanoid
          Q/M Ratio: 2/1
          Armor: None initially
          Weapons: 2 bludgeoning blunt clubs. These represent the zombie�s fists.
          Immunities: Control, Death, Poison
          Natural Lives: 4
          Abilities & Traits:
                    Rubbery: Immune to bludgeoning weapons.
                    Regeneration
                    Innate Abilities: Slow: Zombies may only walk, and cannot run or jump. Must make constant noises like screaming, saying "brains,� or other such unintelligent words.
                    Levels
                              1st - No additional abilities
                              2nd - Natural lives increase to 4
                              3rd - Natural lives increase to 5.
                              4th - Strong
                              5th - One point of natural armor.
                              6th - Natural lives increased to 6.
         
Note: This zombie is a summoned zombie; Quest game zombies and zombie game�s zombies have infinite lives, 100 count deaths, 50 count wounds, and when they �kill� a player, the victim becomes a zombie.


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Dual-Class Players



Dual-Classing allows a greater level of development for players who have reached their maximum level in their favorite classes and still want to develop them further. Reeves are warned that Dual-Classing can be powerful, and players who abuse this may lose the ability to dual-class.

Only classes which a player has played to 6th level are eligible for dual-classing. The two classes are combined to form a single new class. Both class sashes must be worn. Armor, weapons, shields, and lives are as the better of the two classes.  The new class advances with a 50% greater credit requirement than standard classes, as follows;

                   
Dual Class Advancement
                    1st Level     1-18 credits
                    2nd Level    19-36 credits
                    3rd Level     37-54 credits
                    4th Level     55-72 credits
                    5th Level     73-90 credits
                    6th Level     91+ credits

Limitations
In addition to the requirements, there are certain limitations to the new class.

1.) All barbarian magic restrictions still apply.

2.) Monsters may never be dual class.

3.) Enraged people may never use other class abilities.

4.) Permission to play dual class must come from the Monarch, Prime Minister, and both Guildmasters involved. However, once permission is obtained, it is permanent unless the player�s actions merit revocation.

5.) Non-combat classes (reeve, etc.) may never be played as part of dual class.

6.) As always, dual classes must always state what they are playing, if asked.

7.) All normal bow and magic restrictions per capita apply.

8.) Relic restrictions apply to both classes.

9.) Two magic-using classes may never Dual-Class.

10.) Professions may Dual-Class only with the express permission of both the Monarch and the Reeve. This permission must be obtained each time.

11.) Dual-classing players who are using a mage class have a wider range of weapons available to them, but these weapons must be paid for normally. The costs are as follows;

                   Dagger        0
                    Short         2
                    Medium        3
                    Long          4
                    Hinged        3
                    Spear         3
                    Staff         2
                    Polearm       5
                    Small Shield  3
                    Medium Shield 4
                    Large Shield  5
                    Shortbow      5
                    Crossbow      5
                    C-Bow Pistol  2
                    Longbow       6
                    Javelin       1
                    * Thrown      1
                    ** Armor      1 per point

          *   The cost of thrown weapons is for the ability to use them, not the cost per weapon.
          **   Dual Classing Healers get armor free up to the lesser of the two class limits. For example, a Healer/Scout would get 2 armor for free, and have to pay for the third point. However, a Healer/Warrior would get 3 free and have to pay for any additional points up to 6.

Conflicts of Concept
Some classes are not easily Dual-Classes because their very concepts are in opposition to each other, such as Paladin/Anti-Paladin or Paladin/Assassin. However, if the player can come up with an extremely persuasive explanation why two classes could go together, they can be Dual-Classed.

Also bear in mind that each class has an inter-national and interdimensional-flavor. A player�s persona has a great deal to do with what combinations are possible, so they should be kept in mind. A typical Viking persona could easily be a Warrior/Bard, but would have a strong cultural bias against being a Monk/Healer.

Masterhoods
There are no Class Masterhoods available for Dual-Classes. No one can ever become a Master Archer/Assassin. However, performance in a Dual-Class role can contribute to a Masterhood of a single class.

However, if a player already holds a Masterhood in a given class, he can Dual-Class that class without being 6th level. He does not receive his Masterhood bonus abilities while Dual-Classing. The Dual-Class can exceed the level of the standard class, and this has no effect on the standard class. For example, a 3rd-level Barbarian becomes a Master Barbarian. If he is also a 6th level Wizard, he can Dual-Class as a Barbarian/Wizard up to 6th level, but his Barbarian level does not rise if he does so.


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A Note About the Online Adaptation

This is the HTML version of the Book of Reeves. Everything that is in the PDF version of this book is also here in the same general layout. Due to the inherent differences between HTML and PDF (and my own lack of computer skill), there are a few cosmetic differences, primarily to save space or to prevent electronic media conflicts. Also, the HTML version allows me to make corrections to spelling, grammar, and so forth without having to re-distill the entire document everytime a change is needed, so the Online Adaptation will have fewer glitches than the PDF does. In any case, it's the same stuff, so enjoy.

-- Cedric, December 28, 2006



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The Book of Reeves v3.0 and the Online Adaptation are the copyrighted property of the Free Kingdom of Drakenfjord with all rights reserved, 2006. Permission is granted for duplication of this document for personal use, as well as presentation on non-commercial websites. In other words, copy it, post it and use it as much as you want, but don�t charge anything for it.
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