Fighting Classes and Abilities


Fighting classes

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Credit

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New Player rules

Non-Standard Classes

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Standard Classes

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Abilities


Fighting Classes

Fighting classes are listed in the following manner:

Name: The name of the class

Historic Examples: This lists historical or fantasy examples of each class plus a brief overview.

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.

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. For example, scouts are immune to Lost.  If Lost is cast on a scout who has a Protect on, he does not lose a point of invulnerability from it.  For purposes of immunities, traps are any magic or ability with the word �trap� in the name, and poisons are any ability or magic with the word poison in the name.

Lives: This lists the number of lives the class has.

Limitations: Some classes have restrictions. For example, barbarians are restricted from wearing enchantments.

Traits: Traits are class attributes that function all of the time without activation being required.  This includes such things as extra lives and the ability to wear extra armor. Traits are denoted with a (T) and are always non-magical in nature.

Abilities: Powers or skills that must be activated to be used. Abilities are denoted as either Magical (m) or Extraordinary (ex).  Unless otherwise specified, class ability enhanced equipment cannot be used except by the player who enhanced the equipment.  For instance: a warrior cannot loan his Improved Weapon to another player, even another warrior.

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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 and passing a class test administered by your class Guildmaster.  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 of experience in that class
2nd Level� at least 13 and less than 25 credits of experience in that class
3rd Level � at least 25 and less than 37 credits of experience in that class
4th Level � at least 37 and less than 49 credits of experience in that class
5th Level � at least 49 and less than 61credits of experience in that class
6th Level � 61 or more credits of experience in that class

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New Player Rules

A new player can play the raider class during the first four weeks of his attendance. A new player can take credit his first four weeks as a warrior even if he plays raider. 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.


Non-Standard Classes

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.

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.

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.

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: None
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.

Raider

Raider may only be played by someone during their first four weeks in Amtgard.  It gives them a power boost and lets them learn only a few rules at a time.

Garb: Black and white or headband
Requirement: May only be played if the player has a combined total of four credits or less
Weapons: Dagger, short, long, reach
Shield: Large
Armor: None
Lives: 5
Limitation: May not carry enchantments.

Abilities & Traits:

a. Have two points of Protect on them each life.  Cannot be dispelled. (T)
b. They and their equipment are immune to all non-spirit magic. (T)
c. Their equipment is indestructible by any means. (T)

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