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Latest revision as of 03:36, 1 March 2024
Developer Note: The current V9 Rules can be found here.
The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.
Thank you for your interest in the project! Join the Discord for more information!
- The Project Phoenix (V9) Development Team
Equipment
Equipment Basics
General Rules
In Amtgard, the term ‘equipment’ refers to any physical gear or functional items that are used to directly influence gameplay. This includes, but is not limited to, weapons, shields, armor, helms, magic items, and portable game objectives. It excludes garb, non-combat items, non-functional props (instruments, books, etc.) and containers (quivers, pouches, bags, etc.).
- All equipment is the personal property of the player that owns it.
- Players may never handle or fight with the equipment of another player without first having their permission. Players may assist with the recovery of expended equipment (often projectiles) without permission however this must be done with utmost respect and permission can be revoked by the owner at any time.
- Players should never knowingly behave in such a manner that would cause a reasonable player to fear for the safety of their equipment.
Universal Equipment Requirements
Every piece of equipment, regardless of type, must meet or exceed all of the following baseline requirements in order to be eligible for use in Amtgard combat. Equipment that does not meet or exceed all of these requirements cannot be used.
- All equipment must be physically safe for the user and other participants to engage with during the course of combat, including incidental contact, falls, and crashes.
- All equipment must be durable enough to survive the rigors of Amtgard combat.
- Equipment must not significantly degrade or fail during the course of combat, including incidental contact, falls, and crashes. Examples include: equipment so flexible as to risk failure; poor connection points; brittle materials; and so on.
- Equipment must be easily recognizable as the type of equipment it is trying to be and not easily confused for something else. It must also be visually appropriate for the Heroic Fantasy theme of Amtgard.
- Each piece of equipment must meet any construction standards relevant to its type.
- Each piece of equipment must be regularly inspected for all of the above, especially potential hazards and conditions that could risk injury, malfunction, or catastrophic disassembly.
- All weapons must also pass a Hit Test before their first use, and periodically thereafter.
Equipment Inspection
Each piece of equipment must pass an inspection before its use each day to ensure the Universal Equipment Requirements of safety, durability, recognizability, and any other type-specific construction standards are met.
Guidance for Equipment Inspectors can be found in the Equipment Inspection Guide. The following information is the essential knowledge that all players should have:
- Equipment is inspected by an Equipment Inspector. Since equipment inspection is mandatory, this task is often a listed responsibility of one or more Officer positions, traditionally the Champion and/or Guildmaster of Reeves.
- All inspectors are highly encouraged to follow the Equipment Inspection Guide.
- All weapon inspections must include volunteer-assisted Hit Testing.
- Equipment that does not pass inspection cannot be used in combat. Using uninspected or unapproved equipment on the battlefield is grounds for immediate suspension from play.
- Equipment may be reinspected throughout the day as necessary.
- New or inexperienced players wishing to use a weapon type they have never used before must also demonstrate Weapon Competency to ensure safe use on the battlefield. Players who demonstrate unsafe weapon use during this demonstration or at any point thereafter may have those weapon privileges revoked by a Rules Authority.
Equipment Use Terms
The following terminology applies to all forms of equipment.
Carried
All equipment on a player is considered Carried. If something cannot be carried, it cannot be lifted by the player in any way.
Held
Anything carried using one or more hands is considered Held.
Free Hand
Also known as an 'Open Hand', a Free Hand is the hand of an unwounded arm, which is not holding any equipment other than material components required by the action.
Free Hands are most often required to cast abilities and interact with game objectives.
- Bucklers, Small Shields, and Magic Staves will not count against a Free Hand, even while holding the handle.
- Medium, Large, and Tower Shields that are held in hand or worn on an arm will always take up the respective Free Hand, even if they are not actively being wielded or held in hand. The same is true for all sizes of Madu.
- Abilities marked with ⬗ in class customization do not require a free hand for that class to use.
Worn
Equipment attached to or otherwise dressing the body in its intended manner is considered Worn. Physical Armor must be Worn to bestow protection.
Wielded
Equipment is considered Wielded when it is being held in a manner appropriate for its use in the game of Amtgard.
- Equipment must be wielded in order to attack, defend, or otherwise be used for its intended purpose. Certain game types, classes, and special rules will limit the equipment a player is allowed to wield.
- If something cannot be wielded, it can still be held or carried, but cannot be used to perform any function and should not be presented in a way that would suggest it is wielded.
- Players can only wield one piece of equipment per hand. Shields are an exception (see below).
- Players may only ever wield a single Shield at a time, however shields can be wielded simultaneously in the same hand as any another piece of equipment except Bows and Crossbows.
- Medium, Large, and Tower Shields must be held by their handle to be wielded.
- Bucklers and Small Shields must be either worn on the arm or held by their handle to be wielded.
- Shields cannot be wielded while worn like a backpack or strapped to other parts of the body such as the torso, legs, hip, or head.
- Bows and Crossbows cannot be wielded with any other equipment in the same hand (besides arrows). Likewise, other equipment cannot be wielded while in the same hand as a bow or crossbow. A buckler or small shield may still be wielded on the arm so long as there is no risk of it interfering with the safe use of the bow.
- For gameplay purposes, reloading a crossbow does not count as wielding it.
- Thrown projectiles are only considered wielded during the throwing motion. They are considered unwielded equipment at all other times.
- Players may hold Unwielded equipment in the same hand as wielded equipment in situations where it is blatantly and visually obvious which piece of equipment is in use and which one is not. If a player ever visually appears to have more equipment wielded than they are allowed, all the equipment in question is considered unwielded.
- Bows and Crossbows are the only exception to this rule (see above).
Example 1: A player may wield a polearm two-handed while also holding an unwielded flail in one of their supporting hands. The pole can be used as long as the flail is obviously not in action. In order to use the flail the player would need to release the polearm from the flail hand.
Example 2: If a player holds two short swords in the same hand then both would be considered unwielded because it would be too ambiguous which one the wielder is intending to use and which one is just being held, regardless of their orientation. - Bows and Crossbows are the only exception to this rule (see above).
Unwielded
All equipment is considered unwielded unless it meets the conditions for being worn or wielded. In addition, the following rules apply:
- Unwielded Equipment will count as an Invalid Obstruction when struck.
- Unwielded Equipment cannot be used to block line of sight or impede the physical movement of other players or their equipment.
Unattended
Unwielded Equipment that has been at rest on the ground or against terrain for at least 5 seconds is also considered ‘Unattended’ until it is reclaimed by an intended user. Unattended Equipment cannot be destroyed or otherwise affected by gameplay. This has no effect on conditions the equipment had before it became Unattended (ie. a destroyed weapon will stay destroyed even while it is unattended).
Destroyed
Some effects may cause equipment to become Destroyed.
- Destroyed equipment cannot be wielded, used to perform an in-game function, or otherwise generate a gameplay advantage until it is restored.
- Destroyed equipment may still be carried or worn so long as the player notifies their opponents about the state of the equipment as necessary and avoids presenting it in a way that would suggest otherwise.
- Destroyed Armor is reduced to zero (0) armor points in the affected location.
Weapons
Striking your opponent with a wielded weapon is the primary way to interact with them in combat.
General Rules
- Only weapons that meet the Universal Equipment Requirements can be used in combat.
- All Amtgard weapons are classified as either a ‘Melee Weapon’ or a ‘Projectile Weapon’, as well as a specific classification or typing such as ‘Short’ or ‘Long’. Weapons of the same classification have the same gameplay rules.
For example, a ‘ Short’ melee weapon made to resemble a fish will have the same gameplay rules as a ‘Short’ melee weapon made to resemble a Sword or Club. - Unsupported Weapons: In-Game representations of explosives, firearms, and chemical weapons (such as Alchemist’s Fire or Toxic Gas) are not supported by the Amtgard Rules of Play. If something of this nature is desired for a special scenario, a Game Organizer may design and implement custom rules on a game-by-game basis.
- Prohibited Weapons: For the safety and comfort of our players, Amtgard outright prohibits the following weapon styles and their variations. If you are unsure if a weapon design falls under these categories, consult a Reeve or other relevant Rules Authority.
- Entangling Weapons such as Whips, Lasso, Nets, and Bolas.
- Atlatls, Slings, Slingshots, and all other handheld projectile launchers that are not bows or crossbows.
- Punching weapons such as Foam Fists, Punching Daggers, and Tonfas. The experience of being punched is psychologically at odds with the safe, inclusive, fantasy-sword-fight atmosphere that Amtgard wishes to evoke.
Construction Terms
Amtgard weapons are typically made from a structural core padded with foam and a cloth cover. Below is a diagram of a few typical weapons with their component parts labelled. You can read the descriptions for each component below, which are listed in alphabetical order for ease of reference.
2.5 Inch and 2 Inch Rule
- No part of a weapon's striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
- No part of a weapon or shield's non-striking surface such as the ends of crossguards or pommels may protrude more than 1.5" through a two-inch (2") ring when uncompressed.
Core
This refers to the structural base of the weapon to which padding is affixed.
- Rigid Cores
Melee Weapons require a rigid core to provide structural stability. Short weapon segments and small protrusions from a central core that are stable on their own do not require a rigid core within them. These segments and protrusions must not deform or fold over excessively during combat and must always return to their original position.- The best materials to use are carbon/graphite rods (such as from non-metallic golf clubs), kite spar, bamboo, PVC tubing, or fiberglass. Other materials will be assessed for safety on a case-by-case basis.
- Metal and wooden cores are prohibited. Metal may be used to counter-weight weapons provided it is permanently attached and not in a place that may inadvertently strike another player.
- The ends of any rigid cores should have a flat face and be securely capped with a layer of foam and tape at minimum to prevent the core from pushing through.
- Hollow cores should be sealed at the ends.
- Sharp edges should be blunted so as to not dig into the padding.
- Non-Rigid Cores
Contact Projectiles require a non-rigid, non-granunlar core.- The best materials to use are foam (any), denim, sweatshirt material, loose rubber bands, etc.
- Unacceptable cores include: Solid rubber, tightly-wrapped rubber bands, tennis balls, beanbags, seed packets, etc.
Covers
All striking surfaces must be covered in a durable, opaque cloth and be visually distinct from any non-striking surfaces. Incidental padding within 0.5" of a striking surface must also be covered in this manner. Non-abrasive cloth tape (not duct tape) may be used for Contact Projectiles but it is not an acceptable cover material for melee weapons or arrows.
Flex
This refers to how much a melee weapon can bend safely during normal use. Flex is measured by holding the weapon low on the handle for maximum length and striking a shield or padded surface. A second person can then estimate the flex.
- The maximum allowed flex for any weapon is 45 degrees.
Handle / Unpadded Segment
Refers to any completely unpadded part of a weapon.
- Unpadded segments cannot total more than 50% of the weapon.
- Surfaces that are likely to come into contact with other players during regular use cannot be left unpadded.
Incidental Padding
Incidental Padding, also known as 'Courtesy Padding', is a padded non-striking surface intended to limit injuries from incidental contact with parts that are not strike-legal.
- Must have at least 0.5" of safety-grade foam and provide enough cushioning to prevent any core from being felt during a typical strike, but it does not need to be as comfortable as strike-legal padding.
- Any portions of Incidental Padding that lies within 0.5" of a striking surface must be covered in the same manner as the adjacent strike-legal surface.
- Incidental Padding that is not within 0.5" of a striking surface may have a non-abrasive rubber coating (or non-vinyl equivalent) applied so long as it does not compromise the purpose of the padding by making it too firm.
Multi-Ended Weapons
Any melee weapon may have multiple segments and striking tips.
- Each segment that is intended to slash and stab must be Strike-Legal for at least 1/3 of the weapon's total length or 18", whichever is less, starting from the striking tip and moving continuously inwards. If the segment merges before the required amount is reached, the merged section that continues toward the handle counts for this total.
- Madu segments intended to stab and slash only require Strike-Legal padding for 1/3 of the weapon's total length or 12", whichever is less.
- Segments intended to be Stab-Only only require 6" of Strike-Legal padding.
- Segments must not be arranged in such a way that could create a high risk of a non-striking surface contacting a player when the weapon is used to strike normally. Any non-striking segments that are out of the way but could still reasonably come into contact with another player, such as crossguards, must be covered with Incidental Padding.
- If a weapon has both regular and stab-only segments, they must not be arranged in such a way that could risk a player being struck with the side of a stab-only segment when the weapon is used to slash.
- Multi-ended weapons must meet all other requirements for its weapon type.
Non-Striking Tip
This refers to the end of a non-striking weapon segment, such as a pommel or the end of crossguard. Weapon Segments with any amount of Strike-Legal padding cannot have a Non-Striking Tip.
- Must be securely capped with Incidental Padding.
- No part may protrude more than 1.5" through a 2" ring when uncompressed.
Ownership Label
All projectiles must be clearly labelled with their owner’s name. It does not need to be large or visible during combat but should be easy to find and reference when necessary, such as when a Reeve is trying to return a projectile that flew into a bush, or in the instance where that projectile causes injury to another player.
- Projectiles without ownership labels may not be used in combat.
- Weapons designed explicitly to be shared, such as park loaner weapons, should be labelled with the park’s name.
Padding and Foam
All Amtgard weapons and shields require some amount of padding to prevent player injuries. In this context, padding refers to either Strike-Legal Padding or Incidental Padding. The type required will determine which materials are acceptable to use for this purpose. If a piece of equipment simply requires "padding", "foam" or "cushioning" with no other description, then you can meet that padding requirement with either Strike-Legal or Incidental Padding.
Foam Grades
Foams can vary widely in terms of how they will act when used as padding so it is important to choose one that helps ensure your equipment will meet the universal equipment requirements - notably safety and durability. When in doubt, take the time to learn from an experienced player or study an online construction tutorial.
This rulebook may refer to two amtgard-defined categories of foam: Safety-grade and Comfort-grade.
Safety-Grade Foam
Safety-Grade Foams are sturdy and provide firm resistance to compression when tested with the pads of fingers, but are not rigid. The goal of Safety-Grade Foams is to provide the primary padding for weapons. Safety-Grade Foams should, when used in the specified thicknesses, prevent injuries and limit discomfort experienced by other players when they are struck with weapons during combat.
- Typical foams in this category include "blue camp pad", "pool noodle", and microcell foam.
Note: Safety-Grade foams sometimes come in multiple densities or stiffnesses and not all of them are safe for use on their own. Higher stiffness or density Safety-Grade Foams may not be suitable for use as the sole padding on a weapon but may improve the durability and striking comfort of a weapon when used as a base layer of foam closest to the core, with less stiff or dense Safety-Grade foam on top. Padding a weapon using multiple Safety-Grade Foams with different properties is referred to as building with "progressive resistance" or "progressive density".
Comfort-Grade Foam
Comfort-Grade Foams are squishy and less firm than Safety-Grade Foams while still being dense enough to provide some resistance to typical Amtgard weapon impacts. The goal of Comfort-Grade Foams is to provide greater shock absorption and further reduce discomfort from weapon impacts which may not be sufficiently mitigated by Safety-Grade Foams alone.
- Typical uses for Comfort-Grade Foams include additional padding on stabbing tips, arrows, and javelins.
- Comfort-Grade Foams should not be used on their own to pad a core.
- Typical foams in this category include "marine foam" and "high-density charcoal foam".
Extra Notes
- Very dense or rigid foam can be used as part of a structural core but it will not count towards any mandatory padding requirements. Polystyrene (hard TV packaging) is an example of a foam that is too rigid.
- Very soft and light foam can be used to add shape or extra comfort but will not count towards any mandatory padding requirements.
Stab-Only
Any segment of a weapon may be built to be Stab-Only.
- As the name implies, weapon segments built to be Stab-only can only be used to stab.
- A Stab-Only segment requires 6" of Strike-Legal Padding. This padding must begin at the Striking Tip and extend down the length of the weapon on all sides of the core (A stab-only segment must be Omni.)
- This padding cannot be reduced by Heavy Padding or Super Heavy Padding.
- A weapon that is composed entirely of Stab-Only segments can replace all other Strike-Legal Padding required by its type with Incidental Padding.
- A weapon with both regular and stab-only segments must still meet the full padding requirements for its type.
- If a weapon has both regular and stab-only segments, they must not be arranged in such a way that could risk a player being struck with the side of a stab-only segment when the weapon is used to slash.
Strike-Legal Padding
Strike-Legal Padding is padding that is used to create striking surfaces that are safe to strike another player with.
- Weapons that require Strike-Legal Padding must be sufficiently padded to prevent injury if used to strike an opponent with the most force that could reasonably be expected in Amtgard combat. Combat contact with the strike-legal portions of a weapon must not be unreasonably painful, nor should it leave bruises or have the potential to break bones and teeth when used by an average player as well as its intended user.
- Regardless of the requirements listed below, Hit Testing will always be required to assess the more subjective aspects of Strike-Legal padding, such as impact force and player comfort.
- Since combat is chaotic and every participant has different pain tolerances and sensitive areas, occasional instances of uncomfortable contact should be expected, however repeated or egregious offenses from the same weapon should result in the weapon and/or the user being removed from play.
- No part of the weapon’s striking surface, whether the tip, the edge, the face or any other part, may protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
- All Strike-Legal surfaces must have an opaque cover and be visually distinct from Non-Striking Surfaces on the same weapon.
Melee Strike Legal
In addition to the above, Strike-Legal padding on melee weapons must follow these additional rules:
- Strike-Legal Padding must begin at each Striking Tip and move inward along the core toward the handle. It must be continuous for the entire required length. Any forked segments that split from a Strike-Legal point must also be entirely Strike-Legal.
- Must have at least 1" of safety-grade foam over the weapon core.
- Must have a continuous cross-section of at least 2.5" from edge to edge.
- The entire circumference of the core does not need to be strike-legal, however any part of this circumference that is not strike-legal must be covered with Incidental Padding and cannot be used to strike.
- Striking Tips must be sufficiently capped to resist stab impact and prevent the core from pushing through. The foam should not deflect or fold over excessively when stabbing and always return to its original position.
- It is strongly recommended that weapons intended to regularly strike with a thrusting motion also include comfort-grade foam on the tip to further cushion the blow. Weapons designed for two-handed stabs, such as large pikes, may need even more padding than smaller, single-handed weapons. Hit Testing will help determine what is the ideal amount of extra padding for player safety and comfort.
Heavy Padding
A segment of a melee weapon is considered to have Heavy Padding if it meets the requirements for Strike-Legal padding and also has an edge-to-edge, cross-section of 4" or greater (instead of 2.5"). This extra padding must begin within 3" of the Striking Tip and proceed continuously towards the handle.
- Heavy Padding can apply to flat-blade weapons. The 4" cross-section does not need to be around the entire core.
Heavy Padding Substitution
For each inch of Heavy Padding added along the core, you may replace one (1) inch of required Strike-Legal Padding with Incidental Padding.
- Incidental Padding added in this manner must begin by replacing the padding closest to the handle and then proceed continuously towards the Striking Tip.
- A weapon cannot substitute more than 50% of its required Strike-Legal padding this way.
Super Heavy Padding
Super Heavy Padding follows the same rules as Heavy Padding except it requires a cross-section of 8" or greater. If both Heavy and Super Heavy padding are used together, the Super Heavy Padding must be closest to the tip.
Super Heavy Padding Substitution
This follows the same rules as Heavy Padding Substitution except for each inch of Super Heavy Padding added along the core, you may replace two (2) inches of required Strike-Legal Padding with Incidental Padding.
Striking Tip
The tip of any weapon segment that will be used to strike other players. All Striking Tips must have Strike-Legal padding.
- Must not protrude more than 1.5" through a two-and-a-half inch (2.5") ring when uncompressed.
- Must not end in an angle less than 90 degrees.
Total Length
The measurement used to determine weapon type.
- Straight weapons are measured in a straight line parallel to the core, from the furthest edge on one end to the furthest edge on the other end.
- All other weapons are measured by the largest straight distance between any two ends or edges.
Weapon Segments
A weapon segment is a portion of a melee weapon. Segments begin at the handle (or the shield, for Madus) and end at a striking or non-striking tip.
- Striking segments are segments that end with a Striking Tip.
- Non-Striking segments are segments that ends with a Non-Striking Tip.
- Segments may also branch or split to create new segments (like a trident or crossguard). These branching segments must meet or exceed the padding requirements of the point they branched out from. For example, if a segment branches out from a point that requires Strike-Legal padding then the entirety of that branched segment must also be Strike-Legal.
Identifying weapons segments is most relevant when dealing with Madus, Multi-Ended Weapons, and Stab-Only weapons.
Melee Weapons
General Rules
Melee weapons represent swords, axes, spears, flails, pole-arms and anything else that can be used to directly slash or stab an opponent in close combat.
- All melee weapons require a rigid core.
- Approved melee weapons may be used to strike with their Strike-Legal surfaces and block or parry with any portion of the weapon.
- Melee weapons can never be launched or thrown as a form of attack. Javelins are the only exception to this rule due to their ability to act as both as melee weapon and a projectile.
Dagger
- Must meet the Universal Equipment Requirements.
- Total length must be at least 12" (1ft), up to 24" (2ft).
- At least 2/3 of the weapon must be Strike-Legal.
Short
- Must meet the Universal Equipment Requirements.
- Total length must be greater than 24" (2ft), up to 36" (3ft).
- At least 2/3 of the weapon must be Strike-Legal.
Long
- Must meet the Universal Equipment Requirements.
- Total length must be greater than 36" (3ft), up to 48" (4ft).
- At least 2/3 of the weapon must be Strike-Legal.
Two-Hand Armor-Breaking Variant
- Any weapon segment that has at least 6" of Super Heavy Padding gains Armor Breaking when the weapon is wielded with two hands.
Great
- Must meet the Universal Equipment Requirements.
- Total length must be greater than 48" (4ft), up to 72" (6ft).
- Must be 50% padded and have at least 18" Strike-Legal.
Two-Hand Shield-Crushing Armor-Breaking (SCAB) Variant
- Any weapon segment that is Strike-Legal for at least 2/3 of the weapon's full length; or has at least 18" of Heavy Padding gains Armor Breaking and Shield Crushing when the weapon is wielded with two hands.
- Stab-Only segments require just 6" of Heavy Padding to gain this benefit. (Reminder: You cannot Shield Crush with a stab.)
Reach
- Must meet the Universal Equipment Requirements.
- Total length must be greater than 72" (6ft), up to 108" (9ft).
- Must be 50% padded and have at least 18" Strike-Legal.
Two-Hand Armor-Breaking Variant
- Any weapon segment that has at least 18" of Heavy Padding gains Armor Breaking when the weapon is wielded with two hands.
- Stab-Only segments require just 6" of Heavy Padding to gain this benefit.
Pike
- Must meet the Universal Equipment Requirements.
- Pikes are Stab-Only. They cannot be used to slash.
- Total length must be greater than 108" (9ft), up to 144" (12ft).
- Must be 50% padded and have at least 6" Strike-Legal as per Stab-Only.
Two-Hand Armor-Breaking Variant
- Any weapon segment that has at least 6" of Heavy Padding gains Armor Breaking when the weapon is wielded with two hands.
Flail
- Must meet the Universal Equipment Requirements.
- Is composed of a handle with a single chain and articulating head. It cannot be multi-ended.
- The total length of all three components cannot exceed 36" when gently pulled taut.
Flail Head
- Must be equal or larger than a 2.5" sphere.
- Must be entirely Strike-Legal.
- Cannot contain a rigid core.
- The combined chain-and-head portion may not exceed 18" in length when gently pulled taut.
- Must be constructed using soft, durable, non-abrasive materials, such as a cotton rope. Actual chains are prohibited. A rope-like core is not required as long as this section behaves like a chain and is not at risk of tearing apart under the stress of the flailing motion.
- If the chain portion is longer than 0.5", it must include small foam rings (or equivalent design) spaced no further than 0.5" apart along the entire length.
Flail Handle
- Must be at least 12".
- 50% of the flail handle must be padded.
- The top 1/3 closest to the chain must also be Strike-Legal.
- This padding must begin at point where the chain connects to the handle and extend down the length of the weapon on all sides of the core (i.e. it must be Omni).
- The amount of Strike Legal required cannot be reduced by Heavy Padding or Super Heavy Padding.
Flail Combat Rules
Only the head of a flail can inflict valid strikes, even though the handle segment also has strike-legal padding. This extra padding is intended to allow a player to strike the handle safely against other equipment so the flail can wrap around without damaging the struck equipment.
Madu
- Must meet the Universal Equipment Requirements.
- Total length must be between 18" up to 108" (9ft).
- Is a hybrid Melee Weapon and Shield.
- Any shield with weapons permanently affixed to it will be considered a Madu and must conform to these rules.
- Any weapon segments must be easily recognizable as weapons, and the shield portion must be easily recognizable as a shield.
- The division between weapon and shield segments must be visually distinct.
Madu Shield Portion
The shield portion must be a legal shield.
Madu Weapon Segments
Madu weapon segments are measured from the point where they extend beyond the shield.
- Must not extend outward from the face of the shield.
- Must not articulate or have a chain like a Flail.
- Must not mimic or offer similar protective coverage to that of a shield. If this is a case, the offending segments will count as part of the shield, not a weapon, and be forced to adhere to shield construction rules.
- Segments intended to be Stab-Only must be at least 6" long.
- Segments intended to both slash and stab must be at least 12" long.
- Segments that measure 18" or less must be entirely Strike-Legal.
- Segments that measure greater than 18" must have at least 18" of Strike-Legal Padding and have Incidental Padding for the remainder.
- Padding Substitution can only be used on segments greater than 18" and cannot reduce the amount of Strike-Legal to less than 18".
Two-Hand 'Great' Madu Variant
If the total length of the Madu is 72" (6ft) or less, the following variation can be used:
- Any weapon segment that is greater than 48" (4ft) and is at least 2/3 Strike-Legal or has at least 18" of Heavy Padding gains Armor Breaking and Shield Crushing when the weapon is wielded with two hands.
- Stab-Only segments require just 6" of Heavy Padding to gain this benefit.
Two-Hand 'Reach' Madu Variant
- Any weapon segment that is greater than 72" (6ft) and has at least 18" of Heavy Padding gains Armor Breaking when the weapon is wielded with two hands.
- Stab-Only segments require just 6" of Heavy Padding to gain this benefit.
Madu-Specific Combat Rules
- Madus do not have access to the variant options or gameplay rules of other weapon or shield categories, even if parts of the Madu are constructed to mimic those weapons or shields.
- Example 1: A Madu constructed with a small-size shield will still take up a free hand and cannot be strapped to the arm without a handle.
- Example 2: A super-heavy padded Madu that is between 36" and 48" will not gain Armor Breaking when wielded 2-handed because that variant is only available to Long weapons.
- A Madu can only be wielded if the player can wield both a non-staff weapon of the Madu’s total length (weapon portions + shield portions) and a shield equal to or greater than the Madu’s shield's size.
- The weapon segments can be struck and affected by weapon-specific effects such as Weapon Destroying, and the Shield portion can be struck and affected by shield-specific effects such as Shield Crushing and Shield Destroying. Once affected this way, the entire Madu is affected, for better or worse. If the weapon or shield portion is destroyed, the entire Madu is destroyed. If one part of the Madu is restored, the entire Madu is restored.
Javelin
- Is a hybrid Stab-Only Melee Weapon and Stabbing Projectile.
- Must meet the Universal Equipment Requirements.
- Total length must be between 36" (3ft), up to 72" (6ft).
- Must have a straight core with at most one Striking Tip per end.
- Each striking tip must have at least 6" Strike-Legal as per Stab-Only.
- All other Non-Striking Surfaces must be covered with Incidental Padding.
- Must have an ownership label as per projectiles.
Javelin Hybrid Combat Rules
- By default, a Javelin is a Stab-Only Melee Weapon. It cannot be used to slash.
- When thrown, it becomes a Stabbing Projectile and does not count as a melee weapon again until it becomes Unattended or Carried.
- Javelins become Armor Breaking and Shield Crushing once they have travelled their length through the air.
- Destroyed Javelins cannot be thrown.
Magic Staff
- Is a non-striking Melee Weapon (see combat rules below).
- Must meet the Universal Equipment Requirements.
- Total length must be at least 48" (4ft), up to 72" (6ft).
- Must have a straight core with exactly two non-striking ends.
- All core must be covered with Incidental Padding.
Magic Staff Combat Rules
- Cannot be used to strike. It can only block.
- Is a weapon. Can be destroyed like any other weapon.
- Does not take up a Free Hand when casting abilities.
- Players can only wield a single magic staff at a time.
Projectile Weapons
General Rules
Projectile Weapons represent anything that is launched or thrown to inflict damage or effects, such as arrows, kunai, chakrams, and tomahawks as well as magical blasts like fireballs and lightning. The following general rules apply to all forms of projectile weapons:
- May not be used to strike in melee.
- May not be used to parry or block.
- Cannot become destroyed by any means.
- May be carried in any number unless otherwise restricted, such as by class customization.
- All projectiles except Arrows and Bolts must be thrown by hand, one at a time, per hand.
- A player may hold a throwing weapon in each hand and throw both of them simultaneously, but cannot throw them together from the same hand.
- Arrows and Bolts must be fired from a bow or crossbow as appropriate.
- Each projectile can affect multiple targets in a single flight as long as each contact meets the criteria for a valid strike. Projectiles become harmless after their movement is completely halted.
- Batting, kicking, or otherwise applying significant force to a projectile in motion is prohibited.
- Arrows in flight must be blocked passively by placing an object in their flight path.
- Other non-arrow projectiles may be blocked, parried, or lightly struck out of the air.
- Players may not catch or grab projectile weapons in flight.
- Projectiles may be shared among players that are given explicit permission from the owner of said projectiles.
- The owner may retract their permission at any time for any reason.
- The owner is responsible for ensuring the safe use of their projectiles when shared with or used by another player.
- Players using shared projectiles should be respectful and treat the borrowed equipment with care.
- When sharing Spellballs, Specialty Arrows, or any other similarly restricted projectile, players must still adhere to the associated frequency rules and carrying limits.
- Players using shared projectiles must not hoard them or otherwise try to gain a gameplay advantage by deliberately obstructing the amount of projectiles that other sharing player(s) have access to. This is especially relevant when sharing Spellballs and Specialty Arrows.
- There are two sub-types of projectile weapon: Contact Projectiles and Stabbing Projectiles.
- Contact Projectiles can strike with any part of their surface.
- Stabbing Projectiles can only strike with their tip.
Contact Projectiles
Small Thrown
- Must meet the Universal Equipment Requirements.
- Must have a non-rigid core.
- Must be between 2.5" and 6" in total length.
- Must be entirely Strike-Legal. There is no minimum thickness, however extremely thin projectiles may struggle to make valid contact so craft accordingly.
- Must not be constructed in a way that could be reasonably confused with a Spellball.
Large Thrown
- Must meet the Universal Equipment Requirements.
- Must have a non-rigid core.
- Must be greater than 6", up to 18" in total length.
- Must be entirely Strike-Legal. There is no minimum thickness, however extremely thin projectiles may struggle to make valid contact so craft accordingly.
- Must not be constructed in a way that could be reasonably confused with a Spellball or Rock.
Spellball
- Must meet the Universal Equipment Requirements.
- Must have a non-rigid core.
- Must be spherical, between 2.5" and 6" in diameter.
- Must be entirely Strike-Legal.
- Must have a visible tail or streamer between 1" and 6" in length.
- Every Spellball is associated with an ability and must be covered with the appropriate Color Code.
Ability-Linked
- Players can only use a Spellball projectile if they have a Spellball ability that allows it.
Rocks
- Must meet the Universal Equipment Requirements.
- Must have a non-rigid core.
- Must be equal or larger than a 10" diameter sphere.
- Must be entirely Strike-Legal.
Rock Gameplay Rules
- Rocks are Shield Crushing, Armor Breaking, and Weapon Destroying.
Stabbing Projectiles
Javelins
See Javelins under Melee Weapons.
Bows & Crossbows
Bows and Crossbows are used to fire arrows or bolts respectively. Only actual bows and crossbows may be used for this purpose. Other forms of projectile launchers cannot be used to represent a bow or crossbow.
- Compound bows are prohibited.
- Regular Bows must have a draw weight of 35lbs or less at a 28" draw.
- Crossbows are limited to no more than 450 inch-pounds.
Bow & Crossbow Gameplay Rules
- Bows and Crossbows cannot be destroyed.
- The physical bow or crossbow cannot be used to strike another player. They must be exclusively used to launch Arrows & Bolts.
- Cannot be intentionally struck nor used to block, deflect or otherwise defend against incoming strikes. A certain amount of incidental contact during the chaos of live combat should be expected, however repeated or egregious disregard for this rule can result in suspension from play or loss of archery privileges.
- If accidentally struck, it is treated as an Invalid Obstruction.
- Bows and Crossbows cannot be wielded with any other equipment in the same hand (besides arrows). Likewise, other equipment cannot be wielded while in the same hand as a bow or crossbow. A buckler or small shield may still be wielded on the arm so long as there is no risk of it interfering with the safe use of the bow.
- For gameplay purposes, reloading a crossbow does not count as wielding it.
- Bows may not be drawn beyond 28" at any time and must be half-drawn at ranges closer than 20ft. Crossbows are not required to half draw.
Arrows & Bolts
All forms of arrows and bolts follow the same rules.
- Must meet the Universal Equipment Requirements.
- Must be built to be fired from a bow or crossbow, as appropriate.
- Must be safe to strike other players with the tip (see construction guide below).
Developer Note: For accessibility purposes, playtesters may continue to use Amtgard V8-Legal arrows during V9 playtest games until such a time that we can guarantee the investment in reconstruction will not be wasted effort. That said, we are deeply thankful and appreciative of everyone who chooses to invest their time and resources to build and playtest the construction rules below.
Arrow Gameplay Rules
- All Arrows and Bolts are Armor Breaking and Weapon Destroying.
- Specialty Arrows (or Bolts) will impart additional effects based on their Color-Code.
- Players can only use a Specialty Arrow if they have an ability that allows it.
- Players may fire multiple regular arrows at once however Specialty Arrows must be fired alone.
- Multiple arrows fired simultaneously will count as separate strikes, even if they hit the same Hit Location.
Arrow Construction Guide
Before building your first arrows or bolts, take the time to learn from an experienced player or study an online construction tutorial. Poorly constructed, poorly repaired, or outright broken arrows/bolts can pose a serious safety hazard and may never be used for Amtgard combat.
Arrow Shaft Construction Rules
The shaft of the arrow or bolt is the stick portion to which the head is affixed.
- Must be carbon, aluminum, or fiberglass.
- Any real arrowheads or hunting tips must be removed.
- Shafts longer than 28" must have a drawstop around the shaft to physically prevent drawing the arrow past 28".
- The nock and any vanes/fletching present must be in good repair.
- The orientation of vanes/fletchings (or the lack thereof) must not cause chaotic or unpredictable flight.
Arrow Blunt Construction Rules
The blunt is the reinforced tip of the shaft upon which the striking portion, the arrow head, will be constructed.
- All blunts must be solidly built, stiff enough to carry anticipated loads without excessive deformation, and able to support typical Amtgard archery impacts repeatedly without failure or degradation.
- The end of the shaft must be securely capped with a circular, impact-resistant disc at least 1" in diameter.
- The disc must be centered over the end of the shaft.
- If a metal disc is used, it must be at least 1/16" steel or equivalent.
- Discs of any other material must be durable, impact-resistant, and at least 1/4" thick.
- The blunt must then be further built up to at least 1.5" in diameter.
- The non-disc portion of the blunt can be constructed from any material, including foam, so long as it ensures that the foam arrowhead built upon it is not able to move easily in relation to the shaft. This includes but is not limited to: plunging up and down, wobbling from side to side, twisting-without-return, etc.
- The entire blunt can be a single unit (such as a 3D-printed piece) as long as the resulting structure is equivalent or safer than the above requirements.
Arrow Head Construction Rules
The arrow head is the Strike-Legal portion at the end of an arrow or bolt, after the blunt.
- Must be Strike-Legal on all sides with a foam depth of at least 2" in front of the blunt.
- Must have a circular cross-section of 2" or greater throughout the entire head.
- Must have at least 0.5" of impact-resistant safety-grade foam immediately after the blunt. This foam must not deform around the arrow shaft or blunt on impact.
- The physical striking surface of the arrowhead must include at least 1" comfort-grade foam with a circular diameter of 2.5".
- Domed arrowheads are allowed but must be no sharper than a 2.75" hemisphere. The narrow tip of the dome does not need to meet the 2.5" cross-section as long as the head meets the 2" depth rule (see diagram).
- Any additional foam used to meet the 2" depth requirement should be chosen with the goal of making the arrow as safe and comfortable to be struck by as possible, specifically in regards to accidental strikes to the face and eyes. When in doubt, use safety-grade foam.
Arrow Head Cover
- Arrow heads must be covered in a durable, opaque cloth. Cloth tape may not be used.
- Specialty Arrows must be covered with the appropriate Color Code.
- Properly colored fabric strips may be affixed to the shaft in lieu of colored head covers. These strips must be clearly visible from at least 20ft away and not impact the safe use of the arrow.
- Covers for regular arrows must be a color or combination of colors that cannot be reasonably mistaken for a specialty arrow.
Eye damage from accidental face strikes is the most common form on arrow-based injury in LARP. A safe arrow design must not damage the orbital bones or be able to put pressure directly on the eyeball. As a rule of thumb, arrows should be built to the point that their owners are willing to receive a straight shot to the face under test conditions without fear of serious injury.
Siege Weapons
Siege Weapons are extremely powerful tools of destruction. Examples of this type of weapon include historical siege engines like ballistas, catapults, and trebuchets as well as the teeth, claws, and clubs of massive monsters like dragons and titans.
- Siege weapons are designed to be incredibly strong and can quickly break a game if their inclusion is not planned and executed ahead of time. As such, they are reserved exclusively for use by Game Organizers during special occasions and planned scenarios.
- The physical representation of a Siege weapon along with its method of use and distribution is determined by the Game Organizer on a case-by-case basis for the activity where it is being used. Regardless of implementation method, it must still meet the Universal Equipment Requirements.
- The actual Strike-Legal part of a Siege Weapon’s attack must always be represented by a normal Amtgard melee or projectile weapon, as appropriate, such as a catapult launching rocks or a Dragon using daggers as claws.
- Strikes from Siege Weapons will inflict the 'Siege' hits instead of their normal combat effects unless instructed otherwise by the Game Organizer.
Developer Note: See the Game Organizer Guide for more details and guidance about running an activity that includes Siege Weapons.
Shields
General Rules
- Shields are used to block strikes from weapons.
- They can only be affected by strikes and effects that specifically affect shields, such as Shield Crushing and Shield Destroying.
- Players may only ever wield a single shield at a time, however they can wield a shield simultaneously in the same hand as any another piece of equipment except for a Bow or Crossbow.
- Shields with straps are only wielded when worn on a single arm or held in hand. They cannot be wielded while worn like a backpack or strapped to other parts of the body such as the torso, legs, hip, or head.
- If a player cannot easily remove or discard their shield when necessary, such as due to it being strapped to their arm, then they must do their best to keep it out of combat and must not derive an gameplay advantage from it. A shield strapped to a wounded arm counts as an Invalid Obstruction.
V8 Transition Note:The V8 ‘Shield Drop Trick’ does not exist in V9. A shield in mid-air is an invalid obstruction and cannot be used to block attacks.
Construction Rules
- Shields must meet the Universal Equipment Requirements.
- A shield’s size is determined by the surface area of its largest silhouette, measured on a flat plane. It's height and width, when necessary, are based on the same silhouette.
- May be constructed in any style or shape but cannot be made in such a way as to mimic the function of physical armor (such as shields that excessively wrap around a limb or shields that are precisely shaped to a body part).
- Must have a sturdy structural core that will not break or bend significantly during the course of combat.
- Some acceptable materials are: plywood, high-impact plastics, aluminum, and sturdy, high-density, closed-cell foam.
- Easily breakable or low-density foams are inappropriate for use as the structural core.
- The rim and face of the shield must be padded with at least 1" of safety-grade foam.
- Padding should wrap around the rigid edges of the core.
- Shields made entirely of foam do not require additional padding but must be composed of closed-cell foam that is at least 1" thick.
- No part of a shield may protrude more than 1.5" through a two-inch (2") ring when uncompressed.
- All rigid or sharp-edged hardware must be rounded off or padded in such a way that there are no burs or snags which could damage objects or players.
- Hard edges may not be exposed on any surface which can reasonably come into contact with another player or their equipment.
- Curved/Domed shields (and similarly recessed shapes) may not curve or recess inwards more than half its width, measured on a flat plane.
- The rim and face must have an opaque, durable covering. This may be a non-abrasive rubber coating (or non-vinyl equivalent) so long as it does not compromise the purpose of the padding, such as by making it too firm.
- The face of the shield may not have holes that exist entirely within a silhouette of the shield.
- If the shield has a handle, it must be clearly identifiable as a handle.
- If the shield has straps, they must be sturdy, secure and not at risk of coming loose during combat.
Shields sizes are determined by surface area. Due to the sometimes tedious area math required for certain shield shapes, like a heater or kite shield, these measurements may be difficult to reconfirm during equipment inspection in a timely manner. You can help your equipment inspectors by keeping proof of your math handy in a notebook or cue card in case they need it. Most inspectors will trust you at your word but it is not unfair for them to want to check your math every now and then. Help them help you!.
Bucklers
- Must meet the Universal Equipment Requirements.
- Shield Size must be at least 1/4 square foot (6.8 inch diameter), and no larger than one square foot (13.5 inch diameter).
- Must have either a handle, an arm strap, or both.
- Does not take up a Free Hand when casting abilities.
Strap-Only Variant
Bucklers may be constructed without a handle. If worn on the arm, they can be wielded without holding a handle.
Small Shields
- Must meet the Universal Equipment Requirements.
- Shield Size is no larger than three square feet (23.45 inch diameter).
- Must have either a handle, an arm strap, or both.
- Does not take up a Free Hand when casting abilities.
Strap-Only Variant
Small Shields may be constructed without a handle. If worn on the arm, they can be wielded without holding a handle.
Medium Shields
- Must meet the Universal Equipment Requirements.
- Shield Size is no larger than five square feet (30.28 inch diameter).
- Must have a handle.
Strap Variant
Medium Shields may be constructed with straps. If worn on the arm, they must still be held by their handle to be wielded.
Large Shields
- Must meet the Universal Equipment Requirements.
- Shield Size is no larger than eight square feet (38.3 inch diameter).
- Must have a handle.
Strap Variant
Large Shields may be constructed with straps. If worn on the arm, they must still be held by their handle to be wielded.
Tower Shields
- This is an 🌶️ Experimental size category.
- Must meet the Universal Equipment Requirements.
- Shield Size is no larger than fifteen square feet (52.44 inch diameter).
- Must have a handle.
Strap Variant
Tower Shields may be constructed with straps. If worn on the arm, they must still be held by their handle to be wielded.
Armor
General Rules
Armor grants an advantage in combat by protecting the wearer from physical strikes.
- Armor grants protection in the form of Armor Points.
- When armor in a Hit Location is struck, the victim loses one Armor Point in that location instead of suffering a Wound. If the location struck has no points to lose, the victim will suffer a wound as normal.
- Armor pieces do not track their damage individually. Instead, each Hit Location has an armor point total that is determined by averaging of all armor covering that area.
- Armor only protects what it physically covers. If your elbow is exposed and you are struck in that gap, you will suffer a wound but do not lose any Armor Points.
- Straps and other such material that hold the armor pieces on do not count as part of the armor unless they are specifically built to be as such. (A leather strap across your back holding on your breastplate will not protect you from strikes.)
- Armor Priority: If a strike hits the line between an armored area and an exposed area, the strike will count as only hitting the armor. In other words, if a player wants to strike a gap in your armor, their attack must cleanly hit inside the gap without touching any armor. Armor Priority is superseded by Torso Priority when applicable.
- Armor present on a wounded Hit Location will continue to function and protect against further blows as long as it has armor points to do so.
- There are two types of armor in Amtgard: Natural Armor and Physical Armor.
- A player can only benefit from a single armor type at a time.
- Rules that reference "Armor" in general apply to both types.
- Rules that reference a specific armor type will only affect that type.
Natural Armor
Natural Armor grants an armor rating to the bearer’s skin. A player with natural armor will always have full armor coverage no matter where they are struck. For example: A player with 2 points of Natural Armor will have 2 armor points protecting every inch of every hit location, even while wearing no physical armor pieces.
V8 Transition Note: Natural armor functions exactly like physical armor except that it does not require any actual armor pieces. It cannot have points restored with Heal and it does not have any other special rules that may have been present in previous editions of Amtgard.
Physical Armor
Gameplay Rules
- Physical Armor is represented on a player by actual pieces armor worn by the player.
- Each physical piece is inspected and given an individual Armor Rating which is used to calculate the armor point total for each Hit Location.
- The maximum amount of armor points a Hit Location can ever receive from Physical Armor is six (6). Some Classes will limit this amount further.
- Limits are only applied after armor point totals are fully calculated. Armor Ratings higher than 6 may be used to benefit averaging calculations before the limit is applied.
Example: Ariq is playing a class which has a maximum armor point total of 4pts. He is wearing armor pieces that average to 6 points on his torso, 2 points on his arms, and 1 point on his legs. Since his class has an armor limit of 4 points, Ariq's torso armor is reduced to 4 points for the duration of that game and his arm and leg values remain unchanged. - When worn, armor pieces must be at least partially visible in a way that does not misrepresent the wearer’s potential armor point totals and/or coverage.
- If it is necessary to add or remove pieces of physical armor after a game has started, new armor point totals should be recalculated and adjusted as soon as reasonably possible.
- If armor point values must be adjusted while the player is still alive (possibly with damaged armor), the damage to that location will persist through the equipment change. If the location had suffered 2 damage, the new total will also suffer 2 damage. If the location had zero points remaining, it will always stay at zero even if the new armor pieces increases the maximum point value. If the entire hit location is replaced with new armor that has not been worn during that life, then the current armor value may be restored to maximum value.
Example 1: Delilah is wearing a bracer and gambeson that grants her a total of 4 points on her arm. She suffers 1 damage which reduces her remaining armor points to 3. For whatever reason, she discovers she needs to get rid of the bracer. Her new armor averages to only 2 points so she sets her new maximum to 2 and then applies the 1 damage she has already received, leaving her with 1 point remaining on her arm. Example 2: Robin is wearing a 2pt leather chestpiece on their torso. They suffer damage and are reduced to 0pts remaining. They are then given a 5pt breastplate mid-combat. They remove the leather and put on the breastplate. Since they completely replaced the armor on their torso with new pieces, the don't have to carry over the damage and they can benefit from the full 5pts immediately. If they had some other piece on their torso that didn't get changed out, their maximum would still increase to 5pts but their current value would remain at zero.
Construction Rules
- Must adhere to the Universal Equipment Requirements.
- Must not be easily mistaken as regular garb, nor be obviously synthetic in appearance, even if obscured or otherwise covered.
- Easily damaged materials (such as paper, cardboard, and tinfoil) and obviously modern materials (such as shin pads and chest pads) may never be considered armor on their own. Such materials and items may be used as components of armor but the final product must still meet all other requirements and construction standards in order to receive an Armor Point Rating.
- Armor that does not deform locally when struck must ensure all exposed corners are at least penny round (3/8" radius).
- Loose scales and similar components that move individually as part of piece that deforms locally do not need to be penny round.
- Rigid scales and similar components that are firmly affixed onto a shell must only be rounded if they protrude from the armor.
To Build or to Buy?
Armor construction is a lot more complex than weapon construction. This rulebook simply cannot provide all the information required to teach a novice how to build their own armor. We recommend taking the time to learn from experienced players or studying online tutorials and guides.
Alternatively, you can simply purchase pre-made armor from other players or online vendors. If you wish to take this route, make sure to do your research and ensure it will meet all the requirements necessary for Amtgard armor. Once again, we recommend taking the time to speak with experienced players or studying online discussions.
Rating Armor & Calculating Armor Point Totals
Rating Armor Pieces
Each piece of Physical Armor must be inspected and given an Armor Rating in order to be used for Amtgard combat.
- Physical Armor pieces must be examined and rated by an Equipment Inspector.
- Each piece of physical armor will be assigned to an Armor Tier based on its style that will outline its Base Armor Rating and Maximum Armor Rating. Armor that cannot be assigned to a tier does not count as armor and cannot be used as such.
- Pieces can be granted bonuses or penalties based on the quality of construction or appearance.
- The sum total of all modifiers cannot increase a piece's armor rating beyond the maxiumum allowable for its tier. Surplus bonuses confer no additional benefit.
- Armor with a final rating of zero or less (due to penalties) does not count as Armor and cannot be used as such.
- Armor Pieces are rated individually but will be averaged together when worn to produce an Armor Point Total for each Hit Location.
Armor rating can be subjective at times. To help mitigate this, it is recommended that players keep a reference sheet with a list of details for their physical armor pieces including descriptions, construction details, and previously assigned ratings to help Inspectors make quick and confident assessments. Keeping signatures and inspection dates from other Inspectors will add further credibility to your notes.
Reference Sheets are not necessary but they will greatly improve your odds of getting consistent armor ratings at every event you attend!
Armor Tiers
Armor tiers provide a base and maximum rating for physical armor pieces. Each tier includes a list of common styles that fall under that tier. Ambiguous armor pieces should be placed wherever they would be most appropriate.
ARMOR TIERS | |||
---|---|---|---|
TIER | BASE RATING |
MAX RATING |
INCLUDES |
T1 | 1 | 2 | |
T2 | 2 | 3 | |
T3 | 3 | 4 | |
T4 | 4 | 5 | |
T5 | 5 | 6 | |
T6 | 6 | 7 | |
Special | - | - |
Armor Modifiers
Armor pieces can be granted bonuses or penalties to their Armor Rating based on the quality of construction or appearance. Multiple points can be awarded and penalized simultaneously as long as they each correspond to each unique feature or collection of features that would warrant the bonus or penalty if viewed on its own.
Superior Appearance
Bonus points may be awarded to armor that displays an exceptional appearance above and beyond the typical appearance of similar pieces in its style. This includes but is not limited to: tooling, etching, gilding, and fluting, as well as notable use of colors, shapes, weaves, etc. These examples do not represent an exhaustive list and consideration should be given to any piece that obviously goes above and beyond the base construction requirements to create an aesthetically pleasing piece.
Inferior Appearance
Points may be deducted from armor that displays an appearance well below the typical standard expected for similar pieces in that style. Examples include tarnished/poorly-maintained armor as well as visibly inauthentic or degraded materials. This penalty does not apply when the piece is worn as a part of a complete outfit that is intentionally designed to look shoddy or battle-worn.
Superior Construction
Bonus points may be awarded to armor constructed with exceptional techniques that provide a meaningful increase in durability over the standard for the material being used. This includes but is not limited to: solid/riveted rings, hardened material, noticeably tighter spacing than required, etc. These examples do not represent an exhaustive list and consideration should be given to any piece that obviously goes above and beyond the base requirements to create a more durable piece. This bonus may also be granted to pieces that are at least 75% constructed from metal materials that are significantly more dense and/or durable than aluminum.
Inferior Construction
Points may be deducted from armor for inferior construction techniques or a meaningful reduction in expected durability when compared to the standard for the material being used. Examples include but are not limited to: obviously unfinished armor, brittle/cracked material, loose connection points, and shoddy workmanship.
Layered Armor Bonus
If multiple unique pieces of Physical Armor are layered on top of each other as part of a complete outfit, the rating of any overlapping area will be rating of the highest-tier armor piece plus 1, up to that armor’s maximum.
- A piece of armor already at max rating will not receive any additional value from layering.
- Each layered piece should be able to act as armor on its own if it were not layered. The layers may be affixed while being worn, such as metal armor attached to an arming doublet.
- Any part of layered armor that extends beyond the layering is calculated at its normal rating.
- All layered armor pieces must be at least partially visible in a way that does not misrepresent the wearer’s armor point total or armor coverage when observed by another player from 20ft away. This especially true in the cases where a lower-tier armor is layered on top of a higher-tier piece.
- There is no additional bonus for layering more than two pieces.
Material Thickness
Certain armor styles may require materials that meet a specific thickness. Multiple layers of material may permanently affixed to each other to increase thickness however extra thickness caused by adhesives or empty space should not be factored into the new measurements.
- One bonus point may be awarded or deducted for Superior or Inferior thickness according to the chart below.
- Armor pieces that do not meet these minimum requirements may be judged as Ambiguous Armor as long as they still meet the universal equipment requirements.
MATERIAL THICKNESS REFERENCE CHART | |||||||
---|---|---|---|---|---|---|---|
Inferior (Minimum) |
Standard | Superior | Notes | ||||
Cloth | Cannot be less than standard |
1/16" 1.60mm |
1/8" 3.18mm | ||||
Light Leather | 4oz 1/16" 1.60mm |
6oz 3/32" 2.39mm |
8oz 1/8" 3.18mm | ||||
Heavy Leather | Cannot be less than standard |
10oz 5/32" 3.96mm |
12oz 3/16" 4.78mm |
Less than standard is Light Leather | |||
Rigid, Non-Metal | 1/8" 3.18mm |
3/16" 4.78mm |
1/4" 6.36mm |
Material Density at least 0.9g/cm3 (equivalent to HDPE) | |||
Aluminum | Steel | Aluminum | Steel | Aluminum | Steel | ||
Round Rings | 18ga swg 16ga awg 0.048" 1.219mm |
20ga swg 18ga awg 0.036" 0.914mm |
16ga swg 14ga awg 0.064" 1.626mm |
18ga swg 16ga awg 0.048" 1.219mm |
14ga swg 12ga awg 0.080" 2.032mm |
16ga swg 14ga awg 0.064" 1.626mm | |
Flat Rings | 20ga swg 18ga awg 0.036" 0.914mm |
22ga swg 20ga awg 0.028" 0.711mm |
18ga swg 16ga awg 0.048" 1.219mm |
20ga swg 18ga awg 0.036" 0.914mm |
16ga swg 14ga awg 0.064" 1.626mm |
18ga swg 16ga awg 0.048" 1.219mm |
Measure along thinnest axis. Punched rings should be comparable thickness. |
Sheet Metal | 18ga 0.040" 1.024mm |
20ga 0.036" 0.911mm |
16ga 0.051" 1.291mm |
18ga 0.048" 1.214mm |
14ga 0.064" 1.628mm |
16ga 0.060 1.518mm | |
Scales | 20ga 0.032" 0.812mm |
22ga 0.030" 0.759mm |
18ga 0.040" 1.024mm |
20ga 0.036" 0.911mm |
16ga 0.051" 1.291mm |
18ga 0.048" 1.214mm |
Supplemental Armor Bonus
When calculating a player's Armor Point Total, armor worn on the head (above the neck), hands (above the wrist), or feet (below the ankle) do not contribute a normal rating towards calculations. Instead, pieces that meet the construction criteria below grant an additional +1 bonus to their respective location (torso, right arm, left arm, right leg, left leg) after all Armor Point Totals have been calculated.
- Supplemental armor pieces must cover at least 50% of the surface area of the head, hand, or foot, not including space between fingers and toes.
- They meet the Universal Equipment Requirements, as well as be constructed in a way that would place them in Tier 3 or greater.
- To ensure safety in the cases of accidental hand contact, hand armor cannot include metal or similarly rigid materials on the tops of knuckles or fingers, including fingertips. To offset this, Hand Armor can also be constructed as a Tier 2 armor so long as the final piece still looks like armor.
- This bonus can cause the armor point total to exceed tier maximums, however it will still be affected by armor point limits imposed by class or game modes.
- If hand or foot armor is the only armor piece worn on that location, then it should be compared to the normal armor tiers and assigned a normal rating as best as possible.
Calculating Armor Point Totals
Once the pieces are rated, Armor Point Totals are calculated for each Hit Location based on those ratings and the approximate physical coverage that each piece bestows.
To calculate this total, average the ratings of all physical armor pieces in the hit location based on the percentage of coverage they provide, rounding the result to the nearest whole number.
- Areas not covered by any armor whatsoever, such as gaps or garb, are not factored into this averaging.
- You do not need to be precise when determining the coverage. "Eyeballing" it is perfectly fine and is even encouraged as long as it is done in good faith.
Once the point total has been calculated, any extra points from Supplemental Armor should be added.
Lorathana is wearing a cloth bracer (rated 2pts) on her right forearm, a chainmail tunic (rated 4pts) with sleeves covering some of her arms, and a leather gauntlet. The two pieces together cover about 70% of her arms, leaving a gap at the elbow.
To make their calculations, the Equipment Inspector only has to focus on the area covered by armor. Looking at her arm, they determine that the bracer takes up about 40% of the armored area and the chainmail sleeve takes up about 60% of the armored area. The Gauntlets are Supplemental Armor so they are ignored until later.
[Bracer] 2pts x 40% = 2 x 0.40 = 0.8
[Sleeve] 4pts x 60% = 4 x 0.60 = 2.4
0.8 + 2.4 = 3.2 rounds down to 3.
Now that the total has been calculated, Lorathana can add the Supplemental Armor bonus for her Gauntlets, granting an additional +1.
Therefore, Lorathana’s right arm has an Armor Point Total of 4pts in the areas covered by armor (the bracer, the sleeve, and the gauntlets) and an exposed gap between them.
Still confused? More examples can be found here.
Armor Styles
Each Armor Tier includes a list of common Armor Styles that fall under that tier. Those styles are presented here in greater detail to help players and inspectors more accurately assess their armor. Ambiguous armor pieces should be assessed on a case-by-case basis.
ARMOR TIERS | |||
---|---|---|---|
TIER | BASE RATING |
MAX RATING |
INCLUDES |
T1 | 1 | 2 | |
T2 | 2 | 3 | |
T3 | 3 | 4 | |
T4 | 4 | 5 | |
T5 | 5 | 6 | |
T6 | 6 | 7 | |
Special | - | - |
Cloth/Padded Armor
This style includes armor made of fabric, padding, and/or synthetic equivalents.
- Is a Tier 1 armor style.
- Must meet the Universal Equipment Requirements.
- Minimum Material Thickness of 1/16" (1.60mm)
Light Leather
This style includes armor made of thin leather, hides, furs and their synthetic equivalents.
- Is a Tier 2 armor style.
- Must meet the Universal Equipment Requirements.
- The standard Material Thickness is 6oz (3/32") (2.39mm).
Butcher's Mail, Sharkmail, etc
This style includes armor composed of machine-made weaves of very small rings.
- Is a Tier 2 armor style.
- Must meet the Universal Equipment Requirements.
- Only welded Butcher's Mail, Sharkmail, Ringmesh, or similar chain mesh may be used. Because of this, there are no specific Material Thickness requirements or modifiers.
- Any weave is permitted but it must not allow a 1/8" dowel to pass through
- Does not gain a bonus for being made from Steel or similar metal.
Heavy Leather
This style includes armor made of thick leather, hides, furs and their synthetic equivalents.
- Is a Tier 3 armor style.
- Must meet the Universal Equipment Requirements.
- The standard Material Thickness is 10oz (5/32") (3.96mm).
Rigid Non-Metal Armor
This style includes all predominantly rigid non-metal armor that would fall under Tiers 4/5/6 if they were made from metal.
- Is a Tier 3 armor style.
- Must meet the Universal Equipment Requirements.
- Must meet the requirements for the tier/style it is mimicking, other than material thickness.
- Material density must be at least 0.9g/cm3 (equivalent to HDPE).
- The standard Material Thickness is 3/16" (4.78mm).
Chainmail
This style includes flexible armor consisting of a weave of interlocked metal rings.
- Is a Tier 3 armor style.
- Must meet the Universal Equipment Requirements.
- Any weave is permitted but it must not allow a 1/2" dowel to pass through.
- Rings must have Aspect Ratio (AR) of 8 or less.
- Metal must be at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard Material Thickness for rings is based on the metal used:
- Aluminum Round Rings: 16ga swg (0.064") (1.626mm)
- Aluminum Flat Rings: 18ga swg (0.048") (1.219mm)
- Steel Round Rings: 18ga swg (0.048") (1.219mm)
- Steel Flat Rings: 20ga swg (0.036") (0.914mm)
Light Scale
This style includes armor created with overlapping scales secured to each other along one edge using rings or a flexible backing. Scales are individually mobile and are not held into firm contact with the others. Scale armor with rigid or immobile scales is classified as Heavy Scale.
- Is a Tier 4 armor style.
- Must meet the Universal Equipment Requirements.
- Scales must overlap by at least 10%.
- Any backing material must not be visible through the scales.
- Scales must be a metal at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard for Material Thickness is based on the metal used:
- Aluminum Scales: 18ga (0.040") (1.024mm)
- Steel Scales: 20ga (0.036") (0.911mm)
- For rings and backing materials, consult the Material Thickness chart.
Heavy Scale
This style includes armor created with overlapping scales secured to each other along one edge against a backing to create a rigid shell rather than individually mobile scales. Scale armor with loose scales is classified as Light Scale.
- Is a Tier 5 armor style.
- Must meet the Universal Equipment Requirements.
- Scales must overlap by at least 10%.
- The backing material must not be visible through the scales.
- Metal must at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard for Material Thickness is based on the metal used:
- Aluminum Scales: 18ga (0.040") (1.024mm)
- Steel Scales: 20ga (0.036") (0.911mm)
- For rings and backing materials, consult the Material Thickness chart.
Butted Plate (Splint, Kikko, etc.)
This style includes armor that consists of numerous metal plates attached to a backing or linked by cord, chain, or by some other method. This armor is often flexible with numerous seams and joints between plates. This armor will deform locally when struck rather than spreading out impact over a large area
- Is a Tier 5 armor style.
- Must meet the Universal Equipment Requirements.
- Plates spaced no more than 0.5" apart.
- Plates must cover at least 75% of the armor.
- Metal must at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard for Material Thickness is based on the metal used:
- Aluminum Plates: 16ga (0.051") (1.291mm)
- Steel Plates: 18ga (0.048") (1.214mm)
- For rings and backing materials, consult the Material Thickness chart.
Lamellar and Laminar
This style includes armor that is constructed from numerous metal plates, connected to each other in an overlapping fashion by cord, chain link, or similar methods. Examples may include lorica segmentata, manica, okegawa-dō, anima, and other styles. Unlike Heavy Scale, the plates of this type of armor are firmly connected to each other. Mobility is provided by the small amount of flex and slack in the attachment between the individual plates.
- Is a Tier 6 armor style.
- Must meet the Universal Equipment Requirements.
- Plates must overlap by at least 10%.
- Plates connect directly to each other without any backing for support.
- Metal must at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard for Material Thickness is based on the metal used:
- Aluminum Plates: 16ga (0.051") (1.291mm)
- Steel Plates: 18ga (0.048") (1.214mm)
Brigandine
This style includes armor that is constructed from numerous shaped and fitted metal plates solidly connected along a supporting shell of heavy cloth (such as canvas, denim, or velvet) in such a way that when worn all plates are held together firmly and follow the general contours of the body. The plates are typically placed on the inside of the shell, presenting only fabric and rivets to the observer for a very clean and customizable appearance.
- Is a Tier 6 armor style.
- Must meet the Universal Equipment Requirements.
- 75% of plates must overlap by at least 10% of their surface.
- Plates need only be attached along one edge but must be held firmly against each other when the armor is worn.
- Metal must at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard for Material Thickness is based on the metal used:
- Aluminum Plates: 16ga (0.051") (1.291mm)
- Steel Plates: 18ga (0.048") (1.214mm)
Plate
This style includes armor is constructed from large pieces of metal connected together to form a solid shell that spreads impact over a large surface area. Plate armor will not deform locally when struck, and will instead behave as a single contiguous whole. The individual metal pieces are shaped and fitted to articulate together and follow the contours of the body.
- Is a Tier 6 armor style.
- Must meet the Universal Equipment Requirements.
- 75% of the plates used must be large enough to cover at least 10% of the full Hit Location. Joint articulations are exempt from this requirement.
- Metal must at least equivalent to Aluminum in density and durability. (2.7g/cm3)
- The standard for Material Thickness is based on the metal used:
- Aluminum Plates: 16ga (0.051") (1.291mm)
- Steel Plates: 18ga (0.048") (1.214mm)
Ambiguous Armor
For armor pieces that are ambiguous, the equipment inspector should compare it to each tier as a whole and do their best assign to the tier they feel is most appropriate based on factors such as materials, weight, flexibility, and visuals (see guide below).
- Inspectors should reference similar styles and materials to help gauge what bonuses or penalties may be appropriate.
- Ambiguous Armor must still meet the Universal Equipment Requirements.
Below is a simple guide that inspectors may use to gauge the best tier for an ambiguous piece of armor. Use this knowledge alongside existing styles to help place the armor in a tier that is fair for everyone.
- Non-Metal Tier Cap: Non-metal armors should not be placed higher than Tier 3, regardless of the factors below.
- Weight: Heavier armor should be placed higher, but only to a limit. The lowest tier armors are quilted cloth (0.03 lbs/sqft) and the highest tier armors are 14ga aluminum plate (approx. 1 lbs/sqft). Extra weight beyond these bounds should receive no additional consideration, however steel-like materials may receive a separate construction bonus afterwards. Weight added for no reason other than to add weight should likewise be disregarded.
- Flexibility: The more rigid the armor is, the higher it should be placed. The lowest tier armors are fabric and the highest tier armors are reinforced metal plates.
- Tiebreaker - Visuals: If there is difficulty deciding between two tiers, visual appearance can act as a tiebreaker to nudge the decision one way or the other.
- Helpful Benchmarks: Consider using these benchmarks to help peg an initial placement and then fine tune it using the other criteria above.
- Ambiguous armor that meets the universal equipment requirements is always eligible for Tier 1 at minimum.
- Ambiguous armor that is primarily rigid and non-metal should be placed roughly around Tier 2 or Tier 3.
- Ambiguous armor that is primarily metal and primarily rigid should be placed roughly around Tier 4 or Tier 5.
Color Code
We encourage playtesters to attempt to adhere to the Color Code and Color Blind Aids if possible, however we understand that this might not be reasonable for all players at this time. Since we don't want to see people left out of playtesting, organizers may allow participants to forego the Color Blind Aids (the extra color stripe) for now.
That said, if your park has members with color blindness or other visual impairments, we encourage you to try to create a proper set of Color Coded equipment so that we can get feedback about whether or not it helps their experience in the way we are anticipating.
Thanks for your understanding. Happy Playtesting!
- The V9 TeamSometimes a certain color will be required in order to convey additional information about an effect on the battlefield. This is commonly required for sashes, spellballs, and specialty arrows.
In an effort to improve visual recognition and provide better accessibility for our players with visual impairments, Amtgard V9 uses a Color Code system to regulate these mandatory colors.
All equipment that requires a specific color must adhere to the following Color Code rules:
- Color Swatch: The color used must be visually similar to the corresponding swatch shown above. It is not required to match the color exactly so long as it does not create confusion during gameplay. Occasional confusion in the chaos of battle should be expected however repeated incidents will require the color to be replaced with something more appropriate.
- If there is ever confusion, a color belongs to whichever swatch it most closely resembles. If a color appears to be equally similar to multiple swatches then it should not be used at all.
- Color Blind Aids: All Color Coded equipment must also include a secondary color to assist with identification for those with a vision impairment. This color must be included in a way that is clearly understood to be the secondary color, be easily identifiable from 20ft away, and be placed in a conspicuous location on that piece of equipment. We recommend the following:
- For Arrows and Spellballs: a thick line across the front face.
- For Sashes, place a thick line across the narrow portion of the sash, roughly at heart-level. Adjust the placement as needed to avoid obstruction by shield or garb.
- Use double-lines if the sash has other designs that might pull focus.
- Use double-lines if the sash has other designs that might pull focus.
Developer Note: Color Blind Aids do not need to be permanently integrated into the object. They can be affixed separately by tying a strip of the appropriate color via any safe means. This is especially relevant during playtesting where the colors themselves may change frequently.
Visual Indicators
Visual Indicators are a functional piece of garb that serves to provide at-a-glance information to other players on the field. While Amtgard uses a number of standardized Visual Indicators, custom indicators can also be created for specific events, such as Team Headbands.
Sashes
Sashes are primarily used to denote a player's Class. They must be worn from the shoulder to the opposite hip across the body in a manner that not obscured by garb or other equipment.
Construction Rules
- Must be at least 2" wide.
- Every sash is associated with an class or custom rule and must match the appropriate Color Code.
- Color blind aids should run across the sash short-ways (see image). We recommend placing the lines on either side of the player, roughly at heart-level; however you can adjust the placement to suit your kit and avoid obstruction by shield or garb. Use double-lines for better visibility or if the sash has other designs that might pull focus.
Classes
In Amtgard, your chosen class or classes will help define your play experience and signal to others how you are looking to participate on the battlefield and/or within the community.
Amtgard classes are divided into two categories: Combat Classes and Non-Combat Classes.
Combat classes are designed for use in combat activities.
Non-Combat classes are designed around non-combat activities, such as roleplay, crafting, service, or leadership.
Credits and Levels
General Rules
In the game of Amtgard, players are able to earn experience (called Attendance Credits or just Credits) and use that to gain levels in the classes of their choice. Both combat and non-combat classes are able to gain levels this way.
Combat classes will gain extra combat abilities and unlock access to roleplay abilities as they level up, whereas levelling non-combat classes will only unlock access to roleplay abilities.
Players can earn one or more Attendance Credits each time they attend and sign-in to an Amtgard function. By logging into your Online Record Keeper (ORK), you can spend your accumulated credits to level up your classes as you see fit.
Levels are gained by the player, not the character
In Amtgard, class progress is tied to the player, not the character. All class levels listed on your ORK account are player-specific and can be immediately applied to any new characters you create. You do not need to level up classes for each new character. Likewise, you will never lose any progress if you stop playing a character or class for whatever reason.
Do I need to play a class to gain levels in it?
It is highly recommended, but not required, to actually play the combat classes that you are gaining levels in. Players are expected to know their own class rules on the battlefield and Rules Authorities may temporarily reduce a player’s level or ability selection if they demonstrates that they have not learned their own rules enough to participate and are actively placing that burden on others.
To support all this, Kingdoms and Parks will often have Class Guilds and Guildmasters who can help guide players as they learn the ins and outs of their chosen class.
CREDITS TO LEVEL | ||
---|---|---|
LEVEL | COST | TOTAL CREDITS REQUIRED |
Lv. 1 | 0 credits | 0 |
Lv. 2 | 2 Credits | 2 |
Lv. 3 | 3 Credits | 5 |
Lv. 4 | 4 Credits | 9 |
Lv. 5 | 5 Credits | 14 |
Lv. 6 | 6 Credits | 20 |
+1 Devotion | 20 Credits | 40, 60, 80 100, etc. |
Maximum Level
The maximum level for each class is six (6). Any credits invested in a class after that point will go towards earning Devotion ranks (see below).
Devotion Ranks
Devotion ranks can only be earned after attaining level 6 in a class. For every 20 credits invested thereafter, the player gains 1 rank of devotion towards that class. Devotion ranks offer no in-game benefit other than showcasing your commitment to a certain class.
Devotion Favors
Players with at least one rank of devotion may carry a personal devotion favor, a belt favor, garment, or other item designed to represent the class they are devoted to. This favor may be adorned with a number of gold symbols to indicate the amount of favor the player has. For example, a player with 3 devotion ranks in bard might carry a musical instrument with 3 gold music notes. A player with 5 devotion in warrior might have a sword with a purple crossguard and five gold stars.
To keep the presentation options open for customization, devotion favors are not reserved symbols - players may still use gold symbols freely for other purposes, and it is up to the designer of each devotion favor how much or little they want it to stand out from normal garb and accessories.
Credit Distribution Limits
Only one (1) regular Attendance Credit may be given on a single day, although Kingdoms may empower certain authorities to award bonus attendance credits according to their Corpora. Kingdoms may only award a maximum of four (4) bonus attendance credits per player in a single month and no more than one (1) bonus credit may be earned per one (1) regular attendance credit.
Developer Note:The above format for credit acquisition and level purchasing is pending further approval of the V9 ruleset and additional work from the ORK development team. As such, the ORK website will not be able to reflect the above changes to credits and leveling at this time.For the time being, use the ‘Total Credits’ column from the chart above to easily calculate your V9 levels from the data that already exists on your ORK page.
If you have any questions about this, please contact the V9 Team or your Kingdom Rules Representative.
Combat Classes
General Rules
Combat classes are designed for use in combat activities.
Playing an activity with combat classes will introduce special abilities and powerful effects into the game, including enchantments, healing, fireballs, and a slew of verbal magic, which allow players to affect each other at a distance without making physical contact.
Each combat class brings a unique set of abilities and equipment limitations to the battlefield. These classes are designed to be played alongside each other as part of a team or adventuring party. While each class offers a flexible playstyle, there will always be some classes that are better tailored to certain tasks than others. Take the time to read the playstyle summaries, talk with veteran players, and try a few out on the battlefield to help you find the class that is best suited for your preferred playstyle.
CAN I CHANGE MY COMBAT CLASS?
Players may change their combat class freely between activities. You can play Scout during your first game, switch to a Wizard for some roleplay, and then finish the day as a Paladin. You can choose to play each of these as the same character or change it up at your leisure. Since progression is tied to your ORK account, you can play any character as any class, up to the highest level you have unlocked in that class.
CLASS NAME | ||||
---|---|---|---|---|
Description | ||||
Playstyle | ||||
Class Identifier | ||||
Weapons | ||||
Shields | ||||
Armor | ||||
Garb Bonus |
Class Name
This is the name of the class.
The names used to describe the classes do not define how you must play and portray them. Your character and persona are defined through your actions, garb, and roleplay choices, not the name of the class or the abilities it gives you. The classes exist here in this form to support the execution of game mechanics; it is up to you to give them life, substance, and personality.
- For example, you can choose to play the Barbarian class as a Samurai, or the Healer class as a Cultist. With a little flair and creativity, the Druid class makes an excellent Alchemist.
With that in mind, the class name listed in each class profile is the universal term all players must acknowledge regardless of whether they are playing that class with a stereotypical presentation or something different.
- For example, someone playing Barbarian to represent a Samurai must still acknowledge that they are the Barbarian class and respond appropriately when they are identified as a Barbarian during gameplay.
Class Description
This briefly describes and explains the inspiration for the class in Amtgard, as well as provides some typical examples of the class in history and/or pop culture. While players are free to roleplay any class in any manner, you will find that the abilities and presentation are generally centered around the themes presented here.
Class Playstyle
This briefly explains the intended playstyle for the class by providing some keywords to crystallize their role on the battlefield. As with the class descriptions above, this text does not force a player to fight a certain way, nor does it prevent experimentation, however the equipment and abilities for each class are generally intended to support the playstyles expressed here.
Class Identifier
This lists the visual indicator that is required to denote you are playing the class, usually a Sash. This identifier must be worn at all times during combat activities. A player without a class identifier can only play the Peasant class.While not required, players are also encouraged to dress in thematic garb in addition to wearing the class-specific identifier.
Class Weapons
This will denote the weapon types available to the class. If the weapon types are presented as a list, players may freely switch between available weapon types over the course of the activity. If the player is required to ‘choose’ one or more options, then the choice must be locked in with the rest of class customization and cannot be changed during the course of the activity.
Class Shields
This will denote the shield sizes available to the class. If the shield size is presented as "up to X size", players may freely use any shield equal or smaller than that size and may switch between available shield sizes over the course of the activity. If the player is required to ‘choose’ one or more options, then the choice must be locked in with the rest of class customization and cannot be changed during the course of the activity.
Class Armor
This denotes the maximum armor point value the class may receive from Physical Armor. This limit is only applied after armor point totals are fully calculated and averaged.
Low Armor Compensation
Some classes may be offered compensation in the form of extra abilities whenever the player is wearing fewer armor points in each hit location than the total available to them. The compensation gained depends on the combined total of all armor points gained from physical armor across all locations.
- Armor point totals are calculated and compensation is locked in at the start of the game. Players may choose to play with less total armor points than they are actually wearing in order to receive compensation, as long as it does not create a situation where two visually similar hit locations have different maximum armor values.
- For instance, a player might choose to play with a reduced torso armor value in order to meet a 15pt threshold and get compensated; however if both their legs are similarly armored, they couldn't reduce one without also reducing the other.
- Damage and enchantments during gameplay will not affect this compensation.
- If physical armor must be added or removed mid-game, bonuses are recalculated between lives and the player should do their best to inform Rules Authorities and other players about the change.
- For example, A Warrior player wearing 4 points on torso, 2 points on each arm, and 3 points on each leg would have 14pts total (4 + 2 + 2 + 3 + 3 = 14) and thus gain +1 use of Shake It Off as compensation for wearing less armor than what is available to their class.
Example Armor entry from Warrior. Armor May wear up to 6pts of physical armor in each hit location. May gain 🌶️Low-Armor Compensation as indicated below.
- 21-30pts = No compensation.
- 11-20pts = +1 use of Shake It Off
- 0-10pts = +2 uses of Shake It Off
Garb Bonus
The Garb Bonus is a reward for players who wear garb and present a visual appearance that evokes the Heroic Fantasy theme of Amtgard.
There is no minimum amount of costume or covering required as long as the overall appearance is clearly costumed or decorated in some way beyond a normal mundane appearance. This can include prosthetics, tattoos, body paint, accessories, etc. in addition to traditional fantasy clothing and apparel.
The Garb Bonus is a game-by-game bonus, assessed and awarded at the discretion of the Game Organizer or an associated Rules Authority. The following points should be always considered when assessing players for the Garb Bonus:
- Players should be encouraged to garb appropriately for their local weather and climate conditions. Safety always comes first.
- Players must always adhere to applicable, real-world clothing regulations and decency laws.
- Modern Shoes, necessary medical gear, and relevant safety apparel may be worn without forfeiting the garb bonus as long as their quantity and/or design is not unreasonably obtrusive to the overall fantasy appearance, as determined by the Game Organizer for each activity. For example, sunglasses should be allowed but novelty "Happy New Year 2023" glasses should be rejected.
Basic Garb Bonus
Requirements: Appropriately garbed "Top" and "Bottom" with no visible mundane garments.
- "Top" refers to the area a T-shirt would cover. "Bottom" refers to the area that shorts would cover.
- These areas do not need to be completely covered, they just need to be visually appropriate for the theme. A shirtless player or someone with a sleeveless tunic can still meet these requirements as long as their lack of coverage contributes to their overall garb look.
- For monsters specifically, all garb worn must align with any additional monster garb requirements and reflect the specific monster being portrayed.
Reward: Choice of Magic Item from the Garb Bonus Curios list.
Superior Garb Bonus
Requirements: Awarded by the Game Organizer in addition to the Basic Garb bonus for having a reasonable amount of additional garb or costuming above and beyond the basic requirements listed above. This includes but is not limited to: fantasy headwear, fantasy footwear, facepaint, prosthetics, accessories clearly visible from 20ft away, etc.
Reward: The curio chosen for the basic garb bonus receives +1 use.
Note: There is no exact amount of extra garb or costuming required. Rather, this bonus should be awarded in good faith to those who have clearly made some effort to go above and beyond the basic garb bonus requirements outlined above.
Class Customization
Players have the ability to customize their class based on their current level in that class.
The Game Organizer decides when players are required to finalize class selection, as well as when to lock in any customization choices.
There are three types of class customization:
In addition, some classes may have access to Archetypes (see below).
Archetypes
Archetypes are special customization options that provide rare and powerful benefits in exchange for limiting class customization and/or additional drawbacks.
- When present, archetypes may be chosen after achieving level 3 in the desired class.
- A player can only choose to have one archetype at a time.
- Archetypes cannot modify or restore abilities granted by enchantments and magic items. For example, a magic item or enchantment that grants Shake It Off cannot be restored by the Guardian or Juggernaut archetypes.
Picks
This customization method is used for melee and equipment-oriented classes.
HOW IT WORKS
- At level 1, you will receive a preset list of abilities.
- For levels 2-6, you will make picks from a list of rows and options within those rows. The higher level you are, the more picks you can make.
- If you are level 3 or above, you may also choose an archetype that offers extra benefits in exchange for restricting your picks and possibly other drawbacks.
See below for a visual example with further details
EXAMPLE PICKS CHARTS
When viewing on mobile, rotate horizontally or 'view as desktop' to avoid resizing issues.
Level 1 You always get these abilities when you play this class. |
Level 1 abilities No Options - Gain everything here | |||
---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW A | Row A No Options - Gain everything here | ||
ROW B | Row B No Options - Gain everything here | |||
ROW C | Row C Option 1 |
Row C Option 2 |
Row C Option 3 | |
ROW D | Row D Option 1 |
Row D Option 2 |
Row D Option 3 | |
ROW E | Row E Option 1 |
Row E Option 2 |
Row E Option 3 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Row A and B are part of all 3 columns. |
Archetype 1 Row A and B are part of every archetype |
Archetype 2 Row A and B are part of every archetype |
Archetype 3 Row A and B are part of every archetype |
Point-Buy
This is the customization method used for ranged and ability-focused classes.
HOW IT WORKS
You are given a number of customization points based on your level which can be used to purchase abilities from a tiered list (see example below). The list is divided into three tiers: Expert, Adept, and Novice. You will receive a number of Expert points equal to your level, and then LV+1 for Adept and LV+2 for Novice. Unspent points in a higher tier can be ‘dropped down’ and spent at lower tiers.
- Cost is how many points you must spend to purchase the ability.
- Max is the maximum amount of times you may purchase the ability.
- Your total uses may be greater than this maximum if the ability grants multiple uses per purchase (see below).
- Frequency is the frequency and amount of uses you receive for each purchase.
- For example, if something is Cost: 1, Max: 4, and has a Frequency of 1/Life, you could spend 4 points to purchase it 4 times and your total amount of uses would be 4/Life.
- As another example, if something is Cost: 1, Max: 3, and has a Frequency of 2/Life, you could spend 3 points to purchase it 3 times and your total amount of uses would be 6/Life because each purchase grants 2 uses.
- The Archetype columns show which abilities are part of which Archetypes. The available Archetypes themselves are listed underneath the main list of options.
- Range and Type are just providing quick references to the Range and Ability Type for the ability. They do not impact class customization.
CUSTOMIZATION POINTS BY LEVEL | |||
---|---|---|---|
EXPERT | ADEPT | NOVICE | |
Lv. 1 | 1 | 2 | 3 |
Lv. 2 | 2 | 3 | 4 |
Lv. 3 | 3 | 4 | 5 |
Lv. 4 | 4 | 5 | 6 |
Lv. 5 | 5 | 6 | 7 |
Lv. 6 | 6 | 7 | 8 |
EXAMPLE POINT BUY CHART
See below for a visual example of the ability list with further details.
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier. |
|||||||||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
A | B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier. |
|||||||||
A | B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
A | B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted. |
|||||||||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | B | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Archetype A Gain Benefit Suffer Drawback |
Archetype B Gain Benefit Suffer Drawback |
Archetype C Gain Benefit Suffer Drawback |
---|
Monster Selection
This customization method is exclusive to the Monster class. Instead of choosing specific abilities, you choose a preset monster from the list of Standard Battlegame Monsters in this rulebook or from a supplementary document (with permission from the Game Organizer. Each specific monster will have little, if any, customization options themselves, however some abilities will gain more uses based on your Monster level.
Symbols and Extra Notations ⬗ ♻ 🛡️ ✅
There are three types of symbols you may encounter during class customization:
- ⬗ This symbol is related to casting. See Free Hand requirements.
- ♻ This symbol is related to resting and restoring ability uses.
- 🛡️ This symbol and other emojis are related to archetypes or class-specific abilities.
- ✅ This symbol means that this class or archetype gains this ability for free.
Picks-System Classes
Anti-Paladin | ||||
---|---|---|---|---|
Description | Anti-Paladins are armored fighters who use dark magic to harm their enemies and control the flow of battle. | |||
Playstyle | Frontline, Hybrid, Melee, Shield User, Crowd Control, Damage, Durable | |||
Class Identifier | Magenta Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Afraid (T) Fear 😱 2/Life ♻20 | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Steal Life Essence 2/Life ♻10 Dark Pact (Unlimited) | ||||
ROW C | ⬗Poison Weapon (Self) 1/Life ♻10 | |||||
ROW D | Wounding 💀 1/Life ♻20 |
OR | ⬗Curse Strike 😱 2/Life ♻20 |
OR | Fireball 🔥 1 Ball | |
ROW E | Raise Dead 💀 1/Life ♻20 |
OR | ⬗Dying Breath 😱 1/Life |
OR | Incinerate Armor 🔥 1/Life ♻10 | |
ROW F | ⬗Undead Minion 💀 2/Refresh ♻60 |
OR | Cowardice 3/Refresh ♻30 |
OR | ⬗Flame Blade (Self) 3/Refresh | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Dark Revenant 💀
Whenever you use Dark Pact, you may declare and restore one 💀 ability instead of choosing one of the other options. |
Dread Blade😱
Whenever you use Dark Pact, you may declare and restore one 😱 ability instead of choosing one of the other options. |
Dragoon 🔥
Gain double uses from abilities with 🔥. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Archer | ||||
---|---|---|---|---|
Description | Archers are long-range, bow-users that use precision shots and specialty arrows to strike down enemies and create advantages for their allies. | |||
Playstyle | Backline, Bow User, Damage, Evasive, Ranged, Shield User, Versatile | |||
Class Identifier | Orange Sash | |||
Weapons | Dagger, Short, Bow | |||
Shields | None | |||
Armor | May wear up to 2pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | 🎯Reload 1/Life ♻20 Custom Quiver (3) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | Custom Quiver (3) | ||||
ROW C | 🎯Phase Arrow 1 Arrow | |||||
ROW D | 🎯Teleport (Self) 1/Life ♻20 |
OR | Custom Quiver (2) | OR | Heal (Self) 1/Life ♻20 | |
ROW E | 🎯Ice Barrier 1/Life ♻20 |
OR | Custom Quiver (2) | OR | Mend (Self) 1/Life ♻20 | |
ROW F | 🎯Phase Arrow 1 Arrow |
OR | Custom Quiver (2) | OR | May use a Buckler. | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Sniper
Picks with 🎯 grant double uses. Any arrow acquired through Custom Quiver may be exchanged for 2 Poison Arrows each during class customization. Cannot use Pinning Arrows. |
Mystic Archer
May have up to 8 arrows of the same type using Custom Quiver. Cannot use Short weapons. May only wear up to 1pt of physical armor per hit location. |
Pavesario
If Buckler is picked, may wield any size shield. May wear up to 3pts of physical armor per hit location. Cannot use Reload. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Assassin | ||||
---|---|---|---|---|
Description | Assassins are mobile, opportunistic fighters that excel at slipping in and out of enemy lines to take out targets with deadly efficiency. | |||
Playstyle | Bow User, Evasive, Melee, Ranged, Skirmisher, Versatile | |||
Class Identifier | Black Sash | |||
Weapons | Dagger, Short, Long, Small Thrown, Large Thrown, Bow | |||
Shields | None | |||
Armor | May wear up to 3pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | ⬗ Shadowstep 👻 2/Life ♻10 ⬗ Assassinate (Unlimited) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗ Blink 👻 1/Life ♻20 ⬗ Cunning (Unlimited) | ||||
ROW C | ⬗ Poison Weapon (Self) 1/Life ♻10 Coup De Grace | |||||
ROW D | Poison Arrow & Poison Bolt Any combination of 2 Arrows/Balls |
OR | ⬗ Blink 👻 1/Life ♻20 |
OR | Hold Person 🧨 1/Life ♻20 | |
ROW E | ⬗ Pass Without Trace 👻 1/Life ♻20 |
OR | ⬗ Decoy 1/Life |
OR | Dimensional Rift 🧨 1/Life ♻30 | |
ROW F | ⬗ Suppressing Strike 1/Life ♻20 |
OR | ⬗ Teleport 👻 2/Life ♻20 |
OR | Lay Curse🧨 2/Life ♻20 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Ninja
If Poison Arrows/Balls are picked, it grants any combination of 6 instead of 2. Poison Weapon, if picked, becomes Vorpal Blades 1/Life Can only use Daggers, Bows, Poison Bolts, and Poison Arrows (Cannot use regular arrows). |
Shadowcloak
👻 abilities become ♻10. May use 👻 abilities on themselves while Insubstantial, replacing the existing insubstantial effect. Cannot wear more than 1pt of armor in each location. Will still receive the extra ability from low armor compensation. |
Saboteur
🧨 abilities become ♻10. Hold Person, if picked, may be replaced with Entangle 1/Ball during class customization. May wield a Buckler. Cannot Dual Wield melee weapons. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Barbarian | ||||
---|---|---|---|---|
Description | Barbarians are relentless melee brawlers that use might and aggression to crush their opponents before them. | |||
Playstyle | Damage, Durable, Frontline, Melee, Shield User, Skirmisher | |||
Class Identifier | White Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin, Large Thrown, Rocks | |||
Shields | Up to Medium | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Stopped (T) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Adrenaline (Unlimited) | ||||
ROW C | ⬗Blood and Thunder 1/Life | |||||
ROW D | ⬗Feel No Pain 1/Life |
OR | ⬗Shake It Off 1/Life |
OR | ⬗Blood and Thunder 2/Life | |
ROW E | ⬗Curse Strike 1/Life |
OR | ⬗Shove Strike 1/Life |
OR | ⬗Suppressing Strike 1/Life | |
ROW F | ⬗Undying Will 3/Refresh |
OR | +1 use of an already picked Power Strike | OR | ⬗Berserk (Any) 3/Refresh | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Berserker
Gain Berserk (Self) 1/Life Undying Will, if chosen, becomes 1/Life. Cannot use shields. |
Hulk
Shake It Off, if picked, becomes Unlimited. Cannot receive enchantments from other players. |
Warboss
Blood and Thunder and Adrenaline become Range: 5ft (Any) Cannot use projectiles. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Monk | ||||
---|---|---|---|---|
Description | Monks are mystic skirmishers that are hard to pin down. Their special arts allow them to support their allies and challenge sorcerous foes. | |||
Playstyle | Effective vs Abilities, Evasive, Melee, Ranged, Skirmisher, Support | |||
Class Identifier | Gray Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Large Thrown | |||
Shields | None | |||
Armor | May wear up to 1pt Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Verbal abilities (T) Missile Block (T) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | Heal 2/Life ♻10 | ||||
ROW C | Transfer Life (Unlimited) | |||||
ROW D | ⬗Taunting Strike 1/Life ♻20 ⬗Inner Fire (Unlimited) |
OR | ⬗Shove Strike 1/Life ♻20 ⬗Inner Fire (Unlimited) |
OR | ⬗Suppressing Strike 1/Life ♻20 ⬗Inner Fire (Unlimited) | |
ROW E | +1 use of an already picked Power Strike | OR | Banish 1/Life ♻10 |
OR | Shove 🔮 1/Life ♻10 | |
ROW F | ⬗Flight 1/Life ♻20 |
OR | Rebuke 1/Life ♻10 |
OR | Break Concentration 🔮 1/Life ♻10 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Eternal Challenger
Gain Fireball Cannot use Large Thrown. |
Ascetic
Gain Meditate Cannot wear physical armor. May still gain Low Armor compensation. |
Mage Hunter
Whenever you use Inner Fire, you may declare and restore one 🔮 ability instead of the normal effect. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Paladin | ||||
---|---|---|---|---|
Description | Paladins are armored guardians that wield formidable equipment alongside sacred magic to support and protect their allies. | |||
Playstyle | Durable, Frontline, Hybrid, Melee, Shield User, Support | |||
Class Identifier | Aquamarine Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 5pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Afraid (T) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Aegis (Self) 1/Life ⬗Conviction (Unlimited) | ||||
ROW C | Rebuke 🛡️ 2/Life ♻10 | |||||
ROW D | ⬗Adaptive Blessing (Other)✨ 1/Life |
OR | ⬗Safeguard 🛡️ 1/Life ♻10 |
OR | Taunt ⚔️ 2/Life ♻10 | |
ROW E | Resurrect ✨ 1/Life ♻20 |
OR | ⬗Blessing Against Harm (Any) 3/Refresh |
OR | ⬗Rally 1/Life | |
ROW F | Swift ✨ 1/Refresh ♻10 |
OR | ⬗Shake It Off 🛡️ 1/Life ♻10 |
OR | ⬗Shove Strike ⚔️ 2/Life ♻20 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Cleric
Gain double uses of abilities with ✨. Weapons are limited to Dagger, Short, and Flail. Cannot wear more than 3 points of armor in any single location. |
Guardian
Whenever you use Conviction, you may declare and restore one 🛡️ ability instead of the normal effect. Cannot bear enchantments that grant offensive abilities or strike enhancements (such as Armor Breaking). |
Avenger
Whenever you use Conviction, you may declare and restore one ⚔️ ability instead of the normal effect. Can only use up to small shields. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Scout | ||||
---|---|---|---|---|
Description | Scouts are versatile combatants that take advantage of a versatile skill set to improvise, adapt, and overcome any obstacle. | |||
Playstyle | Bow User, Evasive, Melee, Ranged, Shield User, Skirmisher, Support, Versatile | |||
Class Identifier | Green Sash | |||
Weapons | Dagger, Short, Long, Great, Large Thrown, Bow | |||
Shields | Up to Small | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Prepared (T) Level/Life ♻20 Heal (Prepared), Release (Prepared) ⬗Insight (Unlimited) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Adaptive Blessing (Self) (Prepared) | ||||
ROW C | ⬗Tracking (Prepared) | |||||
ROW D | Hold Person (Prepared) |
OR | Mend (Prepared) |
OR | Pinning Arrow 1 Arrow | |
ROW E | ⬗Shadow Step (Prepared) |
OR | ⬗Suppressing Strike (Prepared) |
OR | Suppression Arrow 1 Arrow | |
ROW F | ⬗Safeguard (Prepared) |
OR | Expose Weakness (Prepared) |
OR | ⬗Pass Without Trace (Prepared) | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Ranger
Gain the following: Cannot use great weapons. |
Wildborn
Gain ⬗Barkskin (Self)(Prepared) May wear up to two enchantments from other players and only one from themselves. Total limit is still two. Cannot use projectiles. |
Hunter
Specialty Arrow picks grant 2 arrows instead of 1. Gain Reload (Prepared) Cannot use shields. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Warrior | ||||
---|---|---|---|---|
Description | Warriors are consummate fighters who use their martial skills and superior equipment to forge a powerful presence on the field. | |||
Playstyle | Damage, Durable, Equipment Focus, Frontline, Melee, Shield User | |||
Class Identifier | Purple Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 6pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | ⬗Scavenge (Unlimited) ⬗Shake It Off | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Harden (Self) 1/Life | ||||
ROW C | Taunt 🖤 2/Life ♻10 | |||||
ROW D | ⬗Safeguard 🖤 2/Life ♻20 |
OR | ⬗Undying Will 3/Refresh ♻60 |
OR | ⬗Taunting Strike 2/Life ♻20 | |
ROW E | Reforge 🖤 1/Life ♻20 |
OR | ⬗Temper Armor (Self) 3/Refresh ♻30 |
OR | ⬗Runic Armor (Self) 3/Refresh ♻30 | |
ROW F | ⬗Ancestral Shield (Self) 3/Refresh |
OR | ⬗Ancestral Armor (Self) 3/Refresh |
OR | ⬗Ancestral Weapon (Self) 3/Refresh ♻60 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
🖤 Ironheart
Whenever you use Scavenge, you may declare and restore one 🖤 ability instead of the normal effect. |
Juggernaut
Whenever you use Scavenge, you may declare and restore one use of Shake It Off, if picked, instead of the normal effect. Shake It Off becomes ♻20 instead of ♻10. |
Blademaster
Taunting Strike, if chosen, is replaced by Blade Mastery 2/Life ♻20 Whenever you use Scavenge, you may declare and restore one use of Blade Mastery instead of the normal effect. Cannot use shields. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Point-Buy Classes
Bard | ||||
---|---|---|---|---|
Description | Bards are dashing hybrid spellcasters that use martial bravado and verbal magic to inspire allies and hinder foes. | |||
Playstyle | Crowd Control, Hybrid, Melee, Shield User, Support, Versatile | |||
Class Identifier | Blue Sash | |||
Weapons | ||||
Shields | Buckler | |||
Armor | May wear up to 2pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
🎺 | Berserk | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | |||
💃 | 🏴☠️ | Cowardice | 1 | 4 | 1/Refresh ♻30 | 20ft (Other) | Verbal | ||
💃 | 🎺 | Discordia | 1 | 4 | 1/Life ♻30 | Self | Verbal | ||
💃 | 🎺 | Inspired Soul | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
💃 | 🎺 | Revitalize | 1 | - | 1/Refresh ♻60 | 5ft (Other) | Verbal | ||
🏴☠️ | ⬗ Song of Battle | 2 | 1 | Unlimited | Self | Verbal | |||
🏴☠️ | 🎺 | ⬗ Song of Survival | 1 | 2 | 1/Life ♻60 | Self | Verbal | ||
🏴☠️ | ⬗ Suppressing Strike | 1 | 4 | 1/Refresh ♻20 | Strike | Power Strike | |||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
💃 | 🏴☠️ | Fear | 1 | 2 | 1/Life ♻20 | 20ft (Other) | Verbal | ||
💃 | Hold Person | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | |||
💃 | 🏴☠️ | 🎺 | Mend | 1 | 2 | 1/Life ♻10 | 5ft (Any) | Verbal | |
🎺 | Silver Tongue | 1 | 2 | 1/Life ♻30 | 5ft (Other) | Enchantment | |||
🏴☠️ | 🎺 | Small Shield | 1 | 1 | - | - | Equipment | ||
🏴☠️ | 🎺 | ⬗ Song of Determination | 2 | 1 | Unlimited | Self | Verbal | ||
🏴☠️ | 🎺 | ⬗ Song of Freedom | 2 | 1 | Unlimited | Self | Verbal | ||
💃 | 🏴☠️ | Suppress Aura | 1 | 4 | 1/Refresh ♻20 | 20ft | Verbal | ||
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
✅ | 🏴☠️ | 🎺 | Ambulant | 1 | - | 1/Refresh ♻10 | - | Meta-Magic | |
🎺 | Amplify | 1 | 2 | 1/Life ♻30 | 5ft (Other) | Enchantment | |||
💃 | 🎺 | Break Concentration | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
💃 | 🎺 | Choreograph | 1 | 2 | 1/Life ♻30 | 5ft (Other) | Enchantment | ||
💃 | 🏴☠️ | 🎺 | Confidence | 1 | - | 1/Refresh ♻10 | 5ft (Other) | Verbal | |
💃 | 🏴☠️ | 🎺 | Extension | 1 | - | 1/Refresh ♻10 | - | Meta-Magic | |
💃 | 🏴☠️ | 🎺 | Innate | 1 | 4 | 1/Refresh ♻10 | Self | Verbal | |
💃 | 🏴☠️ | 🎺 | Release | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | |
💃 | 🎺 | Renew | 1 | - | 1/Life ♻10 | 5ft (Other) | Verbal | ||
💃 | 🏴☠️ | 🎺 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | |
💃 | 🏴☠️ | 🎺 | Song of Power | 0 | 1 | Unlimited | Self | Verbal | |
💃 | 🏴☠️ | 🎺 | Swift | 1 | - | 1/Refresh ♻10 | - | Meta-Magic | |
💃 | 🏴☠️ | Taunt | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
🏴☠️ | ⬗ Taunting Strike | 1 | 4 | 2/Life ♻10 | Strike | Power Strike |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Coryphée 💃 Gain Ambulant (Unlimited). Can only purchase abilities with the 💃 tag. |
Swashbuckler 🏴☠️ May dual-wield weapons and cast spells without a free hand. Gain Bravado (Unlimited). Can only purchase abilities with the 🏴☠️ tag. |
Troubadour 🎺 Purchased uses of Renew are not expended when used on allies bearing your enchantments. Can only purchase abilities with the 🎺 tag. |
---|
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Druid | ||||
---|---|---|---|---|
Description | Druids are control mages and enchanters that specialize in bolstering their team’s armor and granting offensive boons. | |||
Playstyle | Bow User, Crowd Control, Damage, Ranged, Support | |||
Class Identifier | Brown Sash | |||
Weapons |
| |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
🗿 | Berserk | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | |||
⚡ | 🍃 | Blessing Against Harm | 1 | 4 | 1/Refresh ♻60 | Self | Enchantment | ||
🗿 | ⚡ | 🍃 | Bow or Short Weapon | 2 | 1 | - | - | Equipment | |
⚡ | Firestorm | 1 | 4 | 1/Life ♻30 | Self | Verbal | |||
⚡ | Iceball | 2 | 2 | 1 Ball | Strike | Spellball | |||
⚡ | Icy Blast | 1 | 4 | 1/Refresh ♻30 | 20ft | Verbal | |||
🗿 | 🍃 | Stoneskin | 2 | 2 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🗿 | 🍃 | Temper Armor | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🗿 | 🍃 | Word of Mending | 1 | - | 1/Refresh ♻30 | 5ft (Any) | Verbal | ||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
⚡ | Flight | 1 | 4 | 1/Refresh ♻20 | Self | Verbal | |||
🗿 | 🍃 | Giant Strength | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🗿 | ⚡ | Gift of Air | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | ||
🗿 | 🍃 | Gift of Earth | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | ||
🗿 | ⚡ | Gift of Fire | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | ||
⚡ | 🍃 | Hold Person | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | ||
🗿 | ⚡ | Incinerate Armor | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
⚡ | Lightning Bolt | 1 | 2 | 1 Ball | Strike | Spellball | |||
🍃 | Pass Without Trace | 1 | 4 | 1/Refresh ♻20 | Self | Verbal | |||
🗿 | 🍃 | Poison Weapon | 1 | 4 | 1/Life ♻20 | 5ft (Other) | Enchantment | ||
🗿 | Reforge | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | |||
🗿 | ⚡ | 🍃 | Teleport | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | |
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
🗿 | ⚡ | 🍃 | Ambulant | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🗿 | 🍃 | Barkskin | 1 | 4 | 1/Life ♻30 | 5ft (Other) | Enchantment | ||
🗿 | ⚡ | 🍃 | Entangle | 1 | 4 | 2 Balls | Strike | Spellball | |
🗿 | ⚡ | 🍃 | Extension | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🗿 | ⚡ | 🍃 | Gift of Water | 1 | 4 | 1/Life ♻30 | 5ft (Other) | Enchantment | |
🗿 | 🍃 | Heal | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | ||
🗿 | ⚡ | Ice Barrier | 1 | 4 | 1/Life ♻10 | Self | Verbal | ||
🗿 | ⚡ | 🍃 | Innate | 1 | 4 | 2/Refresh ♻10 | Self | Verbal | |
🗿 | ⚡ | 🍃 | Mana Harvest | 1 | 4 | 2/Life | Self | Verbal | |
🗿 | ⚡ | 🍃 | Meditate | 1 | 4 | 1/Life | Self | Verbal | |
🗿 | ⚡ | 🍃 | Mend | 1 | - | 2/Life ♻10 | 5ft (Any) | Verbal | |
🗿 | ⚡ | Poison Bolt | 1 | 4 | 1 Ball | Strike | Spellball | ||
🗿 | ⚡ | 🍃 | Release | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | |
🗿 | 🍃 | Renew | 1 | - | 1/Life ♻10 | 5ft (Other) | Verbal | ||
🗿 | 🍃 | Safeguard | 1 | 4 | 1/Life ♻10 | 5ft (Other) | Verbal | ||
⚡ | 🍃 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | ||
🗿 | ⚡ | 🍃 | Swift | 1 | - | 2/Refresh ♻10 | - | Meta-Magic |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Shaman 🗿 Purchased uses of Mend and Renew are not expended when used on allies bearing your enchantments. Can only purchase abilities with the 🗿 tag. |
Tempest ⚡ Gain Elemental Barrage (Unlimited) May not use a bow. Can only purchase abilities with the⚡ tag. |
Greenwarden 🍃 Gain Mulch (Unlimited). Can only purchase abilities with the 🍃 tag. |
---|
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Healer | ||||
---|---|---|---|---|
Description | Healers are team-oriented spellcasters with a variety of spells to support their allies and harm their foes. | |||
Playstyle | Backline, Crowd Control, Melee, Ranged, Shield User, Support | |||
Class Identifier | Red Sash | |||
Weapons |
| |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
🛡️ | Blessing Against Harm | 1 | 4 | 1/Refresh ♻60 | 5ft (Any) | Enchantment | |||
🚨 | 💀 | Gift of Light | 1 | 4 | 1/Refresh ♻30 | 5ft (Any) | Enchantment | ||
🚨 | 💀 | Iceball | 2 | 2 | 1 Ball | Strike | Spellball | ||
🛡️ | 🚨 | 💀 | Medium Shield or Short | 1 | 1 | - | - | Equipment | |
🛡️ | 🚨 | Phoenix Tears | 1 | - | 1/Refresh ♻60 | 5ft (Other) | Verbal | ||
🛡️ | 🚨 | Runic Armor | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🚨 | 💀 | Sever Spirit | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | ||
🛡️ | 🚨 | Temper Armor | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
🛡️ | 🚨 | Blessing Against Projectiles | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | ||
💀 | Expose Weakness | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | |||
🛡️ | 🚨 | Harden | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🚨 | 💀 | Hold Person | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | ||
🛡️ | Inspired Soul | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | |||
💀 | Lay Curse | 1 | 4 | 1/Life ♻20 | 20ft | Verbal | |||
🛡️ | 🚨 | Resurrect | 1 | - | 1/Life ♻20 | 5ft (Other) | Verbal | ||
🛡️ | ✅ | 💀 | Small Shield | 2 | 1 | - | - | Equipment | |
🛡️ | 💀 | Teleport | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | ||
💀 | Undead Minion | 1 | 2 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | |||
🛡️ | 🚨 | Ward | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | ||
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
🛡️ | Adaptive Blessing | 2 | - | 1/Life ♻30 | 5ft (Other) | Enchantment | |||
🛡️ | 🚨 | 💀 | Ambulant | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🛡️ | 🚨 | 💀 | Banish | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | |
🛡️ | 🚨 | Blessing Against Wounds | 1 | - | 2/Life ♻30 | 5ft (Other) | Enchantment | ||
🚨 | 💀 | Entangle | 1 | 4 | 1 Ball | Strike | Spellball | ||
🛡️ | 🚨 | 💀 | Extension | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🛡️ | 🚨 | 💀 | Heal | 0 | 1 | Unlimited | 5ft (Any) | Verbal | |
🛡️ | 💀 | Ice Barrier | 1 | 4 | 1/Life ♻10 | Self | Verbal | ||
🛡️ | 🚨 | 💀 | Innate | 1 | 4 | 2/Refresh ♻10 | Self | Verbal | |
🛡️ | 🚨 | 💀 | Mana Harvest | 1 | 4 | 2/Life | Self | Verbal | |
🛡️ | 🚨 | 💀 | Meditate | 1 | 4 | 1/Life | Self | Verbal | |
🚨 | 💀 | Mend | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | ||
💀 | Raise Dead | 2 | 4 | 1/Life ♻20 | 5ft (Other) | Verbal | |||
🚨 | 💀 | Rebuke | 1 | 2 | 1/Life ♻10 | 20ft (Other) | Verbal | ||
🛡️ | 🚨 | 💀 | Release | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | |
🛡️ | 🚨 | Renew | 1 | - | 1/Life ♻10 | 5ft (Other) | Verbal | ||
🛡️ | 🚨 | Safeguard | 1 | 4 | 1/Life ♻10 | 5ft (Other) | Verbal | ||
💀 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | |||
🛡️ | 🚨 | 💀 | Swift | 1 | - | 2/Refresh ♻10 | - | Meta-Magic |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Warder 🛡️ Purchased uses of Release and Renew are not expended when used on allies bearing your enchantments. Cannot wield Short or Flail weapons. Can only purchase abilities with the 🛡️tag. |
War Priest 🚨 Meta-Magics become Per-Life and Max: 4. May use up to Medium shields. Can only purchase abilities with the 🚨 tag. |
Necromancer 💀 Undead Minion becomes ♻10 and Max: 5. Double your total uses of Expose Weakness, Lay Curse, Raise Dead, and Sever Spirit. Can only purchase abilities with the 💀 tag. |
---|
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Wizard | ||||
---|---|---|---|---|
Description | Wizards are offensive spellcasters that use a variety of powerful abilities to destroy or restrict their opponents. | |||
Playstyle | Damage, Ranged, Backline, Crowd Control, Evasive | |||
Class Identifier | Yellow Sash | |||
Weapons |
| |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
👟 | 🔥 | 🔮 | Blessing Against Harm | 1 | 4 | 1/Refresh ♻60 | Self | Enchantment | |
👟 | 🔮 | Coup De Grace | 1 | 4 | 1/Refresh ♻60 | 20ft | Verbal | ||
👟 | 🔮 | Dragged Below | 1 | 4 | 1/Refresh ♻60 | 20ft | Verbal | ||
🔮 | Firestorm | 1 | 4 | 1/Life ♻30 | Self | Verbal | |||
🔥 | Iceball | 2 | 2 | 1 Ball | Strike | Spellball | |||
👟 | Icy Blast | 1 | 4 | 1/Refresh ♻30 | 20ft | Verbal | |||
🔮 | Pestilence | 1 | 4 | 1/Life ♻30 | Self | Verbal | |||
🔥 | 🔮 | Phase Bolt | 2 | 2 | 1 Ball | Strike | Spellball | ||
🔥 | 🔮 | Sphere of Annihilation | 3 | 1 | 1 Ball | Strike | Spellball | ||
👟 | 🔮 | Wounding | 1 | 4 | 1/Life ♻20 | 20ft | Verbal | ||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
👟 | 🔮 | Dimensional Rift | 1 | 4 | 1/Refresh ♻30 | 20ft | Verbal | ||
🔥 | 🔮 | Fireball | 1 | 4 | 1 Ball | Strike | Spellball | ||
🔥 | 🔮 | Flight | 1 | 4 | 1/Refresh ♻20 | Self | Verbal | ||
👟 | Hold Person | 1 | 4 | 1/Life ♻20 | 20ft | Verbal | |||
🔥 | 🔮 | Lightning Bolt | 1 | 4 | 1 Ball | Strike | Spellball | ||
👟 | Mend | 1 | 4 | 1/Life ♻10 | 5ft (Any) | Verbal | |||
👟 | 🔥 | Release | 1 | 4 | 1/Life ♻10 | 5ft (Any) | Verbal | ||
👟 | 🔥 | 🔮 | Short Weapon | 1 | 1 | - | - | Equipment | |
👟 | Suppress Aura | 1 | 4 | 1/Refresh ♻20 | 20ft | Verbal | |||
🔥 | 🔮 | Suppression Bolt | 1 | 4 | 2 Ball | Strike | Spellball | ||
👟 | 🔥 | 🔮 | Teleport | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | |
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
✅ | 🔥 | Ambulant | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | ||
👟 | 🔮 | Banish | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
👟 | Break Concentration | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | |||
🔥 | Entangle | 1 | 2 | 2 Balls | Strike | Spellball | |||
👟 | 🔮 | Expose Weakness | 1 | - | 1/Life ♻10 | 20ft | Verbal | ||
👟 | 🔮 | Extension | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | ||
🔥 | Force Bolt | 1 | - | 3 Balls | Strike | Spellball | |||
🔥 | 🔮 | Ice Barrier | 1 | 4 | 1/Life ♻10 | Self | Verbal | ||
👟 | 🔮 | Incinerate Armor | 1 | - | 1/Life ♻10 | 20ft | Verbal | ||
👟 | 🔥 | 🔮 | Innate | 1 | 4 | 2/Refresh ♻10 | Self | Verbal | |
👟 | 🔮 | Lay Curse | 1 | - | 1/Life ♻10 | 20ft | Verbal | ||
👟 | 🔥 | 🔮 | Mana Harvest | 1 | 4 | 2/Life | Self | Verbal | |
👟 | 🔥 | 🔮 | Meditate | 1 | 4 | 1/Life | Self | Verbal | |
🔥 | 🔮 | Poison Bolt | 1 | 4 | 2 Balls | Strike | Spellball | ||
👟 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | |||
👟 | 🔥 | 🔮 | Swift | 1 | - | 2/Refresh ♻10 | Self | Meta-Magic |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Battlemage 👟 Gain Ambulant (Unlimited). Can only purchase abilities with the 👟 tag. |
Evoker 🔥 Gain Elemental Barrage 1/Life ♻10. Can only purchase abilities with the 🔥 tag. |
Warlock 🔮 Extension and Swift become Per-Life and Max: 4 instead. Can only purchase abilities with the 🔮 tag. |
---|
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Other Classes
Peasant | ||||
---|---|---|---|---|
Description | Peasants are the common folk. They are not blessed with any noteworthy skills or abilities and must rely solely on their own hard work, wits, and ingenuity to survive each day. | |||
Playstyle | Melee, Challenge, No Abilities | |||
Class Identifier | None. Players without a class identifier can only play the Peasant class. | |||
Weapons | Choose one: Dagger, Short, Long, or Stab-Only Great. Cannot Dual Wield. | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Customization | Peasants do not gain any combat abilities as they level up. |
---|
Monster
General Rules
Leveling the Monster Class
The Monster class represents all monsters in the game. Anytime a player participates as a type of monster - whether it’s a goblin, a harpy, or even a dragon - they are playing as the Monster class.
Gaining levels in the Monster class grants the player benefits for each and every monster they play.
Monster Garb & Class Identifiers
The garb requirements and class identifiers for the monster class are slightly different than they are for the non-monster classes.
- 🌶️Monsters do not wear a class sash. In exchange for being able to access a wide variety of different playstyles under a singular class, monster players are held to a higher standard when it comes to their garb. Specifically, they are required to costume themselves appropriately so they are easily recognizable as the monster they are portraying. This does not have to be a perfect or realistic costume, rather it should clearly evoke the monster to the same degree that the colored sashes indicate the other classes.
- Each monster entry has a minimum expectation for garb, this is usually a mask or other stereotypical visual for that monster, such as fairy wings or a mermaid tail. If the player is wearing no other monster-specific garb, they should at least wear these items in a way that is easy to notice and identify.
- Being able to identify a monster at a glance is all that matters. If a player’s monster costume is unmistakable as the intended monster, the minimum garb items are not necessary. For example, if Shawna wants to play a Skeleton, the minimum expectation is a skeleton mask. However if she decides to use face paint alongside skeleton-print clothing, then she does not need to wear a mask since it is clear what she is playing based on her chosen look.
- If a monster player’s garb becomes altered or adjusted mid-activity in such a way that they can no longer be reasonably identified as their chosen monster, the Game Organizer or associated Rules Authority may require them to correct their garb or to participate as the Peasant class for the remainder of the activity.
- In places where mask-wearing is restricted or outright prohibited, Game Organizers and Rules Authorities are encouraged to allow reasonable alternatives to the minimum garb options for their monster players, such as allowing them to wear a mask as a belt-favor instead, until such a time that they can acquire a suitable maskless costume. Everyone involved should do their best to determine fair accommodations when necessary.
- Garb Bonus Curios are awarded to monsters in the same way as other classes except that all their garb must suit the monster being portrayed in addition to being appropriate for the heroic fantasy theme.
- A Note For Rules Authorities: When reviewing garb for non-humanoid monsters such as drakes and unicorns, remember that there is still a human player underneath and we’re not expecting them to fight on their hands and knees. Be reasonable and award the garb bonus in good faith in the same way you would other non-monster players.
- All players should do their best to avoid garb and costumes that may cause them to appear to be a monster class when they are not, and vice-versa. If there is any potential for confusion, actual monster players should be given preferred access to monstrous looks over non-monster players since that is an essential part of their class. When in doubt, players should simply present themselves before the activity to their peers and the Game Organizer so that everyone is on the same page and who is playing what.
- This rulebook includes profiles for twelve (12) Standard Battlegame Monsters. These standard monsters do not require any special permission to use and can be freely played anytime a player can play a combat class. Only these standard battlegame monsters are guaranteed to be accessible to monster players for any given activity.
- Non-standard monsters may still be designed for the battlegame category, however monster players wishing to play them must first receive case-by-case permission from the Game Organizer in order to do so. Non-standard monsters can often have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source, so organizers should use caution when allowing non-standard battlegame monsters in their activities.
- Adventure Monsters are not intended to be used as a regular battlegame monster or played as a PC in a roleplay activity. These profiles might have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source. With that in mind, these problems are often solved by the monster being focused more on playing a part and trying to create an enjoyable experience for their opponents instead of trying to “win”.
- Any monster not explicitly listed as a Battlegame Monster is an Adventure Monster.
- There are no Adventure Monster profiles in this rulebook, however they can be found in the Dor Un Avathar (Amtgard’s Monster Manual), as well as many of the homebrew compendiums and player-made monster collections.
- 16-25pts = No compensation.
- 6-15pts = +1 use of Ice Barrier
- 0-5pts = +1 use of Ice Barrier and Flight
- 1-10pts = No compensation.
- 0pts = +1 Pinning Arrow or Suppression Arrow.
- 1-5pts = No compensation.
- 0pts = +1 Poison Bolt
- 16-25pts = No compensation.
- 6-15pts = +2 Fireballs or +1 use of Elemental Barrage
- 0-5pts = +4 Fireballs or +2 uses of Elemental Barrage
- 1-10pts = No compensation.
- 0pts = +1 use of Blink
- 11-20pts = No compensation.
- 0-10pts = +1 use of Tracking
🌶️Paragon Monsters
Developer Note: The following entry is the V9 Committee’s vision for Paragon Monster symbolism. It is written to support the design and goals of the Monster class in Amtgard V9. It is included here for the sake of gathering feedback but should only be used if and when the Amtgard V9 ruleset is officially adopted.
The recommended symbol for Paragon Monster is a personalized, silver-trimmed garment, armor component, or piece of equipment depicting monster iconography (also in silver), such as imagery of paragon’s best known monster(s). Paragon monsters are further encouraged to add silver-trimmed elements to their monster garb as an additional way to show that this goblin or skeleton is more than meets the eye. Some ideal pieces include shoulder pads, tabards, and shields.
Note about Reserved Symbols: For obvious reasons, “silver-trimmed garb, armor, and equipment” cannot be reserved wholesale; however monster players are encouraged to avoid wearing pieces that might suggest that they are paragons until such a time that they have earned that honor. This is not a hard rule, merely a courtesy, so as to avoid stifling creativity in monster garb design.
Monster Apprentices: Silver-trimmed belt favors are the reserved symbol for Apprentices. The symbol for an Apprentice Monster is a silver-trimmed belt favor with any two-color background, depicting monstrous iconography (usually matching their mentor and/or their own best known monsters).
Monster Categories
Monsters are divided into two broad categories: Battlegame Monsters and Adventure Monsters.
Battlegame Monsters
Battlegame Monsters are monsters intended to be used by players as part of everyday class battlegames and activities. They are designed and balanced for use alongside the other non-monster classes.
Click here to go to the list of Standard Battlegame Monsters.
Adventure Monsters
Adventure Monsters are monsters intended to be employed as NPCs by a Game Organizer in roleplay scenarios, quests, and other such activities. They are usually assigned directly to players by the Game Organizer as part of a larger story or scenario rather than being chosen by the player themselves.
Custom Monsters
The Dor Un Avathar and Game Organizer Guide has tips and guidance about designing and implementing custom Monsters for your activities.
Standard Battlegame Monsters
This section includes the profiles for the 12 Standard Battlegame Monsters. These 12 monsters do not require any special permission to use and can be freely played anytime a player can play a combat class. Only these standard battlegame monsters are guaranteed to be accessible to monster players for any given activity.
Entangling Mass | ||||
---|---|---|---|---|
Description | Though they only seem to be heaps of rotting vegetation, unwary travelers pass by them only to be attacked and ingested for nutrients or left with a dreadful sickness. | |||
Roleplay Inspiration | I am a carnivorous plant-monster. I want to blend into my surroundings and then lash out to entrap my prey in vines and consume them. | |||
Playstyle | Crowd Control, Durable, Frontline, Melee | |||
Class Identifier | Plant-like Mask or otherwise be clearly identifiable as an entangling mass to other players. Other Suggestions include: ghillie suit, mass of leaves and/or vines | |||
Weapons | Dagger, Short, Flail | |||
Shields | Buckler | |||
Armor | None. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Fairy | ||||
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Description | Fairies are generally fun-loving pranksters. Their small stature and natural abilities allow them to get into all sorts of trouble. | |||
Roleplay Inspiration | I want to be fae. I want to be glittery and fly with wings. I want to play tricks and be mischievous while being hard to retaliate against. I am pretty harmless at the end of the day and might even help you if you play with me. | |||
Playstyle | Evasive, Crowd Control, Backline, Skirmisher, Ranged | |||
Class Identifier | Fairy Wings that can be seen from all sides, or otherwise be clearly identifiable as a Fairy to other players. | |||
Weapons | Dagger, Small Thrown | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Gargoyle | ||||
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Description | Gargoyles are grotesque, stone-carved statues designed to frighten away evil spirits from cathedrals and castles. They are usually made of magically animated or transformed stone but often have animal or chimeric traits. | |||
Roleplay Inspiration | I want to be a monstrous ward against evil. I want to be gothic and scary. I want to be made of stone and able to turn into a statue. I want to fly. | |||
Playstyle | Durable, Frontline, Shield User, Melee, Evasive, Ranged | |||
Class Identifier | Stone-like Gargoyle Mask or otherwise be clearly identifiable as a Gargoyle to other players. | |||
Weapons | Dagger, Short, Long, Flail, Rock | |||
Shields | Any | |||
Armor | Up to 5pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Goblin | ||||
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Description | Goblins are small, green-skinned humanoids that are usually mischievous but often malicious. As their most famous trait is physical frailty, they tend to move in groups for protection, stealing and hoarding anything shiny they can get their hands on. | |||
Roleplay Inspiration | I want to be a squirrely, comedic character with potential for treachery and shenanigans. I love shinies. I’m not durable but I’ve got my wits and dozens of brothers and sisters to avenge me. | |||
Playstyle | Challenge, Melee, Bow User | |||
Class Identifier | Goblin Mask, Green Facepaint, or otherwise be clearly identifiable as a Goblin to other players. | |||
Weapons | Dagger, Short, Small Thrown, Large Thrown, Bow | |||
Shields | Up to Small Shield | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Gorgon | ||||
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Description | Gorgons are mythical creatures with hair made of living, venomous snakes and horrifying visages that turn those who behold them to stone. | |||
Roleplay Inspiration | I am a mythical snake-like humanoid. Anyone who approaches close enough to see my face will be turned to stone. I cast hexes and fire enchanted arrows. | |||
Playstyle | Bow User, Crowd Control, Ranged, Hybrid | |||
Class Identifier | Medusa Mask, Snake Hair, or otherwise be clearly identifiable as a Gorgon to other players. | |||
Weapons | Dagger, Short, Flail, Bow | |||
Shields | Buckler | |||
Armor | Up to 2pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Harpy | ||||
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Description | Harpies are avians of the worst temperament. Both their bodies and minds are only partially human and they consider all ‘no- wings’ to be both expendable and tasty. While many are known for their potent hexes, those looking to secure a harpy’s aid often find it is they who are being used. | |||
Roleplay Inspiration | I want to be a bird-person. I want to fly around and harry my foes from afar. I want to invoke witch-like rituals and hexes. | |||
Playstyle | Skirmisher, Evasive, Crowd Control, Hybrid, Ranged | |||
Class Identifier | Bird Mask or otherwise be clearly identifiable as a Harpy to other players. | |||
Weapons | Dagger, Short, Javelin | |||
Shields | None | |||
Armor | Up to 1pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Red Drake | ||||
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Description | Drakes are lesser cousins to true dragons. They are smaller and not as powerful but much easier to train, so they are often used as guardians or beasts of war. | |||
Roleplay Inspiration | I am basically a feral dragon. I breathe fire and rampage through my foes with tooth, claw, and tail. My scaly hide protects me from harm and my strength overwhelms those before me. | |||
Playstyle | Damage, Frontline, Melee, Durable | |||
Class Identifier | Red Draconic Mask or otherwise be clearly identifiable as a red drake to other players. | |||
Weapons | Dagger, Short, Flail, Great, Reach | |||
Shields | None | |||
Armor | Up to 5pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Shroomkin | ||||
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Description | Shroomkin are sentient humanoid mushrooms that come in a variety of shapes, colors, and sizes. Shroomkin love company but their contributions can vary from symbiotic to parasitic. | |||
Roleplay Inspiration | I want to wear a big mushroom cap. I want to reflect my specific type of mushroom. I want to have spores that affect friend and foe, either psychologically or physically. | |||
Playstyle | Hybrid, Support, Crowd Control, Shield User, Melee | |||
Class Identifier | Mushroom Cap or otherwise be clearly identifiable as a Mushroom person to other players. | |||
Weapons | Dagger, Short, Long, Magic Staff | |||
Shields | Up to Medium | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Siren | ||||
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Description | Sirens are half-fish, half-humanoid creatures known to lure travelers to their deaths via enthralling magic and enchanting voices. While they aren’t always evil, their powers to ensorcel weak-willed minds is legendary. | |||
Roleplay Inspiration | I want to sing and lure my victims to a terrifying death. I want a trident. I want water-themed powers and perks. | |||
Playstyle | Crowd Control, Hybrid, Damage, Support, Melee | |||
Class Identifier | Iridescent Fish-Scale Mask, Mermaid Tail/Leggings, or otherwise be clearly identifiable as a Siren to other players. | |||
Weapons | Dagger, Short, Long, Javelin | |||
Shields | None | |||
Armor | Up to 2pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Skeleton | ||||
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Description | Skeletons are the bones of deceased creatures returned to life, sometimes by their own spirit, sometimes by the will of another. They are unfazed by pain and the magic animating them can often allow them to reassemble over and over before they are finally put down for good. | |||
Roleplay Inspiration | I want to be undead. I want the perks that come with not needing the essentials of life. I want to keep coming back whenever I am killed. | |||
Playstyle | Frontline, Durable, Melee, Challenge, Bow User, Ranged | |||
Class Identifier | Skeleton mask or otherwise be clearly identifiable as a Skeleton to other players. | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | Up to 6pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Unicorn | ||||
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Description | The unicorn is one of the most famous mythical creatures: a horse with a spiraling horn erupting from its forehead. It is a creature of purity and it is sought out for its potent healing powers. Killing a unicorn is said to bring bad luck and grim tidings. | |||
Roleplay Inspiration | I am a rare, sacred, horse-like creature with a single horn and super-charged healing powers. I am majestic. I am kind and benevolent. My blessings are bestowed on pure souls and my death is lamented as a great tragedy. | |||
Playstyle | Support, Backline | |||
Class Identifier | Unicorn Mask and Horn or otherwise be clearly identifiable as a Unicorn to other players. | |||
Weapons | Dagger. Cannot Dual Wield | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Werewolf | ||||
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Description | Werewolves are individuals who can shapeshift (willingly or otherwise) into feral wolf-like monsters. Werewolves enjoy the primal nature of the hunt and are prone to succumbing to their more base instincts the longer they stay transformed. | |||
Roleplay Inspiration | I want to be wild and feral. I want to stalk my prey. I want to be a killing machine. I want to have wolf-perks. I want to transform. | |||
Playstyle | Front Line, Crowd Control, Damage, Melee, Bow User, Shield User | |||
Class Identifier | Werewolf Mask or otherwise be clearly identifiable as a Werewolf to other players. | |||
Weapons | Dagger, Short, Long, Large Thrown, Bow | |||
Shields | Up to Small | |||
Armor | Up to 4pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Abilities and Effects
General Rules
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.
- Abilities are used to represent both physical feats and magical spells. As such, the terms "ability" and "spell" are interchangeable.
- Abilities must be cast to have an effect.
- Specific abilities are detailed in the Master List of Abilities.
- 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 | |
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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. |
Casting (How to use Abilities)
All abilities follow the same basic rules for casting, whether they are evoking a physical feat or a magical spell. As such, the following terms are interchangeable when referring to how abilities are used:
- "user" and "caster"
- "using" and "casting"
In order to use or "cast" an ability, you must complete the following steps. If any part of this process is interrupted, performed incorrectly, or if an effect suddenly prevents you from casting, the casting attempt fails and no effects will occur. If you wish to attempt to cast the ability again, you must restart from the beginning.
- Speak Loud and Clear: All spoken components must be said loud and clear enough to be heard and understood within 50ft or by the target, whichever is closer. If the target is closer than 20ft, the casting must still be heard and understood clearly out to at least 20ft.
- Mispronunciation, improper wording, omitting words, insufficient volume, or a gap of more than two seconds between words will interrupt casting.
- Remember that battlefields can be chaotic and each player will process sensations differently. Casters and their targets should act in good faith when determining what is loud or clear enough. When in doubt, refer to the Battlefield Etiquette.
- Don’t Move Your Feet: You must not move your feed while casting. Casting is immediately interrupted if you move your feet in any significant way. Minor movements, such as adjusting your balance, will not interrupt casting. Some effects can allow abilities to be cast while moving.
- Have a Free Hand: You must have a Free Hand for the duration of your cast. Casting is immediately interrupted if you no longer have a Free Hand. Abilities marked with ⬗ do not require a free hand.
- Identify the Target: When casting a verbal or enchantment ability on another player, you must clearly point and state their name or a unique descriptor that precisely identifies them.
- Ideal descriptors include class-name, clothing, and/or carried items.
- Insensitive or derogatory nicknames/descriptors are not acceptable.
- Pointing can be done with weapons or items in hand. It does not need to be your Free Hand.
- Pointing is only required while you are identifying the target. The pointing does not need to be maintained throughout the cast.
- You are responsible for making your best effort to convey your intended target fairly and in good faith via a combination of both spoken word and pointing/gesturing.
- Strike-based abilities such as Spellballs, do not require a target since the target is defined by striking them.
- Say the Ability-Specific Incantation: Speak the unique, ability-specific lines listed in the Incantation section of the ability description.
- End with the target in Range and Line of Sight: The target must be in Range and Line of Sight at the moment the incantation is complete. If so, the ability will impart its effects on to the target. If not, the ability fails and has no effect.
- The Ability is Expended: One use of the ability is expended as soon as the incantation is finished, even if the target is immune, resistant, out of range, out of line-of-sight, or otherwise unaffected by the ability.
- Make any Necessary Choices: If the effect requires a choice, that choice must be made and declared as soon as casting is completed.
- To save time, either the caster or the target can make the choice for non-offensive abilities, although the caster has final say in the event of a disagreement.
Chants
A Chant is an audible component required to maintain effects listed as 'Chant Effects'.
- A chant effect begins as soon as the ability is cast, and continues to impart its effects as long as the caster remains chanting.
- A player can only maintain one Chant at a time.
- Players may chant while moving. The words of a chant must be repeated continuously with no more than five (5) seconds between each repetition. Chants must be able to be heard and understood up to 50ft away.
- The chant portion of an ability is a declaration, not an incantation. If a player becomes unable to cast or speak, they are still able to maintain chants that were in effect beforehand unless the effect also prevents chanting specifically, such as Frozen.
- Chants end automatically if the caster begins casting an ability or stops maintaining the chant. Some chant effects may have additional conditions that will also force the end of the chant, or exceptions that allow the chanter to use certain abilities without ending their chant.
Effect
Effects are caused by strikes, abilities, and other gameplay mechanics.
- A player can be affected by multiple effects simultaneously.
- A source can impart more than one effect at a time.
- When a source imparts multiple effects at the same time, they are all applied simultaneously.
Effect Categories
All effects are divided into categories based on similar properties.
- Immediate Effects are completely resolved in the moment they occur with no additional actions or timers required.
- Examples include: damage, armor breaking, healing wounds, repairing equipment, etc.
- Immediate effects are always independent from one another, even though they are typically listed under a single header. They must be resisted or protected against individually.
- Status Effects last until an amount of time has elapsed, the player dies, or some other requirement is met.
- Players must declare the name or a brief summary of the effect if asked.
- If a status effect expires due to a timed duration ending, the player it affected must declare, "No longer [Effect or State that Ended]". This must be audible out to 20 feet.
- All the text under a status effect header is part of the same status effect. If one part of the status effect is removed, resisted, or otherwise ignored, the entire status effect is removed or ignored. A status effect cannot be broken into pieces of itself.
- Chant Effects last as long as the caster remains chanting. See ‘Chants’ for more info.
- All the text under a chant effect header is part of the same chant effect. If one part of the chant effect is removed, resisted, or otherwise ignored, the entire chant effect is removed or ignored. A chant effect cannot be broken into pieces of itself.
- Enchantment Effects last until it is willingly discarded or the player dies. See ‘ Enchantments’ for more info.
- All the text under an enchantment effect header is part of the same enchantment effect. If one part of the enchantment effect is removed, resisted, or otherwise ignored, the entire enchantment effect is removed or ignored. An enchantment effect cannot be broken into pieces of itself.
- Trait Effects are active for the entire game and cannot be removed, disabled, or discarded. See ‘ Traits’ for more info.
- Secondary Effects are follow-up effects that are applied sometime after an initial effect, usually once some sort of condition or requirement is met.
- A player cannot willingly choose to be immune to, resist, or refuse secondary effects once the primary effects have been applied to them. Other effects that would prevent a player from being affected by something, such as Tracking or being Frozen, can still prevent secondary effects.
- Since secondary effects are still effects, they will also include a primary effect category listed in brackets, such as "Secondary Effect (Immediate)".
Enhanced Strikes
Enhanced Strikes are passive strike effects that impart extra damage and/or destruction on each successful strike.
- Enhanced strikes are passive; they do not require an incantation, and are not expended after use. The standard strike enhancements you will find in Amtgard are listed below. See the ‘Strike Enhancement Keywords’ section for specific details about each one.
- When a melee strike is enhanced, the player must declare their enhancement(s) to their opponent immediately before or during the initial strike against them and periodically throughout the engagement when reasonable.
- If a player forgets to declare their Enhanced Strikes, their strikes will not impart the extra effects until they are declared.
- For weapons like Javelin and Great Weapons that can gain enhancements based on their construction and/or method of use, the user must do their best to ensure their opponent is not confused about which strikes are enhanced and which ones are not.
- Like all declarations, both sides must handle these interactions in good faith and not seek to deliberately obstruct or delay information to gain gameplay advantages.
- When a projectile is enhanced, the attacker is not required to declare their enhancements as they are treated as part of the overall effect of the projectile. The player may still wish to declare these enhancements to help the opponent administer the rules properly, but they are not required to do so in order to impart the enhanced effects.
Frequency / Uses
Each ability will have limited number of uses that can change based on class customization choices.
- A player expends a use of an ability when they complete the incantation, whether or not the ability was effective.
- When a player has 0 uses remaining, they can no longer use that ability until it is restored.
- Abilities can be restored in a variety of ways but can never be restored beyond the maximum number of uses available to the player for that activity.
- If a player gains new abilities over the course of an activity, these new abilities are treated independently from any existing copies that the player might already possess.
- For example, a player with Heal 1/Life gains Heal 2/Refresh somehow. Both frequency tracks would exist and the player could use either one to allow them to cast Heal.
- If the player has the ability to restore either of these abilities, they are restored independently of each other. Rest values are tied to each version and cannot be used to restore the other.
V8 Transition Notes:
- You do not need to completely expend the uses of an ability in order to restore them.
- You can restore abilities back up to the maximum amount you have available.
FREQUENCY TERMS
- Per Life (X/Life)
A player’s per Life abilities are fully restored whenever they respawn. - Per Refresh (X/Refresh)
Per Refresh abilities do not restore themselves when respawning. They are only restored when the Game Organizer grants a Refresh. Amtgard classes have been designed around 0-1 refreshes per activity. - Unlimited
Unlimited abilities can be used as often as the player wants, as long as they meet any other prerequisites to use the ability. - Ball / Arrow (X Balls or X Arrows)
Abilities with a frequency of Balls or Arrows appear on abilities that require a Spellball or Specialty Arrow as a material component.- These abilities can be used as often as the player wants as long as they have the necessary ball or arrow on hand.
- Players may retrieve and reuse their Spellballs and Specialty Arrows any number of times.
- Players may only bring a number of Spellballs or Specialty Arrows into an activity equal to the maximum uses allowed to them. Likewise, a player may also only carry up to that amount at any given time, even if they are sharing with another player.
- ♻ Rest Value (♻XX)
See Resting.
Incantations
An incantation is the unique, ability-specific lines that are required to be spoken as part of using an ability.
- An incantation listed as "I command thee to stop x3" requires the caster to say the words "I command thee to stop" three times in succession.
- Casters may freely switch the pronouns (my, thy, your, etc.) within incantations to make them appropriate to the situation.
- Incantations must be said loud and clear enough to be heard and understood within 50ft or by the target, whichever is closer. If the target is within 20ft, it must be heard and understood clearly out to 20ft.
- Mispronunciation, improper wording, omitting words, insufficient volume, or a gap of more than two seconds between words will interrupt the incantation.
- Battlefields can be chaotic and each player processes sensations differently. Casters and targets should act in good faith when determining what is loud or clear enough. When in doubt, refer to the Battlefield Etiquette.
Line of Sight
Line of Sight (LOS) is an imaginary line that extends from a player’s eyes to a target.
- In order to use abilities, the caster must have at least a partial LOS to their target at the end of the incantation.
- Players cannot obscure themselves with their own carried items, but they can obscure other players.
- For example, a player can use their tower shield or cloak to block LOS to an ally.
- Unattended and Destroyed equipment does not block line of sight in-game, even if it is actually obscuring the target in real life. For example, a tower shield propped up against a tree would not obscure in-game LOS to someone hiding behind it, even if they are legitimately hidden from view in real life.
- Since Line of Sight is entirely subjective and nearly impossible to verify, players are expected to be honest and act in good faith when judging their own LOS.
See "Casting" to learn how line of sight plays a part in casting abilities.
Material Components
Material Components, also known as simply 'Materials', are physical objects that are required to use some abilities, such as a spellball or specialty arrows.
Material Components do not take up a Free Hand when using the ability they are associated with.
Meta-Magic
Meta-Magics are special abilities that modify the way other abilities are cast.
- Meta-Magics do not follow the typical casting process.
- To use a meta-magic, the caster must say the meta-magic incantation while casting the ability that they wish to modify. It must be said after the target is declared but before the incantation for the modified spell.
- Below is an example of someone casting Hold Person with the Extension meta-magic against a player named Robin.
- Meta-Magics are expended once their incantation is said, whether or not the modified spell is completed.
- Casters cannot use multiple meta-magics simultaneously on a single ability.
Name (Ability)
This is the name of the ability.
Ability names exist in this ruleset in a strict form to support the execution of game mechanics; however they do not define how players must play and portray them in in-character. With that in mind, the name listed here is the universal term all players must acknowledge regardless of whether they are playing the ability with a stereotypical presentation or something different.
Veera, out-of-character, asks "What spell is that again?"
Raj replies, also out-of-character: "Hold Person"
(Raj is not allowed to call the ability "Zombie Hands" since that is not the listed ability-name of the ability he used.)
Veera nods and then fulfills the effect of the ability by being Stopped. She also decides to roleplay along with Raj’s improvised theme, swatting at her legs and emoting as though zombie hands were restraining her.
(Players are not required to play along with anyone’s alternate theming, however roleplaying cooperatively can allow everyone to experience their characters fantasies without writing hundreds of similar abilities with different names to fit various themes.)
Offensive / Non-Offensive
Each ability type is either offensive or non-offensive, with the exception of Verbals, which can be either.
- Non-Offensive abilities can be refused by their targets even if the ability is successfully cast. A refused ability has no effect but is still expended.
- Offensive abilities cannot be refused and will always impart their effects if cast successfully.
Below is a quick summary of each type for reference:
Offensive Ability Types
- Power Strikes
- Specialty Arrows
- Spellballs
- Verbals labelled as 'Verbal (Offensive)'
Non-Offensive Ability Types
- Enchantments
- Meta-Magic
- Traits
- Verbals labelled as 'Verbal (Non-Offensive)'
Other Details
The 'Other Details' section of an ability or effect is extra rules text that does not fit under any of the actual effect headers. This will typically include rules clarifications, or extra specifics about gameplay like mandatory declarations or special exceptions to the Casting rules such as being able to cast while moving or affect dead players.
Other Details are different from Reminders in that they are considered part of the actual rules text for the associated ability, whereas reminders are simply references to other rules.
Power Strikes
Power Strikes are special one-time melee attacks that will impart extra effects in addition to the regular effects of the melee strike.
- To use a Power Strike, it must be primed before attempting to strike a target.
- Power Strikes are primed by casting the ability while not actively swinging or attempting to strike.
- Once primed, the caster has two (2) seconds to strike a target or their equipment.
- If successful, the ability will impart its effects.
- If not, the Power Strike fails and has no effect, but is still expended.
- The caster can swing as many times as they want during the two second window, however the ability will impart its effects on the first successful strike.
- A primed Power Strike will cease to be primed if the player begins casting another ability.
- A player can only have one Power Strike primed at a time.
- If a Power Strike incantation is interrupted or otherwise fails, any ensuing strikes are treated as just normal strikes, as though the power strike was never attempted in the first place.
Prerequisites
An ability that includes a prerequisite can only be used while its prerequisite condition is met.
- If the prerequisite involves a specific moment, such as killing a target, that ability may only be used once per triggering moment. For example, a player with Adrenaline may use it within 30s of killing an enemy. If they kill a single enemy, they may use it once. If they kill three enemies, they may use it three times.
Range
Range indicates the maximum distance at which an ability can be successfully cast. Targets must be within this range at the completion of the incantation.
The different ranges are:
- 5ft / 20ft: Most abilities fall into one of these two ranges.
- They have a maximum range as indicated, in feet.
- This range is measured loosely from the core of the caster to the core of the target. Extending limbs will not bring you or your target closer together.
- Range measurements are inclusive. Being exactly 20ft away from a caster is IN range of a 20ft ability.
- Ranged casting should not require a third-party observer or measuring device to resolve. Players are expected to familiarize themselves with these distances to better judge ranges quickly mid-combat. When in doubt, just do your best, act in good faith.
- Abilities with 20ft ranges can be cast on anyone unless specifically indicated otherwise.
- Abilities with 5ft ranges will always include who it can target - in the form of (Other), (Any), or (Self).
- Abilities with a range of "5ft (Any)" can be cast on anyone.
- Abilities with a range of "5ft (Other)" can only be cast on other players. They cannot be cast on oneself.
- Self: Abilities with a range of "5ft (Self)" or just "Self" can only be cast on oneself.
- Strike: Abilities with a range of Strike require their target to be struck by a specific material component to impart its effects.
- Abilities with a range of Strike do not need to identify targets when casting.
- The strike can be made from any distance as long as it is a valid strike. For example, a spellball can affect a target 500ft away if the caster is able to throw it that far.
- The exact component required will be listed under the Material Components section of the ability.
- Unlimited: These abilities have no maximum range, however they typically have some sort of prerequisite or limit to restrict who they can actually target.
See "Casting" to learn how range plays a part in casting abilities.
Reminder
Reminders are extra text intended to help players remember related rules that might affect the understanding of the ability or effect.
- Reminder text should never be interpreted as the text for rule itself; players should always reference the full text of rule being referenced this way.
- For example, many abilities that grant a resistance will have a reminder note that the resistance is optional; however the exact rules text for how resistances are optional can be found in the rules for Resistance itself.
Resting
- All players have access to the Rest ability at all times.
- Abilities and effects with a Rest value (indicated by the ♻ symbol) can be restored with Rest.
- The Rest value of an ability or effect indicates how long, in seconds, it takes to restore the ability or effect by Resting.
- Players can also rest at their base for additional effects such as restoring wounds and equipment.
Specialty Arrows
Specialty Arrows are color-coded arrows (or crossbow bolts) that will impart extra effects in addition to the regular effects of an arrow.
- To use a specialty arrow, the player must cast it immediately before or during the firing motion.
- Properly cast and fired specialty arrows will impart their effects on anything they hit with a valid strike until they stop moving.
- Specialty arrows that are fired without being properly cast are entirely nullified and will have no effect whatsoever, even if the physical arrow strikes something.
- Specialty arrows must be fired alone.
- Specialty arrows use the ‘Arrow’ frequency. See 'Frequency' for more details.
Spellballs
Spellballs are color-coded projectiles that can impart damage and other effects.
- To use a Spellball, it must be primed before being thrown at a target.
- Spellballs are primed by casting the ability while holding the physical ball in a Free Hand.
- Once primed, a spellball can be held indefinitely before throwing, however it will cease to be primed if the physical ball is no longer held by the caster (except while passing from one hand to another), if the caster begins casting another ability, or if the caster dies.
- A player can only have one Spellball primed at a time.
- Primed and thrown Spellballs will impart their effects on anything they hit with a valid strike until they stop moving.
- Spellballs that are thrown without being properly cast are entirely nullified and will have no effect whatsoever, even if the physical ball still strikes a target.
- Spellballs use the ‘Ball’ frequency. See 'Frequency' for more details.
V8 Transition Note: Spellballs are projectile weapons and can be blocked with Missile Block and resisted by Blessing Against Projectiles or similar abilities.
Spellball Construction
- Spellballs have their own special construction requirements.
Traits
- Traits are passive abilities denoted with (T).
- Traits are automatically active at the start of the activity and do not need to be cast.
- Traits cannot be removed or discarded. However, while a player is dead, their trait effects become inactive and do not bestow any of their effects except those specifically stated to work while dead. When the player is returned to life, all their traits become active again.
Enchantments and Other Effects as Traits
There are instances where enchantments or other effects like Fragile may be granted to a player as a trait. In these cases, the ability type and effect category becomes "Trait" and it ceases to follow the rules for the previous type, instead following all the rules for traits as listed above.
Type
Abilities will have one of the following types:
Details for each type can be found under its specific entry.
Verbals
Verbal abilities deliver their effects by voice alone. They do not require any any material components or physical contact.
Effects from verbal abilities can be extremely varied. Each ability profile will indicate whether the particular verbal ability is Offensive or Non-Offensive.
Keywords
Many abilities describe exactly what they do in their effect text. Some effects though are very common or would require too much space to define under each ability. In these cases, the effect lists only the name of the effect as a "keyword". The details of each keyword can be found below.
KEYS TO SUCCESS
While there are many abilities in the game, their results are often quite similar; using the same keywords in different combinations and configurations. If you read through and familiarize yourself with these keywords, you will have a much easier time understanding the vast majority of abilities that may be used on you.
States
The following keywords are typically used in Status Effects.
Afraid
A player who is Afraid of something cannot aggress against that thing and is forced to stay 20ft away unless they are unable to move or forced by some other effect. If an Afraid player is aggressed on by an enemy they are Afraid of, they may act as though they were not Afraid of them for the duration of the effect.
Cursed
A Cursed player and their carried equipment cannot be affected by non-offensive effects that restore them unless the effect specifically removes Cursed.
Reminder: Restoration includes Heal, Mend, Release, Renew, Innate, Rest, and all other similar effects.
Flying
Flying players and their carried equipment:
- Cannot be affected by abilities and strikes that originate within 20ft.
- Cannot aggress.
- May move about the battlefield freely as long as they stay 20ft away from enemy bases and avoid obstructing combat or interactions between other players.
- May pick up equipment but cannot carry Game Items or interact with Game Objectives.
- Are not obstructed or affected by 'low' terrain such as water, lava, pit traps, etc. unless otherwise indicated by the Game Organizer. Real-life terrain, such as actual walls and pits, cannot be bypassed this way unless it is able to be done safely and approved by the organizer or associated rules authority.
- May not delay the game excessively, as judged by the Game Organizer or associated rules authority. For instance, a player may not use Flying to avoid being killed if they are the last player alive in a Mutual Annihilation battlegame.
V8 Transition Note: Becoming Stopped does not remove Flying from a player. They may continue Flying while unable to move.
Fragile
A Fragile player dies the next time they are Wounded.
Frozen
Frozen players and their carried equipment:
- Cannot be affected by anything except effects that remove status effects or those that can specifically affect Frozen players.
- May not act in game.
- May not carry Game Items or interact with Game Objectives.
- Must do their best to inform potential aggressors by declaring their Frozen state to avoid confusion on the battlefield.
Other players cannot intentionally use Frozen players to obstruct combat or interactions between them and other players.
Reminder: Players may always move and speak to make declarations, avoid real life hazardous situations, and call for real-life help or assistance. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.
Insubstantial
Insubstantial players and their carried equipment:
- Cannot be affected by anything except effects that remove status effects or can specifically affect Insubstantial players.
- Cannot affect other players or their equipment; however they may pick up their own equipment if they are able to get close enough.
- May not carry Game Items or interact with Game Objectives.
- Cannot use any abilities other than Rest and Innate.
- May continue Chants already in progress.
- Can only move as indicated by the effect that made them Insubstantial.
- Are not obstructed or affected by terrain such as walls, lava, pit traps, etc. unless otherwise indicated by the Game Organizer. Real-life terrain, such as actual walls and pits, cannot be bypassed this way unless it is able to be done safely and approved by the organizer or associated rules authority.
- Must do their best to inform potential aggressors by declaring their Insubstantial state to avoid confusion on the battlefield.
- Must avoid obstructing combat or interactions between other players. Likewise, other players cannot intentionally use Insubstantial players to obstruct combat or interactions between them and other players.
- May not delay the game excessively, as judged by the Game Organizer or associated rules authority. For instance, a player may not use Insubstantial to avoid being killed if they are the last player alive in a Mutual Annihilation battlegame.
Reminder: Players may always move and speak to make declarations, avoid real life hazardous situations, and call for real-life help or assistance. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.
Invulnerable
Invulnerable players and their carried equipment:
- Cannot be affected by anything other than the effect that made them Invulnerable.
- May speak freely but can otherwise only act as indicated by the effect that made them Invulnerable.
- May not carry Game Items or interact with Game Objectives.
- Are not obstructed or affected by terrain such as walls, lava, pit traps, etc. unless otherwise indicated by the Game Organizer. Real-life terrain, such as actual walls and pits, cannot be bypassed this way unless it is able to be done safely and approved by the organizer or associated rules authority.
- Must avoid obstructing combat or interactions between other players. Likewise, other players cannot intentionally use Invulnerable players to obstruct combat or interactions between them and other players.
- Must do their best to inform potential aggressors by declaring their Invulnerable state to avoid confusion on the battlefield.
- May not delay the game excessively, as judged by the Game Organizer or associated rules authority. For instance, a player may not use Invulnerable to avoid being killed if they are the last player alive in a Mutual Annihilation battlegame.
Reminder: Players may always move and speak to make declarations, avoid real life hazardous situations, and call for real-life help or assistance. Actions taken this way should be done in good faith and not used to generate a gameplay advantage.
Severed
A Severed player cannot be revived.
Status effects that grant Severed are not removed by death and cannot be removed except by respawning or effects that specifically remove Severed.
Shoved
Shoved players are forced to move a certain distance in a specified direction.
- The distance and direction they are required to move is indicated by the effect itself.
- The effect ends when the target has moved the required distance away from their initial location.
- The effect will also end if the target becomes forced again by some other effect or reaches impassable and/or real life hazardous terrain that cannot be reasonably or safely bypassed while still moving away from the caster.
Stopped
A Stopped player cannot move from their current location. They may rotate in place and otherwise act freely but their center of gravity must remain roughly over the point where they became Stopped.
Forced Movement VS Stopped
- If a Stopped player is affected by a forced movement effect that would send them directly to a specified destination (such as with Shove or Teleport) the player must move to complete the forced movement and then the player continue being Stopped in their new location.
- If a Stopped player is affected by an effect that would force or limit their movement without a specific destination (such as Blink, Fear, Reload, etc.) then the player will remain unable to move until the Stopped effect ends.
Suppressed
A Suppressed player is unable to cast abilities. They may continue Chants already in progress.
If a player becomes suppressed while casting, the casting is immediately interrupted.
Taunted
Taunted players cannot aggress or cast abilities on anything other than what they are taunted by.
If a taunted player is aggressed on by an enemy, they become taunted by that enemy as well for the remainder of the effect.
Strike Enhancements
The following keywords are used for Enhanced Strikes.
Armor Breaking
When an Armor Breaking strike deals damage to armor in a location with 3 or fewer armor points remaining, that location loses all armor points instead of 1.
This enhancement can be declared as 'Armor Breaking' or just ‘Breaking’.
Armor Destroying
When an Armor Destroying strike deals damage to armor in a location with any armor points remaining, that location loses all armor points instead of 1.
Ignores Armor
Strikes that ignore armor will affect the target as though they were not wearing armor. Any armor on the target is completely bypassed and unaffected by this strike.
Ignores Immunities & Resistances
Strikes and effects that ignore immunities and resistances will affect the target and their equipment as though they did not have any immunities or resistances. Any immunities and resistances on the target are completely bypassed and unaffected by this strike.
Reminder: This will not bypass Insubstantial, Frozen, Flying, Invulnerable, or under any other type of effect that says 'cannot be affected'. It only ignores protections specifically listed as "immune" or "resistant".
Shield Crushing
When a shield is struck by a Shield Crushing attack three times, that Shield is destroyed.
- These strikes do not need to originate from the same source, nor do they need to occur in rapid succession.
- Restoring a shield or preventing the destruction from this effect will also reset the amount of shield-crushing strikes required to destroy shield.
- Melee weapons can only apply Shield Crushing with slashes.
- This effect can be declared as 'Shield Crushing' or simply just ‘Crushing’.
Shield Destroying
When a Shield is struck by a Shield Destroying attack, that shield is destroyed.
Siege
Siege strikes will instantly kill a player if it strikes them or their carried equipment, regardless of any immunities or resistances. In addition, all of the player's carried equipment is destroyed and all their armor points are reduced to zero.
- Unless otherwise designated by the Game Organizer, Siege attacks will affect the target and their equipment as though they did not have any immunities or resistances. Any immunities and resistances on the target are completely bypassed and unaffected by this attack.
- This will not bypass Insubstantial, Frozen, Flying, Invulnerable, or under any other type of effect that says 'cannot be affected'. It only ignores protections specifically listed as "immune" or "resistant".
- This will not bypass Insubstantial, Frozen, Flying, Invulnerable, or under any other type of effect that says 'cannot be affected'. It only ignores protections specifically listed as "immune" or "resistant".
- There are no standard rulebook abilities that include the Siege keyword. Siege attacks will only be seen when they are implemented as a custom rule for special battles or roleplay activities; typically for Siege Weapons and powerful boss Monsters.
Weapon Destroying
When a Weapon is struck by a Weapon Destroying attack, that weapon is destroyed.
Wounds Kill
If a player is wounded by a Wounds Kill strike, they die.
Other Keywords
The following keywords are commonly used but do not fit into either of the above categories.
Engulfing
Strike-based effects with the Engulfing keyword will impart their effects even if attack strikes carried equipment such as a weapon or shield. This includes arrows stored in quivers, and other similarly carried projectiles.
V8 Transition Notes:
- Garb and other non-equipment objects count as invalid obstructions. Engulfing strikes will only affect the target if the attack would have continued to strike carried equipment or a hit location.
- The V8 ‘Shield Drop Trick’ does not exist in V9. A shield in mid-air is an invalid obstruction and will not block attacks.
Forced Movement (Forced)
A player that is forced to move must move as indicated by the effect.
- Minimum Speed
- Players are not required to move any faster than they are comfortable but they must maintain at least a walking pace while completing this movement.
- Timing-wise, being forced to move will immediately interrupt and prevent any further casting that requires the caster to not move their feet.
- Forced Movement VS Terrain
- Players cannot be forced to move into or through real-life terrain that could be actually hazardous such as thick brush, rocky slopes, deep snow/mud, water, etc. In these instances, the player must move around the feature in good faith and in a way that makes the most sense when considering the spirit of the effect that is forcing them. If this is impossible, such as with a corner of the field boundary, the player should move as far as they can and then the effect ends. When in doubt, consult a Reeve to make an assessment on a case-by-case basis.
- Whether or not players can be forced into in-game terrain (lava, pits, etc.) is up to the Game Organizer. When disallowed, players should follow the rules outlined above.
- Forced Movement VS Stopped
- If a Stopped player is affected by a forced movement effect that would send them directly to a specific destination, such as Shove or Teleport, the player must move to complete the forced movement and then continue being Stopped in their new location.
- If a Stopped player is affected by an effect that would force or limit their movement without sending them to a specific destination, such as Blink, Fear, Reload, etc. the player will be unable to move as long as they are Stopped.
Immunity
Immunity allows the bearer to protect themselves from the thing the player is immune to.
- When a player would be affected by something they are immune to, they may immediately declare "Immune!" or the name of the effect making them immune (i.e. "Missile Block!"). If they do, they are unaffected. If they do not, or choose not to, they will be affected as normal.
- Players may not use immunity against their own abilities or strikes.
- Immunity to a specific ability will protect against all effects from that ability.
- Immunity to an immediate effect, such as Armor Destroying, will only protect against that singular effect.
- Immunity to a State will protect against all text in an effect that includes that state.
- Example 1: A player that is immune to Insubstantial protects themselves from Banish. They would ignore both the Insubstantial state and the forced movement, since they are both part of the status effect that includes Insubstantial.
- Example 2: A player who is immune to Stopped protects themselves from Pinning Arrow. They would only ignore the status effect that includes Stopped, but not the immediate effects that include damage, weapon destroying, and armor breaking.
- DECLARATION TIMING
- The exact timing window for an immunity declaration should be judged in good faith on a case-by-case basis depending on the chaos of battle and the awareness of the would-be immune player. For example, if a player is focused on a melee exchange and they do not notice they have been struck by an attack from a 3rd party that they are immune to, they should be given the chance to declare their immunity once they have been made aware of it.
- If a player would be affected by multiple things faster than they can mentally register and react to, they only need to declare the immunity once to cover all the relevant effects. For example, if a player that is Immune to Stopped is struck by four Entangles back-to-back, they can just declare "Immune to Stopped" once and it will cover all the Entangles. They do not need to declare four times.
- In all cases, attackers should give their opponents a fair grace period to declare their immunities. Likewise, players with immunities themselves should do their best to make their declarations in a timely manner. All parties should avoid exploiting this moment for gameplay advantage.
Resistance
Resistance offers a renewable one-time protection from the thing the player is resistant to.
- When a player would be affected by something they are resistant to, they may immediately declare "Resistant!" or the name of the effect making them resistant (i.e. "Aegis!"). If they do, they are unaffected and the resistance is expended. If they do not or choose not to, they will be affected as normal but retain the resistance to use at a later time.
- Players may not use resistances against their own abilities or strikes.
- Resistance to a specific ability will protect against all effect text from that ability.
- Resistance to an immediate effect, such as wounds, will only protect against that singular effect.
- Resistance to a State will protect against all text in an effect that includes that state.
- Example 1: A player that is resistant to Insubstantial protects themselves from Banish. They would ignore both the Insubstantial state and the forced movement, since they are both part of the status effect that includes Insubstantial.
- Example 2: A player who is resistant to Stopped protects themselves from Pinning Arrow. They would only ignore the status effect that includes Stopped, but not the immediate effects that include damage, weapon destroying, and armor breaking.
- Expending a resistance against a projectile will protect the player and their carried equipment from the relevant effects of that projectile until it stops moving.
- Expending a resistance does not remove the enchantment or effect that granted it. Expended resistances can be restored with effects like Renew and Rest. The rest time required to restore an expended resistance will be listed in the effect that granted it.
- DECLARATION TIMING
- The exact timing window for a resistance declaration should be judged in good faith on a case-by-case basis depending on the chaos of battle and the awareness of the would-be resistant player. For example, if a player is focused on a melee exchange and they do not notice they have been struck by an attack from a 3rd party that they are resistant to, they should be given the chance to declare their resistance once they have been made aware of it.
- In all cases, attackers should give their opponents a fair grace period to declare their resistances. Likewise, players with resistances themselves should do their best to make their declarations in a timely manner. All parties should avoid exploiting this moment for gameplay advantage.
Restore
In Amtgard, restoration happens whenever something is brought closer to its original condition. Many such effects specifically say restore in their effect text however restoration occurs whether or not it is explicitly mentioned, especially in regards to custom rules.
EXAMPLES THAT USE THE WORD 'RESTORE'
- Restore a wound - means the wound is removed.
- Restore a destroyed item - means that the item is no longer destroyed.
- Restore a point of armor - means refill player's armor points by 1, up to their maximum value.
- Restore an ability - means recovering the expended uses of an ability, up to the maximum available.
EXAMPLES THAT DO NOT USE THE WORD 'RESTORE'
- Remove status effects - is a form of restoration.
- Reviving dead players - is a form of restoration.
- Beneficially modifying timers - is a form of restoration. This includes effects that modify status effect durations, rest timers, death counts, etc.
Revive
Effects that revive will restore a player to life without respawning.
When revived, a player is returned to life with their wounds restored, but their equipment, enchantments, and abilities remain in the same state they were before they died.
Magic Items
Items imbued with magic are a common part of fantasy stories. In Amtgard, magic items can be acquired in a variety of ways and will offer boons to the user beyond what they might normally have access to from their chosen class alone.
General Rules
Using Magic Items
- The Game Organizer determines which Magic Items, if any, are allowed in their activities. They may also impose additional restrictions as they see fit, such as a limited number of items per player.
- The effects of a magic item must be clearly defined when the item is bestowed to a player.
- If the magic item is not described in this rulebook, the user must carry a copy of their item’s abilities and effects during any activity they wish to use the item.
- Abilities and effects granted by magic items behave as they would if the player had those abilities or effects naturally, except where noted below:
- Item-granted abilities cannot be modified or restored by archetypes. For example, a magic item that grants Shake It Off 2/Refresh cannot be restored by the Guardian or Juggernaut archetypes.
- If a class already has access to an ability granted by a magic item, the item-granted version does not share any symbols or tags, such as ⬗ or 🛡️. For example, a Warrior using an item that grants Safeguard 2/Refresh would need a free hand to cast it since this version does not have ⬗.
- Players must carry a physical representation (aka "Phys-Rep") of their Magic Item(s) in order to benefit from it.
- The Phys-Rep requirements for an item must be clearly defined when the item is bestowed to a player.
- Phys-Reps are equipment and must adhere to the Universal Equipment Requirements.
- Phys-Reps must be a unique item and cannot simultaneously be a weapon, shield, or any other type of equipment unless specifically required by the item itself, such as the Sword of Flame which is a magic sword.
- The Phys-Rep of a magic item is a Material Component for any abilities or effects it grants. It must be visibly carried in some fashion while casting its abilities or using the effects. If the player has access to the same abilities or effects by another method, the magic item is not required to use those versions.
- Multiple copies of the same magic item (such as potions) may all be represented by the same Phys-Rep. For example, three Potions of Healing can be represented by a single red potion bottle, but you would need a different bottle to represent a Potion of Mend.
- Phys-Rep requirements are not reserved visuals. Players may carry or wear non-magical items and accessories that look visually similar to magic items as long as it is not being used to derive a gameplay advantage.
Duration of Ownership
Each Magic Item is only useable for a specified period of time.
- The duration of ownership for a Magic Item must be clearly defined when the item is bestowed.
- When the duration has elapsed, the Magic Item can no longer be used. If a Phys-Reps was presented with the item, it should be returned to the authority that bestowed it.
- Magic Items without a specified ownership duration will automatically expire in six (6) months from when they are bestowed.
- Ownership of Magic Items may be rescinded by the authority that bestowed them at any time.
- Magic Items can only be used by their owners and cannot be transferred or traded without permission from specific individuals:
- A Game Organizer can grant permission for players to temporarily transfer magic items during their games; however, these transfers are reverted at the end of each activity. Permanent transfers require permission from the original authority who bestowed the item.
Acquiring Magic Items
There are three standard methods to acquire/distribute Magic Items:
- Garb Bonus Curios: The garb bonus allows eligible players to select a magic item from the list of Garb Bonus Curios.
- These items do not persist beyond the individual activity where the bonus was awarded.
- Each player may only carry and use a single Magic Item acquired through the Garb Bonus.
- Officers: All Kingdom and Park officers can create and/or distribute Magic Items unless otherwise indicated by their Kingdom’s Corpora or similar document.
- The ownership duration for items awarded this way cannot be longer than the awarding officer’s reign.
- The awarding officer and their peers are responsible for tracking which of these magic items are owned by whom.
- Magic Items bestowed by park officers only function within the park they were awarded. Likewise, magic items awarded by Kingdom officers only function within the parks of that Kingdom.
- Game Organizers: Game Organizers may create and/or distribute Magic Items for use during their own activities.
- These items only function during activities run by the associated organizer.
- By default, these items do not persist beyond the individual activity where they were bestowed, however an organizer may choose to extend their duration across multiple activities they are organizing. This is commonly used to enable a form of loot/reward system for connected activities such as a roleplay storyline. In these cases, the awarding organizer(s) are responsible for tracking which magic items are owned by whom.
Types of Magic Items
Magic Items are classified into one of three types: Trinkets, Talismans, and Relics.
- Trinkets are simple magic items that are not overly powerful and can be safely used in most battlegames.
- Examples include: a Potion of Healing, a Scroll of Mend, a Wand of Release, etc.
- Additional examples are presented here as Garb Bonus Curios.
- Talismans are mid-power magic items with meaningful effects that may require consideration before being allowed in some activities.
- Examples include: a Potion of Revitalization, a Scroll of Barkskin, a Wand of Fear, etc.
- Additional examples are presented here as Talismans of Renown.
- Relics are powerful magic items that require careful consideration before being allowed into any activity.
- Relics are unique unless indicated otherwise. There may only be one of each unique relic awarded per kingdom at a time.
- If a relic is bestowed with an alternate name (such as in honor of a community member), the item's uniqueness is still tied to the item it was before being renamed.
- If a relic is bestowed with an alternate name (such as in honor of a community member), the item's uniqueness is still tied to the item it was before being renamed.
- Some examples of traditional relics from Amtgard's past are presented here as Relics of Antiquity.
- Relics are unique unless indicated otherwise. There may only be one of each unique relic awarded per kingdom at a time.
Creating Magic Items
Check out the Game Organizer Guide to find tips and guidance for creating custom magic items.
Garb Bonus Curios
The items listed below are trinkets available to those who have earned the Garb Bonus.
Crafting Curio Phys-Reps
The goal of the Garb Bonus Curio is to encourage garb and garb accessories without restricting creative expression. As such:
- The color requirements are primarily aesthetic and not intended to be a visual indicator. They do not need to include the Color Blind Aids.
- There are no size requirements other than the curio being an appropriate item for a fantasy setting.
- Players should create their phys-reps in good faith and not seek a gameplay advantage from their construction or presentation.
- The Game Organizer or associated rules authorities for the activity have final say over what is or is not an acceptable phys-rep for a curio.
Curio of Aid | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly GREEN or has GREEN as its focal point. |
Magic Item Effect | Bearer may use Release (Any) 2/Refresh. |
Curio of Friendship | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly BLUE or has BLUE as its focal point. |
Magic Item Effect | Bearer may use Confidence (Other) 2/Refresh. |
Curio of Healing | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly RED or has RED as its focal point. |
Magic Item Effect | Bearer may use Heal (Any) 2/Refresh. |
Curio of Hope | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly PURPLE or has PURPLE as its focal point. |
Magic Item Effect | Bearer may use Safeguard (Other) 2/Refresh. |
Curio of Mending | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly BROWN or has BROWN as its focal point. |
Magic Item Effect | Bearer may use Mend (Any) 2/Refresh. |
Curio of Perseverance | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly WHITE or has WHITE as its focal point. |
Magic Item Effect | Bearer may use Shake It Off 2/Refresh. |
Curio of Power | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly YELLOW or has YELLOW as its focal point. |
Magic Item Effect | Bearer may use Innate 2/Refresh. |
Profane Curio | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly MAGENTA or has MAGENTA as its focal point. |
Magic Item Effect | Bearer may use Lay Curse 2/Refresh. |
Curio of Retrieval | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly ORANGE or has ORANGE as its focal point. |
Magic Item Effect | Bearer may use Reload 2/Refresh. |
Sacred Curio | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly AQUAMARINE or has AQUAMARINE as its focal point. |
Magic Item Effect | Bearer may use Renew (Any) 2/Refresh. |
Curio of Shadows | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly BLACK or has BLACK as its focal point. |
Magic Item Effect | Bearer may use Pass Without Trace 2/Refresh. |
Curio of Spirit | |
Physical Representation | An appropriate fantasy item or curiosity that is predominantly GRAY or has GRAY as its focal point. |
Magic Item Effect | Bearer may use Banish 2/Refresh. |
Talismans of Renown
The talismans listed below are useful items that can be a boon to any quest or adventure.
Developer Note: This section will be filled with more examples after the new abilities are tested and in a more stable position.
The goal is to include example of talismans with the knowledge from V8 that folks may give these items more leeway for approval due to being in the rulebook itself (as opposed to homebrew items). To that end, we want to make sure the examples included here are things that won’t be too broken or disruptive if they come up a lot.
Relics of Antiquity
The magic items listed below represent relics of Amtgard’s legacy.
Developer Note: This section will be filled with more examples after the new abilities are tested and in a more stable position.
The goal is to include example of relics with the knowledge from V8 that folks may give these items more leeway for approval due to being in the rulebook itself (as opposed to homebrew items). To that end, we want to make sure the examples included here are things that won’t be too broken or disruptive if are used more commonly than completely custom relics.
The Homestone | |
Physical Representation | A polished stone sphere. |
Magic Item Effect | Bearer may use Reforge (Any) 1/Life ♻10. |
The Phase Blade | |
Physical Representation | A Dagger with a gray or silver cover. Must be distinct in appearance and not easily confused with another weapon on the battlefield. |
Magic Item Effect | Strikes from this weapon Ignore Armor, Immunities, and Resistances. |
The Phoenix Hammer | |
Physical Representation | A Short weapon with predominantly displayed phoenix imagery. Must have at least 6" of Super Heavy Padding and be shaped like a hammer. Must be distinct in appearance and not easily confused with another weapon on the battlefield. |
Magic Item Effect | Strikes from this weapon are Armor Destroying and Shield Destroying. |
The Shield of Reflection | |
Physical Representation | A Medium Shield with a metallic or reflective cover. Must be distinct in appearance and not easily confused with another shield on the battlefield. |
Magic Item Effect | The shield cannot be destroyed by any means. Wielder is immune to engulfing effects that strike the shield. When the immunity is used, the engulfing effect is applied to the attacker instead. |
The Staff of Doomsday | |||||||||||||||||||||
Physical Representation | A Magic Staff with ominous runes and grotesque designs. | ||||||||||||||||||||
Magic Item Effect | This weapon is immune to destruction. The bearer gains the ability to cast Doomsday 1/Refresh (see below). | ||||||||||||||||||||
Other Details |
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The Sword of Flame | |
Physical Representation | A Short weapon with a fiery cover. Must be distinct in appearance and not easily confused with another weapon on the battlefield. |
Magic Item Effect | This weapon is immune to destruction. Strikes from this weapon are Armor Breaking and Shield Crushing. |
Combat Activities
Combat Activities are games or scenarios where players are allowed to use combat to pursue their objective. Amtgard combat does not have a single primary game mode. Much like tabletop RPGs, this rulebook defines the mechanics by which players can engage with each other, but the specific games and scenarios wherein those mechanics are used is up to a Game Organizer to decide.
Since the variety of possible games is limited only by your imagination, this section describes the core mechanics and components of all combat activities, as well as providing some common example games.
After reading this section, you can learn more about designing, building, and balancing your own combat activities in the Game Organizer Guide.
Core Game Mechanics
Every combat activity must have the following core mechanics to ensure it can coexist with the rest of the Amtgard ruleset. These mechanics can be tweaked and adjusted to create an infinite number of different games.
Objectives
The win condition(s) for the activity. This can be any identifiable moment.
Game Items
Game Items are physical objects that are often directly relevant to the game objective, although the Game Organizer can designate any object as a Game Item for their activity if they deem it necessary.
Game Items must be dropped immediately if the bearer becomes Dead, Frozen, Insubstantial, Invulnerable or otherwise unable to be interacted with.
Some activities may also require the Game Item to be held in a free hand, or for its location to always be public information, meaning it cannot be intentionally hidden and any players who know its location must declare it when asked.
Your Game Organizer will explain any specific rules for their Game Item(s) before the activity begins.
- The flags in a game of Capture the Flag
- The physical 'Heavy Object' for a game of Heavy Object
- The ball in Phoenix Ball
- The dog skull for Jugging
- Key storyline items in a quest
Teams
This will indicate how many teams the players must be split into, as well as any special instructions for they should be divided. Teams can also be a rotating feature where membership changes as the game progresses.
- Two Teams with an equal amount of players.
- Two Teams, and a neutral team that can help or hinder either team as they see fit.
- Two teams split evenly at the start but the first-dead player from the last round switches to the other team.
- The two most recent dead players respawn together as a new 2-player team.
- Free-for-All (every player for themselves)
- 1-on-1 duels
Life Limits
This indicates how many times players are allowed to return to life by respawning, if at all.
- A fixed number of lives per player
- A fixed number of lives per team (often called a Life Pool)
- Unlimited lives
Death Count / Respawn Condition
This is often referred to as the 'Death Count' whether or not there's an actual countdown. It will outline the conditions by which a dead player may return to life by respawning.
- X Seconds On-Death: Players must wait X seconds after dying before respawning. The exact timer is often adjusted in 15s increments to suit the number of players and overall flow of the game.
- Wave Respawn: Players in a designated Dead Zone respawn on pre-set cycles every X seconds on a shared clock.
- Rally Respawn: Players may only respawn together when X other teammates are dead and gathered in a designated Dead Zone. The exact number of players required to respawn is determined by the Game Organizer based on the needs of the game.
- Instant Respawn: Players may respawn immediately upon reaching a certain location or meeting a certain condition, such as touching a tree or moving 50' away from living enemies.
Respawn Points and the Dead Zone
The Respawn Point and Dead Zone are two integral parts of the cycle of life and death in Amtgard.
Respawn Point
This is the designated in-bounds location that dead players must go when they are able to return to life by respawning. When a player’s death count or respawn condition is met, they simply move to their team's designated respawn point and loudly declare "Alive!" to respawn and return to life.
The Dead Zone
This is a designated out-of-bounds location where gameplay cannot occur. It is an out-of-the-way zone for dead players to hang out in while they wait to respawn. Some death counts or respawn conditions may require dead players to be in the Dead Zone before they can start counting or otherwise be eligible to return to life.
Even if the Dead Zone is not being used for respawn conditions, it will always be valuable as a place for dead players to wait so keep them away from active combat and allow both teams to easily see who is dead at a glance. For these reasons, it important to make sure Dead Zones are placed away from in-bounds areas such as bases and Respawn Points.
Base
- Bases are a designated in-bounds location that some or all players may use as their starting area and rallying point.
- Some abilities will reference bases in their rules text, such as by requiring a player to return to their base, or only being usable while within their base.
V8 Transition Note: The ability to repair equipment at base has been rolled into the new Rest ability. - It is not recommended to have bases in close proximity to Dead Zones or respawn locations as bases can often be become cluttered with players when used as strongholds, resting points, or the last line of defense during a combat activity.
- Respawn Points in or around bases should be placed in such a way that respawning players are not able to come to life in the middle of active combat or in a position that would be seen as unfair or cheap.
- Dead Zones should always be placed in a distinctly separate location from bases or else it can become difficult to determine which players are alive defending the base and which players are dead.
- Respawn Points in or around bases should be placed in such a way that respawning players are not able to come to life in the middle of active combat or in a position that would be seen as unfair or cheap.
Refreshes
For game modes that allow players to use abilities, this will indicate the time or condition that allows players to restores the uses of their Per-Refresh abilities.
Refreshes are not required. Refreshes may be withheld entirely or offered more frequently to shape the dynamic of the game by increasing or decreasing the frequency of stronger abilities. More Refreshes equals more explosive, high-power games.
- As a rule of thumb, Amtgard classes have been designed around 0-1 refreshes per activity.
Game Modes
The Amtgard combat rules are designed to build upon each other in layers. Each layer of rules increases the complexity of the game while also increasing the breadth and depth of play.
The four (4) basic layers are:
- Ditch: Only uses the core combat rules.
- Militia: Core combat rules plus armor and projectiles.
- Full Class: Everything from militia plus classes and class abilities.
- Roleplay: Everything from full class plus roleplay abilities.
The Game Modes presented below represent some of the most common configurations of rules layers along with examples for each.
Duels & Tournaments
Duels
Duels are the most basic form of Amtgard combat. In this game mode, two players with battle each other in 1-on-1 combat. This mode typically uses only the Ditch rule layer. That means only the core combat rules. No armor, no projectiles, no siege weapons, no classes, and no roleplay abilities. Duels are often used to practice fundamental fighting skills such as strike placement, body positioning, and footwork; among others.
Tournaments
Kingdoms will often organize Fighting Tournaments where players can test their dueling prowess in a competitive setting for a chance to earn special accolades and achievements. Tournament fighting is one of two combat-focused paths to Knighthood.
Is Roleplay expected? Roleplay is rarely, if ever, expected in Duels and Tournaments.
Ditch
The Ditch game mode, as the name implies, only uses Ditch layer rules. That means only the core combat rules. No armor, no projectiles, no siege weapons, no classes, and no roleplay abilities. Unlike Duels and Tournaments, Ditch games are fought with teams of players. Ditch games are a great way to ease new players into the game, as well as an excellent warm up or cool down activity.
Is Roleplay expected? Roleplay is rarely, if ever, expected in Ditch games.
Militia
The Militia game mode is one layer of complexity up from Ditch. It allows Armor, Armor Breaking, Shield Crushing and basic projectiles, but not classes or roleplay rules.
Militia games are a great way to enjoy the physical combat rules, including armor and bows, without going too far into the intangible mechanics such as verbals, enchantments, and other special abilities.
Is Roleplay expected? Roleplay is rarely expected in Militia games.
Full-Class Battlegame
This game mode is the classic Amtgard experience. All combat-focused mechanics are used, including classes. Only the roleplay rules, which are non-combat oriented, are left out.
Full-Class games are the flagship activity for the Amtgard LARP and the most popular game mode by far. It offers the greatest combat depth and variety of participation styles, however this comes with the price of having a lot more rules for each player to track and process in real time. Since this game mode also includes intangible effects such as magic and enchantments, the honor of each player becomes crucial to ensuring everyone gets the fantasy combat experience they are expecting.
The Game Organizer Guide offers tips and guidance for easing new players into these more complex rules.
Is Roleplay expected? Roleplay is rarely expected in activities described as Full Class Battlegames. Scenario Battlegame is the term used when a Full-Class Battlegame intends to include roleplay.
Scenario Battlegame
This game mode sits on the cusp of using the full Amtgard ruleset. It represents activities that are still team-based and PVP in nature but want to include some roleplay elements without incorporating a complex storyline or social options. They use all the combat and class mechanics and may even dip into the non-combat roleplay abilities as well depending on how it might impact the activity.
Scenario battles often include NPCs, players who are not assigned to a team but representing some sort of monster or character that both teams can interact with.
Is Roleplay expected? Roleplay in scenario battles is encouraged but since this mode often combat-centric with little or no way to achieve victory without fighting, roleplay among PCs tends to be minimal. Typically, the NPCs will be the ones doing the majority of the roleplaying and other players will only roleplay when dealing with those specific NPCs, or by throwing in the occasional in-character quip when it won't affect their odds of victory.
Team Quest
This game mode is the first true use of all the gameplay rules. From core combat all the way to roleplay mechanics.
This mode involves teams of players, often called PCs, competing against each other to complete objectives that may include combat, social roleplay, puzzles, and other enjoyable activities alongside an overarching storyline. This game mode will often included more fleshed out NPCs for all groups to interact with.
Contrary to Adventure Quests, in Team Quests, each team is encouraged to thwart each other’s efforts and PVP combat should still be expected.
Is Roleplay expected? Roleplay is expected in Team Quests. These activities will often require the completion of social encounters and other non-combat objectives; there is usually some form of storyline; and it may even be possible to participate without engaging in combat whatsoever.
Adventure Quest
This game mode uses all the gameplay mechanics and is similar to a Team Quest except that it expects all players (PCs) to be on the same team and generally work together to thwart the NPCs and complete a storyline objective.
This mode is closest to a classic tabletop RPG experience where the Game Organizer (also known as the Questmaster) has the most freedom to script NPCs and control the flow of the encounters so PCs get a high-quality, streamlined story experience.
Is Roleplay expected? Roleplay is expected in Adventure Quests. These activities will often require the completion of social encounters and other non-combat objectives; there is usually some form of storyline; and it may even be possible to participate without engaging in combat whatsoever.
Sandbox Roleplay
The Sandbox Roleplay game mode, also known as "Open Roleplay", puts a spin on the traditional gameplay mechanics by foregoing teams, storylines, and specific objectives to instead encourage players to roleplay freely among themselves, engaging in combat only if and when the need arises.
This mode allows all game rules including combat and classes but is typically used for feasts, courts, and other low-combat environments where the focus is primarily on social roleplay. This means Sandbox Roleplay is great for non-fighting participants as well as traditional combat-ready players.
Most importantly, it is uncommon for Sandbox Roleplay to have a dedicated Game Organizer, so players who wish to roleplay this way will simply congregate together and drop in/drop out at their leisure.
Is Roleplay expected? As the name implies, roleplay is expected in Sandbox Roleplay activities. With that in mind, the disorganized nature of sandbox roleplay means that not everyone in your immediate area will always be participating so you may find yourself occasionally interrupted by out-of-character matters or otherwise be forced to move your roleplay to an area that is less likely to be interupted.
Custom Rules and Accommodations
In order to encourage fun and enjoyable experiences, Game Organizers are allowed to modify the way the game is played or create new rules that are only in effect for their particular game or activity.
To give a better understanding of how custom rules and mechanics can be useful, consider the following:
- Game-Specific Balance: With the infinite variety of potential game modes and objectives, it is possible that some rules or abilities can end up being too dominant or impactful in a given activity. In these cases, it can be beneficial to modify or prohibit them altogether to preserve fairness, fun, and/or competitive integrity.
- Enhancing Flavor or Immersion: Custom mechanics can be used to present more immersive experiences beyond what is normally allowed, such as lava pits, breath attacks, weather effects, and more!
- Accessibility & Accommodation: Game Organizers and Rules Authorities are empowered and encouraged to create custom rules to help include those who may need accommodation in order to participate, whether due to an injury, disability, weather conditions, or any another reason.
With Great Power Comes Great Responsibility
Custom rules can quickly turn a game into something that doesn't feel like Amtgard anymore. All modifications should strive to be in line with the actual Amtgard V9 Rules of Play whenever possible and work to support the source rules rather than completely change the way the game is played. In all instances, custom rules and mechanics must be clearly explained to all participants before the game begins.
Accommodations
Amtgard seeks to be an inclusive, welcoming, and empowering experience for all players. Game Organizers and Rules Authorities are encouraged to make exceptions or special accommodations as necessary to foster this inclusive environment whenever possible.
Accommodations are intended to enable fair participation and should never been seen as something to be optimized or sought out for gameplay advantage. Rather, they are intended to cut through the red tape of the written rules and help our members participate more easily, comfortably, and sometimes even at all.
- Players with disabilities or injuries could be granted special rules to help offset their condition and make it easier to participate. A player with a speech impediment might be allowed to use pre-recorded lines to cast magic; a players with mobility issues could be allowed to respawn further up field instead of walking back to base after each death; a fragile bow-user might be stationed as an immobile turret with a cardboard target nearby that players can attack instead of them.
- Players fighting in the heat, cold, or other weather conditions could be allowed accommodations so they can properly dress for the climate. Players in extreme heat might be granted their armor points without wearing the physical pieces. Players in extreme cold might receive 'Look the Part' without wearing full garb so everyone can bundle up for winter.
Developer Note: Accommodations are not a substitute to ensuring one's own personal safety.
Such a responsibility always rests with the player themselves.
Non-Melee Participation (Light Pink Sash Rules)
Players may have reasons to want to avoid becoming involved in melee combat. These players are referred to as Non-Melee Participants.
- Light Pink Sashes are reserved to denote Non-Melee participants. If worn with another sash, they must cross in the opposite direction.
- Non-Melee participation is an accommodation, not a strategic option. Like any other accommodation, a player who wishes to participate in this manner must first speak to and receive permission from the Game Organizer.
- Before a game begins, the Game Organizer should introduce any non-melee participants and explain how the accommodation works so everyone is on the same page.
- Interactions between Regular and Non-Melee participants must be handled in good faith, first and foremost. The goal is to allow a player to participate without being struck in melee, in a way that does not warp gameplay around them. Regular players should be able to participate largely as normal aside from pulling their strikes against these individuals.
Gameplay Rules for Non-Melee Participants
- If you wish to participate as a Non-Melee participant, you must speak with the Game Organizer before entering the battle.
- You should not just throw on a Light Pink Sash and jump into the game without alerting anyone. The sash alone does not prevent you from being struck. The Game Organizer, Rules Authorities, and other players must be aware of your presence and the accommodation itself in order to conduct themselves accordingly.
- You should not just throw on a Light Pink Sash and jump into the game without alerting anyone. The sash alone does not prevent you from being struck. The Game Organizer, Rules Authorities, and other players must be aware of your presence and the accommodation itself in order to conduct themselves accordingly.
- Once in game, if you are approached by someone clearly intending to strike you in melee combat, you must immediately call yourself dead.
- If you are unaware of their presence, they may gently tap you with their weapon to get your attention.
- If you are unaware of their presence, they may gently tap you with their weapon to get your attention.
- You cannot engage in melee combat yourself.
- You cannot use use melee weapons, armor, or shields to attack or defend yourself, nor can you benefit from enchantment effects that grant protection from melee strikes.
- Once engaged at melee range, you cannot attempt to dodge, evade, or escape. If you want to run away, you must do so long before your opponent reaches you. If you are being chased by a melee attacker, you should act in good faith and call dead when they get decently close because the only other way to 'catch' you is going to be by striking you, which is what your sash says they cannot do.
- You can engage and be engaged by projectiles and verbal abilities.
- You may use weapons, armor, shields, and enchantments to defend against these attacks as normal.
- You may use projectile weapons and verbal abilities as normal.
- Players who wish to avoid projectile contact as well should speak with the Game Organizer for further accommodation.
- You cannot derive a gameplay advantage from this accommodation.
- You should never place yourself into situations or interact with others in such a way that would leverage your accommodation to gain an advantage that was not directly intended by the Game Organizer.
- You should never place yourself into situations or interact with others in such a way that would leverage your accommodation to gain an advantage that was not directly intended by the Game Organizer.
- Wearing the sash does not guarantee that you will not be struck in melee.
- Amtgard is a contact activity and participation is always at your own risk. Combat is chaotic and you should expect to be struck accidentally every now and then. In these situations, you must still follow the rules and take the effects of any accidental hits that may occur. That said, repeated or egregious offenses should be reported to a Reeve for investigation.
- Amtgard is a contact activity and participation is always at your own risk. Combat is chaotic and you should expect to be struck accidentally every now and then. In these situations, you must still follow the rules and take the effects of any accidental hits that may occur. That said, repeated or egregious offenses should be reported to a Reeve for investigation.
Tips for fighting AGAINST Non-Melee Players
- When entering the battlefield, take note of any Non-Melee participants so you can be aware of their accommodation if/when it becomes necessary to interact with them. The Game Organizer should point out these players and/or explain the accommodation to you whenever it is being used.
- Avoid striking them in melee, even in jest. If you want to attack them, simply enter melee range and present yourself so that you could strike them and they should call themselves dead. If they are unaware of your presence or intent, a gentle tap from your weapon should be all that is necessary.
- Non-Melee participants can be engaged with projectiles and verbal abilities as normal unless otherwise instructed by the Game Organizer.
Developer Note: Ultimately, the goal of the game is to have fun. While certain accommodations can alter "the meta" or disrupt competitive strategies, that aspect should not be considered more important than the overall enjoyment of all participants.
Since Accommodations will often be created on a case-by-case basis, they will not be perfect on first conception. Accommodations should be tweaked and adjusted to avoid disruptively powerful effects, and communities should be supportive, respectful and compassionate towards the Organizers, Rules Authorities, and affected players that are trying to make these accommodations work.
The Game Organizer Guide (GOG)
The Game Organizer Guide is a supplementary document for the Amtgard V9 ruleset that provides support and guidance for Game Organizers, Reeves, and players looking to design and run their own games and activities. There are no rules in this guide, only useful information, tips, and examples.
Once released, you will be able find it on the Amtgard website.
GOG STATUS UPDATE (January 2024)
Development of the Game Organizer Guide is on stand-by until after the July 2024 AICOM vote.
If you would like to support development of this document in the future, please reach out on Discord or send a messsage to v9@amtgard.com.
Rules Authorities
Rules Authorities are responsible for overseeing activities and help enforce rules and safety. Rules Authorities can be chosen individuals, volunteers, or even elected officers depending on the situation. For example, the Game Organizer will often act as an authority for their own game, and other players may volunteer to help reeve (referee) as well.
- At least one Rules Authority is required at each Amtgard function to administer Equipment Inspections.
- It is encouraged to have at least one active Rules Authority monitoring each combat activity, although it is not required unless the Game Organizer deems them necessary. That said, it is always beneficial to have a Reeve or two hanging around to help keep the games running smoothly, to answer questions, and help resolve conflicts.
The following entries detail some of the most common forms of Rules Authorities in Amtgard:
Reeve
The most common rules authority is the Reeve. They are Amtgard's version of the modern Referee. You can identify a reeve by their vertical, black-and-white stripes (ala modern Referees), or straight, black-and-white checkerboard patterns. This will be displayed on a sash, a tabard, a banner, or a staff.
The responsibility of a Reeve is to oversee the execution of game rules and facilitate a safe and honorable space to maximize the enjoyment of the game’s participants. This may require the Reeve to make calls that are unpopular with some individuals in order to allow the game to proceed smoothly. Reeves must remain fair and impartial in all of their calls, and apply the rules objectively, regardless of individual feelings on the subject.
Reeves have the power to resolve rules-related issues in the activities they are overseeing. If a snap decision is required, Reeves will do their best in the moment to make the call they believe is correct and consult the rulebook afterwards to confirm the ruling if necessary. Like any sporting activity, Reeves will occasionally make incorrect calls. These should be played as called in the moment out of respect for the position. Do not argue with the Reeve. If a Reeve demonstrates repeated or egregious mistakes, you can report it to a higher-ranked Authority and it may result in that Reeve losing their authority and status as a Reeve.
Reeves also have the power to alter the state of the game as needed to enforce the rules and resolve issues. For example, they can inflict or remove effects, states, wounds, ability uses, and even death; they can increase or reduce a death count or effect timer; they can add or remove players from the game, change the teams, and so on. Reeves abusing this power should be reported to the authority in charge of all Reeves, typically this is an officer position known as the Guildmaster of Reeves.
As a rule of thumb, whenever there is a rule or safety issue, on-field Reeves should be notified first as they will be best equipped to resolve the situation promptly in the moment.
How are Reeves Appointed?
Anyone can volunteer to help reeve Amtgard activities in the same way that anyone can volunteer to help referee a pick-up game of soccer. Similarly, the quality of Reeve will largely depend on the personal knowledge and experience of the player assuming that role.
For this reason, Kingdoms will often produce Reeve Tests which serve to assess the skill of potential Reeves. Due to the variety of mechanics and game modes, it is encouraged to assess the following skills independently as some aspiring Reeves may excel in one area over another.
- Basic Game Knowledge: Tests essential game knowledge which may include core concepts from the entire rulebook.
- Equipment Inspection Knowledge: Tests key concepts and required knowledge for Equipment Inspection.
- Tournament Knowledge: Tests Dueling and Tournament knowledge; the ability to reeve fast-paced 1-on-1 combat as well as the necessary traits required to officiate competitive, high-stakes bouts.
- Battlegame Knowledge: Tests the wide breadth of full-class battlegame knowledge as well as the ability to oversee team-based activities and the many different personalities, player types, and skill levels involved.
- Roleplay Knowledge: Tests roleplay knowledge and the unique skills required to moderate and support the more open and often improvised nature of these activities.
Head Reeve
The Head Reeve is a single person, often the Game Organizer, who has authority above the other reeves for a specific activity. The Head Reeve is a game-by-game position intended to help support the other reeves, resolve conflicts, and act as final arbitration for tougher decisions. Not all activities require someone specifically empowered as a Head Reeve, but in larger games with many novice reeves it can help to have the Game Organizer or a more experienced reeve around to oversee their conduct and ensure everything is running smoothly.
Game Organizer
The person responsible for organizing and overseeing a combat activity is called the Game Organizer. They decide the game mode, the objectives, and any other activity-specific rules for their game. They may also implement Custom Rules and Accommodations as they see fit.
More often than not, the Game Organizer will also be the Head Reeve.
Equipment Inspector
Equipment Inspectors are individuals who have been given authority to administer Equipment Inspections, which includes assessing weapons for safety, rating armor, and overseeing weapon competency assessments for first-time equipment use. These individuals are typically Reeves who have demonstrated the knowledge necessary to administer and adjudicate these tasks fairly.
Kingdom-Appointed Authorities
It is the responsibility of each independent Kingdom to ensure safety and integrity of play for all members participating in Amtgard activities within their jurisdiction. Kingdoms must include in their Corpora or community by-laws a method by which to appoint and empower individuals to oversee and enforce safety and rules-adherence during Amtgard functions. The exact duties, powers, and hierarchy of these players must be outlined within the aforementioned Kingdom document(s) and are independent from the Amtgard V9 Rules of Play.
Positions traditionally given rules-authority include:
- Monarch (by virtue of being responsible for the group as whole)
- Champion
- Guildmaster of Reeves
Best Practices for Resolving Issues
In a free-form game like Amtgard there are bound to be interactions and situations that come up that were not imagined or considered by the developers. It is understandably impossible for them to have accounted for every potential interpretation of the rules that may arise.
With that in mind, please consider the following as you apply the rules in this book during live gameplay. This section is especially useful for our Rules Authorities and Game Organizers who will often be required to make judgment calls on these matters.
- Amtgard requires cooperation, honor, and fair play from all participants. Keeping the tenets of the Honor System in mind is a solid first step towards untangling any situation you may come across.
- Imperfection and honest mistakes will inevitably occur. Human error should be expected and played through in good faith to the best of everyone’s ability. Don't punish the occasional honest mistake, especially if everyone involved is going along with it.
- For Reeves: If an error involves a lack of knowledge, show compassion and offer the correct information. If not, offer a warning and encourage the player to self-regulate. Do your best to acknowledge and recognize them when they succeed at correcting themselves. If an issue becomes a recurring or egregious then further action should be taken to prevent it from spoiling the experience for others.
- Read the rules thoroughly and consider the bigger picture. The more familiar you are with the rules, the better equipped you will be to handle situations and interactions that are not explicitly covered. Rules may give one impression when read in a vacuum, but make sense when viewed within the larger context of the game. When possible, use the spirit of the rule to guide your interpretation of the letter of the rule.
- If a specific rule contradicts a general rule, the specific rule should be favored. Abilities, magic items, and custom rules may allow players to do things that the general rules say they cannot. When this occurs, these more specific rules should always be seen as exceptions regardless of whether or not it is explicitly addressed in the general rule.
- Use common sense and follow the guide of Safety, Fairness, Flow, and Fun when determining how to navigate an ambiguous situation.
- Safety of all members should always be the top priority.
- Fairness is about ensuring a decision in line with common sense and the spirit of the rule.
- Flow is about ensuring a decision is easy to execute and doesn’t needlessly encumber gameplay.
- Fun is about considering a decision's effect on the overall enjoyment of all participants.
- Discourage confusion when possible, especially anything that could misrepresent one game mechanic for another, such as a sword that looks like a shield; a player casting a helpful spell at an enemy in an aggressive way to scare them; or someone pretending to be affected by a state to gain the element of surprise. Amtgard gameplay can often be very difficult to track even when everything is represented accurately, so deliberate deceit and misrepresentation of the mechanics of play should never be encouraged or supported by Rules Authorities
- The rules only do what they say they do. Even though the game mechanics are presented with engaging and thematic names, they do not have additional powers beyond what is explicitly stated within the rules. For example, the ability called Fireball cannot light up a room or set someone on fire. With that in mind, inside the bounds of a Roleplay activity this type of thematic extrapolation may be encouraged, but only with permission from the Roleplay Organizer.
- If a term is not defined anywhere in this rulebook, the most commonly accepted definition of the term should be applied. If multiple definitions exist, use the one that makes the most sense.
- Keep Calm. Be Kind. It is important to be self-aware and personally accountable. Both players and reeves must work to resolve issues calmly and kindly without becoming over-reactive, dismissive, or condescending. If you feel yourself getting frustrated, take a step back or excuse yourself until you can address the matter with a cool head.
Discussing Rules During Live Gameplay
Participants are never immune to combat or effects while discussing or clarifying rules with other players and/or Rules Authorities during live gameplay. It is important for Reeves and players to work cooperatively to resolve mid-game issues quickly and fairly without impacting the experience of others (such as by suddenly becoming immune to interaction).
In addition, even if a Reeve witnesses the complicated encounter, they won't always be able or available to help resolve it. Players are encouraged to keep this in mind and set their expectations accordingly. Mid-game adjudication is a privilege, not a right. It is best to engage Reeves while you are dead or between game rounds to help prevent issues from repeating rather than relying on them to make moment-to-moment calls. Our player-run system simply cannot guarantee that kind of instant, play-by-play, support.
You can help your local Reeves by reviewing the Best Practices and keeping them in mind when issues arise.