Difference between revisions of "V9:Class Armor"

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Latest revision as of 18:00, 23 February 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

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This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




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 馃尪锔廘ow-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



Combat Classes
General Rules Anti-Paladin Archer Assassin Barbarian Bard Druid Healer Monk Paladin Peasant Scout Warrior Wizard Monster
Classes
Credits and Levels Combat Classes Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer Introduction Getting Started Garb Honor System Safety Core Combat Rules Equipment Classes Abilities and Effects Magic Items Combat Activities Rules Authorities
Appendix: Equipment Inspection Guide Master List of Abilities Glossary