V9:Combat Classes (General Rules)

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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.




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.



ANATOMY OF A CLASS PROFILE
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

A class sash
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:

  1. Players should be encouraged to garb appropriately for their local weather and climate conditions. Safety always comes first.
  2. Players must always adhere to applicable, real-world clothing regulations and decency laws.
  3. 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
An example of a player in basic garb. Click to view more examples in the Garb bonus gallery.

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
An example of a player in superior garb. Click to view more examples in the Garb bonus gallery.

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:

  1. ⬗ This symbol is related to casting. See Free Hand requirements.
  2. ♻ This symbol is related to resting and restoring ability uses.
  3. 🛡️ This symbol and other emojis are related to archetypes or class-specific abilities.
  4. ✅ This symbol means that this class or archetype gains this ability for free.




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General Rules (Combat Classes)
Anatomy of a Class Profile · Garb Bonus · Class Customization
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