V9:Abilities and Effects (General Rules)

From V9 Development
Revision as of 20:36, 17 March 2024 by Wunjo (talk | contribs) (Non-V8 Weapon banner)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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

221030---V9-Seal.png
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

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.

  1. Abilities are used to represent both physical feats and magical spells. As such, the terms "ability" and "spell" are interchangeable.
  2. Abilities must be cast to have an effect.
  3. Specific abilities are detailed in the Master List of Abilities.
  4. 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
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"
HOW TO CAST - STEP-BY-STEP
A Wizard attempts to cast a spell.

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Say the Ability-Specific Incantation: Speak the unique, ability-specific lines listed in the Incantation section of the ability description.
  6. 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.
  7. 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.
  8. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Trait Effects are active for the entire game and cannot be removed, disabled, or discarded. See ‘ Traits’ for more info.

  6. 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.

  1. 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.
  2. 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.
  3. 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.

  1. 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.

  2. 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.
See "Casting" to learn how incantations play a part in casting abilities.



Line of Sight

Line of Sight (LOS) is an imaginary line that extends from a player’s eyes to a target.

  1. In order to use abilities, the caster must have at least a partial LOS to their target at the end of the incantation.
    • The target being out of sight at any other point does not prevent or interrupt the casting attempt.
    • A caster has partial line of sight if they are able to see any amount of the target, including their carried equipment, garb, etc.

  2. 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.

  3. 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.

  4. 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.

  1. 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.

    "Robin, Extension, I command thee to stop. I command thee to stop. I command thee to stop!"

  2. Meta-Magics are expended once their incantation is said, whether or not the modified spell is completed.

  3. 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.

For example: Raj the Necromancer gloats over Veera: "You will not escape my lair! Not while the hands of the dead bind you where you stand! – Veera, I command thee to stop. I command thee to stop. I command thee to stop!"

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.

  1. 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.
  2. 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

Non-Offensive Ability Types



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.

  1. To use a Power Strike, it must be primed before attempting to strike a target.

  2. Power Strikes are primed by casting the ability while not actively swinging or attempting to strike.

  3. 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.

  4. A primed Power Strike will cease to be primed if the player begins casting another ability.

  5. A player can only have one Power Strike primed at a time.

  6. 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

  1. All players have access to the Rest ability at all times.
  2. Abilities and effects with a Rest value (indicated by the ♻ symbol) can be restored with Rest.
  3. The Rest value of an ability or effect indicates how long, in seconds, it takes to restore the ability or effect by Resting.
  4. Players can also rest at their base for additional effects such as restoring wounds and equipment.



Specialty Arrows

A quiver of 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.

  1. To use a specialty arrow, the player must cast it immediately before or during the firing motion.

  2. Properly cast and fired specialty arrows will impart their effects on anything they hit with a valid strike until they stop moving.

  3. 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.

  4. Specialty arrows must be fired alone.

  5. Specialty arrows use the ‘Arrow’ frequency. See 'Frequency' for more details.



Spellballs

A set of Spellballs

Spellballs are color-coded projectiles that can impart damage and other effects.

  1. To use a Spellball, it must be primed before being thrown at a target.

  2. Spellballs are primed by casting the ability while holding the physical ball in a Free Hand.

  3. 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.

  4. A player can only have one Spellball primed at a time.

  5. Primed and thrown Spellballs will impart their effects on anything they hit with a valid strike until they stop moving.

  6. 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.

  7. 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



Traits

  1. Traits are passive abilities denoted with (T).
  2. Traits are automatically active at the start of the activity and do not need to be cast.
  3. 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.





240310---Weapon-Banner.png




General Rules
Ability · Casting · Chants · Effect · Enchantments · Enhanced Strikes · Frequency · Incantations · Line of Sight · Material Components · Meta-Magic · Name · Offensive / Non-Offensive · Other Details · Power Strikes · Prerequisites · Range · Reminder · Resting · Specialty Arrows · Spellballs · Traits · Type · Verbals
Abilities and Effects
General Rules · Keywords · Master List of Abilities
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