Classes

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Contents

From the Rulebook

Playing a class in an Battlegame is a chance to combine physical abilities with tactical and strategic acumen to achieve victory. Classes in Amtgard are designed so that each one brings a unique and valuable set of skills to the field which can be used as part of a team. Often abilities which do not seem useful to you personally may be invaluable when used on teammates. Before picking a class for a game it is important to understand a few simple concepts.

Portraying A Class

This section contains a few examples of archetypal medieval and fantasy character types. While the names of the classes reflects a European centric viewpoint, that does not define how you must portray them. You can easily play the Barbarian or Warrior classes as a samurai or the Healer as a necromancer. With a little flair and creativity, the Scout class makes an excellent pirate. Your character and persona are defined through your actions and behavior, not the name of the class that gives you your abilities. The classes exist in a strict form to maintain game balance on the field; it is up to you to give them life, substance, and personality.

Classes are listed in the following manner:

Class Format

Name
The name of the class.
Examples or Role-play Suggestion
This lists historical or fantasy examples of each class plus a brief overview.
Garb
Garb that is required to denote playing the class. You are required to dress in medieval-looking garb in addition to this class specific garb. Failure to do either will result in playing the Peasant class.
Requirements
A few classes list experience requirements. If you do not meet these requirements you may not play nor gain credits in that class.
Look The Part
This is an extra Ability that is available to a player only if they actively role-play or portray their class.
Armor
Maximum point value of armor the class may wear. You can wear armor with a point value higher then you are allowed use of, but in these cases the armor simply gives you the maximum allowed for your class.
Example:
a Scout wearing full plate still only gets three points from it.
Shields
Largest size shield available to a class.
Weapons
Types of weapons the class can use.
Limitations
Some classes have restrictions. For example, Barbarians are restricted from wearing Enchantments.
Levels and Abilities
Most classes receive Abilities at each level. Some Abilities are presented as a choice. Ability choices may be changed before each new game. Any Ability choice presented as ‘Choose x of y’ allows you to choose up to x of the following y abilities. No duplicates may be chosen unless otherwise noted.

Monster

No sword and sorcery setting is complete without monsters, those creatures from imagination or legend, both good and evil, that are somehow more (or less) than human. Monsters in Amtgard can represent the smallest, friendliest sprite, the largest most fearsome dragon, or anything else in between.

Examples:

Centaurs, Dragons, Dwarves, Werewolves, Vampires, Deadly Slime.

Monster is a special class, playable only in games where the game designer and local monarch have given their permission for the class to be used. A player’s level in the Monster class determines which Monsters they may portray. For more information and rules regarding the Monster class please refer to the Dor Un Avathar.

Peasant

Players without class sashes or minimum garb must play Peasant. The only equipment available for peasants to use is a single short weapon. They may not wear armor or use shields and do not have any class abilities.

Credits and Levels

If you wish to fight or participate in a battlegame, you must conform to one class for each game. A person may advance in level in a class after having the requisite credits and passing a class test administered by your class Guildmaster. Only one attendance credit may be given on a single day. You must play the class you wish to gain credit in. If no class is played but fighting takes place, you may take a Warrior credit. All classes gain new abilities and levels at the following rate:

All classes gain new abilities and levels at the following rate:
Level Credits required
1st Less than 5 credits in that class
2nd At least 5 and less than 12 credits in that class
3rd At least 12 and less than 21 credits in that class
4th At least 21 and less than 34 credits in that class
5th At least 34 and less than 53 credits in that class
6th 53 or more credits in that class

List of Standard Classes

Anti-Paladin

Archer

Assassin

Barbarian

Bard

Druid

Healer

Monk

Monster

Paladin

Peasant

Scout

Warrior

Wizard

Class Starting Equipment

Class Weapons Armour Shields
Anti-Paladin All Melee, Javelins 4 Large
Archer Dagger, Short, Bow 2 None
Assassin Dagger, Short, Long, Light Throwing, Heavy Throwing, Bow 2 None
Barbarian All Melee, Javelins, Rocks 3 Medium
Bard Dagger 0 None
Druid Dagger 0 None
Healer Dagger 0 None
Monk All Melee 0 None
Paladin All Melee, Javelins 4 Large
Peasant Single Short 0
Scout Dagger, Short, Long, Heavy Thrown 3 Small
Warrior All Melee, Javelins 6 Large
Wizard Dagger 0 None

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