Class Abilities
Class abilities are skills gained by the
various fighting classes as they gain experience.
Skills are cumulative unless otherwise noted.
(Exception: Skills usable once per game often
become usable once per life. This is not cumulative,
but simply a change from 1/game to 1/life.)
Class abilities are divided into three categories:
Active Skills, Passive Skills, and Immunities.
Active Skills
Active Skills are abilities that must be activated to use.
This includes abilities such as Heal Self, Repair Armor,
Improvise Weapon, Sanctuary, etc. These skills generally
have an instantaneous effect on the player, his equipment,
or another player.
- All classes must remain immobile when using
Active Skills. (Exception: Certain abilities
specifically state that they may be used while
moving. These include: Backstab, Pass Without Trace,
and Ensnare.)
- All abilities that have a verbal component
must be heard within 50' or by the recipient,
which ever is closer.
- Incomplete or interrupted use of an Active Skill
has no effect, and is not considered used.
- Active Skills that are completely activated are
discharged and considered used, even if they were
ineffective against their targets.
- Active abilities that are usable once per game
(1/game) may only be used once during the entire game.
- Active abilities that are usable once per life
(1/life) may only be used once in each of the player's
lives.
- Targets of active class abilities must be
announced at beginning of incantation (verbal portion
of ability).
- All incantations must be audible during entire
casting. Slurred and/or improperly recited
incantations are ineffective and the ability is not
considered used.
- Large pauses (i.e. longer than it takes to take a
breath) in the incantation of a active class ability
interrupt activation and the ability must be started
over.
Passive Skills
Passive Skills are abilities that once enacted are in use
for the entire life (or game). These skills are already
activated when the player begins a life. This includes
abilities such as Strengthened Shield, Enrage, Aura of
Protection, Armor Piercing Arrow, and Poison Weapon. These
abilities generally are found on equipment and do not have
to be activated every time they are used.
-
Markings for Passive Skills must be pre-placed on
the object before the object is used. (Example: A
Penetration Arrow will not function as listed unless
white ribbon or tape is pre-placed on the arrow shaft.)
-
Passive Skills that are represented by a strip of
cloth or tape of the appropriate color tied to the
object must be long enough to allow 6" to hang from
object.
-
Passive Skill markings must be visible and
announced, if asked.
-
Passive Skills that are placed on objects are tied
to the bearer and the object (i.e. A Poisoned Weapon
cannot be "passed" around). These markings must be
attached to the object that is affected by the
ability.
-
Passive Skills used on an object affect only that
object. (i.e. a Strengthened Shield only
protects the actual shield that is marked.)
-
Game items are never affected by class abilities.
-
If an item that bears a once per game (1/game)
Passive Skill is destroyed then that ability cannot
be used again during same game.
-
If an item that bears a once per life (1/life) Passive
Skill is destroyed then that ability cannot be used
again during the same life (i.e. A Sharpened
Weapon that is destroyed by a Sphere of Annihilation
cannot be used again until the player's next life).
-
A Passive class ability on an item that is negated or
nullified ( by any means) must have the marking removed
as soon as possible.
-
Death Strike (Monk ability) and Flame Arrow (Archer and
Scout ability) are considered Passive Skills even though
they must be incanted. The players must remain immobile
and inactive while these abilities are being activated.
Immunities
Immunities are special protections against specific
spells and/or abilities. These immunities are part
of the class and do not have to be activated to be
used. There is no way to remove a player's class
immunities, including the spell Feeblemind.
Classes
The High Fantasy Society incorporates a class based system
that uses levels of experience to reflect improvement of
skills and abilities. Classes allow a wide variety of
skills and abilities that enhance the role-playing experience.
All participants in the battle game, must be a member of a
fighting class. You will find that not all classes are created
equal. Certain classes, due to the potential unbalancing effect
on the game, are restricted in the number of individuals allowed
to participate on each team. This restriction is shown in a
ratio, such as one per ten. This means one class member per
ten members of a team, or portion thereof. All monster classes
are restricted in this manner.
There are four non-fighting classes commonly found in HFS:
Marshals, Reeves, Artisans, and Color. Reeves are battlefield
referees. Marshals are safety monitors. Artisans and Color are
non-fighters that add to the atmosphere of the High Fantasy
Society experience. Other non-fighters include pages and water
bearers. These non-fighters do not gain in experience, but are
greatly appreciated.
Non-Fighting Classes
To allow those unwilling or unable to play a normal
battlegame character to participate in battlegames,
several non-combat classes have been created. These
classes have several restrictions placed on them:
-
They may not carry any weapons, armor, or shields.
-
They have no offensive abilities.
-
They may only enter the actual field of play with a
reeve's permission.
Usually these characters play as a "neutral" and they
must provide service to both sides equally. This works
well in games with gold or other items as part of the
game as the character can demand payment for their services.
No combat is allowed within ten feet of a non-combat
character.
When a non-combat character plays as part of a team, the
opposing team may kill or subdue them by getting within 5
feet of them and calling out either "kill" or "subdue".
They are completely immune to all other game effects
including spells, weapons (melee and missile) and other
abilities. A non-combat character that is subdued may be
asked to move to another location (like the subduer's base)
and can be "forced" to cooperate by giving enchantments and
other benefits to the subduer's team. This movement cannot
make the character actually enter the battlefield, however.
The "coercion" is to be role-play based with the non-combat
character deciding when to "give in".
Experience in Fighting and Non-Fighting Classes
HFS has many fighting and non-fighting classes that you
can gain experience in. Players gain experience by actually
playing the class in at least one battle game and signing in
as that class. The Chancellor (or equivalent officer) records
all weeks of experience and levels are gained according to the
following chart:
| Level |
Weeks of Experience |
| 1st Level |
0 - 11 weeks |
| 2nd Level |
12 - 23 weeks |
| 3rd Level |
24 - 35 weeks |
| 4th Level |
36 - 47 weeks |
| 5th Level |
48 - 59 weeks |
| 6th Level |
60 + weeks |
Note:
There are no levels above sixth level. You may only gain
credit in one class per day, regardless of the number of
games or classes you play. Fighting classes gain abilities
with each gain in level. You play as the level you will have
with the addition of that day's point. (i.e. if you have 59
points in a class and you are signing in as that class you
will be sixth level.) If a player is play testing a new
character and that character is not approved for permanent
use, they may transfer the points that they gained in the
new class to another permanent class so long as the points
transferred stay in the same "category" of class (Limited,
Unlimited, Monster, or Non-Combat.)
The current list of classes playable in ShadowMist (not
including any being play tested) is:
Fighting Classes
Archer
Assassin
Barbarian
Monk
Paladin
Rogue
Scout
Warrior
Spell Casting Classes
Bard
Druid
Healer
Wizard
Non-Fighting Classes
Blacksmith
Color
Herbalist
Marshal
Reeve