Monster Class Rules
The Monster Class is a blanket class designed to offer
players more role-playing opportunities and a tested
reservoir of monsters for those intrepid few who organize
quests. The Monster class is ever changing as new monsters
are created and old monsters are changed to reflect the
needs of special scenarios and quests.
The term `Monster' is misleading. It is used here to
describe any creature, human or otherwise, that does not
belong to any of the official fighting classes. These
`Monsters' may be human, intelligent, and beneficial - or
not. The human Necromancer, the raging Minotaur, and the
helpful Brownie are all examples of `Monsters'.
Monsters are separated into two important categories.
This separation is very important for game balance and
should merit extra attention.
The first and most common category is Battle Game Monsters.
A few specially selected Monster Classes will be allowed
to participate in regular battle games and progress in levels
just as the normal fighting classes. Battle Game Monsters
are further separated into two categories: Minor Battle
Game Monsters and Major Battle Game Monsters. The distinction
between major and minor monsters is also important as it
regulates the number of monsters that can participate in
a normal battle game. This division is based on the general
toughness of the monster.
The second category of the Monster Class is the Quest
Monster category. Quest Monsters are scenario specific
monsters that are not leveled and do not improve with
experience. They are designed for Quests and scenarios.
Quest Monsters may never be played in normal battle
games.
The Monster Class has been created to give the game a more
fantastic appeal and to offer new avenues of persona
development. All monsters should always be played in
character, subject to the individual interpretation of the
player, and will be carefully monitored to maintain game
balance.
The following format will be used in all individual
Monster Classes. New Monster Classes may be submitted
(in the following format) to the Guild Master of Monsters.
NAME: Name of Monster class
PLAYER RESTRICTION: Must be classified as Minor Battle
Game (1 monster / 10 players on a team), Major Battle Game (1
monster / team), or Quest (Scenario Specific Only)
WEAPONS AVAILABLE: Category of weapons allowed (i.e.
Dagger, Short, Long, Flail, etc.), Number of weapons allowed,
if number is restricted (single, double, etc.), and whether
or not the weaponry is Natural or wielded (see Natural
Weapons).
NATURAL ARMOR: Points of armor naturally granted to the
monster (see Natural Armor).
ADDITIONAL ARMOR: Points of armor that the Monster is
allowed to wear over natural armor, if any. Additional
Armor is cumulative with natural armor. The Monster must
follow all normal armor rules.
SHIELD: Size of shield available (Small, Medium, Large),
if any.
LIVES: Number of lives available to the monster.
Monsters should never exceed four lives.
ABILITIES/ VULNERABILITIES: Special abilities and
vulnerabilities of the Monster class.
ABILITIES ACCORDING TO LEVEL: Abilities gained through
experience. Applies only to leveled monsters.
EXPLANATION OF ABILITIES: Clarifying unique or
differing abilities. Monster abilities generally mimic
existing spells or abilities (and refers to them instead
of listing repeated descriptions).
DESCRIPTION: May include a general appearance of the
Monster, habitat, temperament and nastiness, etc.
Natural Weapons and Armor
Natural Weapons - These weapons differ from wielded weapons
in the respect that they are an actual part of the monster.
This offers both advantages and disadvantages. A natural
weapon cannot be Heated, Cursed, Warped, nor be affected by
Pyrotechnics or Shatter. Fireball, Lightning Bolt, and Sphere
of Annihilation affects weapon as if it were the creature's
limb (i.e. normally killing the creature). Missile and melee
(including Magic Bolt and Flame Bolt) weapons do not affect
natural weaponry. Natural weapons may never be enchanted or
improved by class ability (such as Poison or Sharpen
Weapon, but are protected by any worn enchantments (such as
Protect, Protection from Flame, etc.).
Natural armor differs from worn armor because it is considered
to be part of the monster. Natural armor may be repaired
completely by a Heal spell (not ability). Natural armor
blocks Disease and Poison just like normal armor (until the
creature is wounded). Monsters with natural armor may never
be subdued. If a Monster gains the ability to wear an
enchantment then that enchantment also protects the monster's
natural armor.
Invulnerable Armor is a special type of Natural Armor that is
granted to some monsters. Invulnerable Armor is treated as
normal natural armor, except that any physical blow to the
armor does only one point of damage (regardless of the
damaging capacity of the weapon). Magic Bolt and Flame Bolt
are considered physical weapons for the purposes of damaging
Invulnerable Armor. Invulnerable Armor offers no protection
against spells (except Magic Bolt and Flame Bolt).
Requirements for Playing Monster Classes
- Players wishing to play a Monster Class must
acquire appropriate distinctive garb and enough
knowledge of the particular class to be quizzed
by the Guild Master of Monsters.
-
Permission to play a particular Monster Class must
be obtained by the Guild Master of Monsters and by
the person running the particular scenario.
-
The Monster Class may only be played on non-consecutive
weekends and in only one battle game per day, unless
the monster is integral to the scenario (i.e. a Zombie
Battle would not count against your monster playing
time).
-
Player should sign in as Monster Class. This will
aid the Guild Master and the Chancellor in monitoring
eligibility to play a Monster. Any Quest Monster
credits may either be applied to the monster played
or the Color non-fighting class. Quest Monsters do
not increase levels with experience. Note that some
realms do not allow the monster class to be "generic"
i.e. you get credit only as the type of monster you
play. If you go to another group, be prepared for
your monster weeks to be discounted.
-
There will be no more than one (1) Minor Battle Game
Monster per ten (10) players on a team. There will
be no more than one (1) Major Battle Game Monster per
team. Quest Monsters may only be played in specific
scenarios and in quests. Quest Monsters are not team
monsters.
-
Leveled monster classes may be added, deleted, or
altered by the Guild Master of Monsters, Monarch,
and Regent until ratified at the next Allthing.
-
Quest Monsters may be added, deleted, or altered by
the Guild Master of Monsters.
-
Monsters may not be raised from the dead in any
manner (i.e. Resurrect, Reincarnate, Re-animate, and
Transfer of Life, etc. will not affect any Monster
Class).
-
Monsters may not carry relics or enchantments of
any sort. (Exception: A few rare monsters can
gain the ability to carry an enchantment 1/game.)
-
Monsters are not affected by Transform, Hold Person,
Stun Person, or Yield Person unless stated otherwise
in the individual Monster Class.
-
Spells and spell-like abilities must be cast as
the spell mimicked unless stated otherwise in
monster description. Magical spells and abilities
must follow all Rules of Magic.
Classes
The following classes are allowed for normal battlegame
with the approval of the Champion and the person
running the game. These are the only monsters allowed
in a normal battle game unless required by the
specific game (I.E. a zombie battle would allow zombies
to be played.)
- Centaur
- Dryad
- Gargoyle
- Giant
- Gorgon
- Lizard Man
- Minotaur
- Mummy
- Orc
- Troll
- Unicorn