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
  1. 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.
  2. Permission to play a particular Monster Class must be obtained by the Guild Master of Monsters and by the person running the particular scenario.
  3. 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).
  4. 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.
  5. 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.
  6. Leveled monster classes may be added, deleted, or altered by the Guild Master of Monsters, Monarch, and Regent until ratified at the next Allthing.
  7. Quest Monsters may be added, deleted, or altered by the Guild Master of Monsters.
  8. 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).
  9. 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.)
  10. Monsters are not affected by Transform, Hold Person, Stun Person, or Yield Person unless stated otherwise in the individual Monster Class.
  11. 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.)
  1. Centaur
  2. Dryad
  3. Gargoyle
  4. Giant
  5. Gorgon
  6. Lizard Man
  7. Minotaur
  8. Mummy
  9. Orc
  10. Troll
  11. Unicorn