Monsters are listed in much the same ways as normal classes, though monsters tend to have a much larger list of special traits and abilities than the normal classes do. When playing a monster, you must always carry a complete description of the monster with you, have a copy for the reeve, and wear appropriate garb. If you are a wizard or druid casting summoning magic, note that both the garb and the descriptions are part of the magic component. There are a number of ways you can play a monster in a game. They include:
Standard Battlegame:
You must get the permission of the Monarch and the Prime Minister, and cannot
play Quest monsters, or monsters with a 4:1 or greater ratio. If you play a
monster with a ratio of 2:1 or 3:1, when you are added to a side, the other
side then gets to pick 2 (or 3 if 3:1) people for the other side. Playing monsters
with a 1:1 ratio does not alter how teams are picked.
Level: When playing a monster in a standard battlegame, you play the
monster as your standard monster level.
Summoned Monsters:
Some monsters can be summoned in a standard battlegame. These do not normally
require reeve's permission, though a reeve can always state what can and cannot
be used in a battlegame. When playing a summoned monster, a player will sacrifice
lives to play the monster for one life. That player will be considered enchanted.
If a player is dispelled while playing a summoned monster, it kills him instantly.
Player lives/life: This is the number of lives a player has to give up
to play this monster for one life. The player cannot gain more than one life
as a monster unless otherwise stated in the monster description. Players cannot
give up lives they do not have. Monsters who are killed cannot be reanimated.
If Resurrected, or given a life by a monk, they return as their normal class,
not as the monster.
Level: When playing a summoned monster, a player's level is that of the
class lives were sacrificed from or that player's level in monster - whichever
is lower.
Quests:
Quests are simply special battlegames. The reeves and designers of these make
special rules, and often have special monsters, which are not used in the standard
games.
Level: When playing monsters in Quests and other special battlegames,
the designer of the Quest or the reeve will generally set each player's monster
level based on what they wish or require. Summoned monsters still have the restrictions
in level.
Monsters are listed much as the player character classes, though
they have a few more aspects to them.
Garb: A person playing a monster should look as much like it as possible.
The reeve can always disallow someone playing a monster if they feel this criteria
is not meet. Summoned monsters should be given slightly more latitude, but they
must have the minimum garb requirements and act in character.
Summonable Monsters: These monsters can be brought into the game by player
magics. When a player is playing a summoned monster, their player persona is
considered out of the game, and is not used. If the monster has levels, they
may play the monster at their class level (of the class they sacrificed lives
from to play the monster) or their monster level, whichever is LOWER. For example
a player is a 2nd level wizard who is being Transformed into a pegasus. The
player playing the wizard also is a 4th level monster. When summoned, he plays
his pegasus as a 2nd level pegasus. If he were a 4th level or higher wizard,
he could have played the pegasus as at 4th level (his monster level). Note:
Summoned monsters die if they enter an Anti-Magic zone. If a monster is summonable,
they will list the following:
Summonable by: This will list the class and magic needed to bring them
into the game.
Player lives/life: This is the number of lives a player has to give up
to play this monster for one life. The player cannot gain more then one life
as a monster (except for the goblin, as listed in the goblin's description)
per magic cast on them. Players cannot give up lives they do not have. Monsters
who are killed cannot be reanimated. If Resurrected, or given a life by a monk,
they return as their normal class, not as the monster.
Q/M Ratio: This is a general indicator of how powerful the monster is.
It defines how many player characters of the same level as the monster should
be required to kill the monster. When designing Quests, one uses this number
to balance the sides. This assumes you use the 10 to 1 rules for magic casters
& 5 to 1 rules for archers. Shields: Due to the very infrequent
use of shields, monster denote if they can use them in their armor descriptions.
Natural Lives: While summoned monsters usually only have one or two lives,
monsters used in Quests use the Natural number of lives listed for the monster.
If extra NATURAL lives are gained through leveling, summoned monsters ARE NOT
given an extra life. Type: There are a number of monster types,
each with special information regarding it. Some monsters are more then one
type of creature.
a. Animations: These creatures are immune to control, subdual, and death magic
as well as poison. If a Dispel Magic is cast on them, they act as if under the
effects of an Iceball. If place in an Anti-Magic field, they act as under a
Petrify spell until the field is removed or they are removed from the field
in which case they act as if just healed from the Petrify. These cannot carry
enchantments.
b. Beast: These are non-humanoid creatures, most often with more then two legs.
c. Extra-Planar: These creatures are not from our world but another. They include
angelic creatures, demons, and elementals. Extra-Planar creatures are immune
to Death magic and poison. These cannot carry enchantments save for the one
used to summon them.
d. Fey: These are fairy folk. They are not immune to Bardic Charm (Control magic
cast by bard), but are immune to other forms of Control magic.
e. Humanoid: These creatures have 2 legs and walk upright. Only humanoids can
use normal weapons and shields, creatures without this designation can only
use their natural weapons.
f. Mystical: Mystical Creatures hit with a Dispel Magic lose all their magiclike
abilities and innate abilities for that life. They may not use their magical
or innate abilities while in an Anti-Magic zone.
g. Multi-Person: These are monsters played by multiple people. They have a number
of special rules, detailed individually for each one. They are ALWAYS Quest
monsters.
h. Undead: These are immune to Control and Death magic as well as poison. These
cannot carry enchantments save for the one used to summon them.
Traits: Traits are attributes that function all of the time without activation
being required. This includes things like extra lives, immunities, the ability
to regenerate, etc.
Magic-caster: Monsters with magic ability will list what class magics
they get, what level they get them at, and how many points they get. Natural
weapons never count against magic points.
Innate Abilities: These are abilities the monster has that have a limited
number of uses. In many cases they act just like magics. These require the person
to stand still as per casting a magic unless noted otherwise. If a School is
listed, a magic that protects from that School, protects from the abilities.
Otherwise only invulnerability will protect from the ability (though some have
immunity to poison and traps, and thus are unaffected by them). Unless listed
as magical, they are non-magical in nature. Magical innate abilities cannot
be used in Anti-Magic areas and are stopped by Protection from Magic on those
they target.
Magic-Like Abilities: These are magical abilities of the class that act
in all ways as per the magic listed, save they do not cost magic points, do
not require a free hand, and are given a number of uses. These cannot be used
in Anti-Magic areas. These require the person to stand still as per casting
a magic.
Vulnerabilities: These are special magics or effects that break the rules.
They take precedence over immunities. For example air elementals are immune
to subdual magics, but have Iceball listed as a vulnerability, and as such are
affected by it as described.
Description: This is a description of what the monster represents and
would look like if it really existed. Terrain Effects (for Quests and battlegames):
a. Anti-Magic: Denoted with yellow ribbon placed in the area. Magic does not
function within these zones.
b. Death Field: Denoted with black ribbon. Those who are not immune to death
magic die if they enter this area.
c. Flame (lava, etc): Denoted with orange ribbon placed around the area. These
are areas of open flame. Beings without Protection from Flame are killed if
they move through it (or lose point of invulnerability or invulnerable armor
chest for each second they stay touching the area). Beings protected from flame,
and all equipment they are carrying are immune to this effect.
d. Water: Denoted with silver tarp on ground or silver tape placed around the
area. Any non-Aquatic, non-large, or non-flying creature entering this area
must drop to their knees while moving through it.