OK here it is. The following link is for the Battlefield layout
http://www.darkemerald.org/WBW/images/WBW06_shiplayout.jpg
WBW 06
Team Sign-Ins: 9am-9:30am @ War Field
Only the captain of the team needs to be present to sign-in. Each captain must provide:
1. A unique banner which should display your company/household/team symbol.
2. Two copies of every magic-users spell list. You may NOT change spell lists between rounds.
3. A complete listing of all team members. Members not on this list will be unable to participate.
Team Composition Rules:
1. Teams are comprised of 14 people and up to four alternates.
One person from ea team may choose a monster from the predestinated list provided.
2. Alternates may be swapped into the active line-up between rounds.
3. Team members (including alternates) are assigned classes before the tournament starts and may not switch classes.
4. Your team may have one of each magic using class.
5. Teams may have no more than two bows.
6. Teams may have only one siege weapon mounted on the aft castle of ea ship.
7. Players may only sign up with one team, though pages may be shared
8. Teams do not have to all be from the same company, household, kingdom, etc. There merely need to all play together and present a banner with a unique symbol
9. Banners must be a MINIMUM of 2' x 3' (2 feet by 3 feet) in size and reflect your company/household/team's symbol on it.
General Tourney Rules:
1. Tournament will be Double Elimination style.
2. Teams must be ready and in the On-Deck circles for head count and safety check at the start of the round preceding theirs. When two teams leave to take the field, the on-deck teams immediately step into the circles.
3. The tourney field will be 150ft across. But unless your team has the ability to leave the ship. Entering the water in more than 2 pts of armor will result in a death. If you step into the armor with no armor or up to 2 pts will result in a 10 count to climb back aboard your ship at a designated ladder.
4. The battle can be determined in two ways:
A. One team completely eliminating the other
B. One team raising and keeping it's flag at the aft-castle of the ship for three consecutive minutes
5. Stepping out of bounds will result in a player being unable to move their feet for ten seconds and being returned to the point where they crossed the boundary.
6. Good sportsmanship with be expected and enforced. Arguing with the reeves or getting into altercations with other players will result in that person being ejected from the tournament and their team will be forced to play short a position.
8. Each team may have up to four pages. These pages may only be used to retrieve your teams spent balls and projectiles.
9. You may not use other teams magic balls, projectiles, or equipment.
10. Transform and Reincarnate may not be used. Monsters may only be selected from the predestinated list.
11. No mass spells may be used.
12. The Aft castle on each ship is considered a base for the purposes of magic and class abilities with the exception of Visit.
13. Your Banners are considered a game item.
14. Dead players must immediately take a knee and put their weapon on their head. You may not move from where you are when you die unless Summon Corpse is used or to avoid mundane danger/impeding play.
15. All rules disputes will be settled by the War-O-Crat, who will not be playing in the tournament.
16. All sneaky, underhanded, or questionable rules interpretations or tactics should be cleared with the War-o-crat BEFORE attempting to use them.
17. Pole arms will have a length restriction of 1 per team over 6’ with a max length of 10’. All pole arms 6’ or less are unrestricted.
Banner Wars Monster Choice List
(note: All must be in full garb to play. Awards will be given for best garb in the War.)
The Following Creatures may be chosen in place of any one team member for free.
Any restrictions to bows or poles apply here. The level of monster played is the highest existing level of the player taking that position. I.e.… 3rd lvl warrior plays a 3rd lvl monster. 6th lvl wizard plays 6th lvl monster.
Pegasus
Garb: A pair of white feather wings and white fur leggings.
Player lives per life: 2
Type: Mystical Beast
Q/M Ratio: 1/1
Armor: 1 point of natural armor.
Weapons: 2 natural short hacking or bludgeoning weapons (no stabbing allowed). These represent hooves.
Immunities: Control
Natural Lives: 3
Abilities & Traits:
Many-Legged
Natural Flight
Magic-Like Ability: Awe (1/life)
Levels
1st No additional abilities
2nd Mount: May carry one rider.
3rd Awe becomes (2/life)
4th Magic-Like Ability: Charm (1/game)
5th Charm becomes (1/life)
6th Awe becomes (3/life)
Description: Pegasus are one of the most
beautiful and well known creatures. These
winged horses are extremely intelligent beasts and
sought after by every facet of society for many
reasons, not all of which would benefit the
Pegasus. They generally choose to ignore most
other races, though pegasi will go out of their
way to annoy harpies.
Orc, Southern
Q/M Ratio 1:1
Armor: 1 point natural. May use any shield.
Attacks: As Warriors.
Abilities: May use any throwing weapons.
Lives: 4 (Unlimited lives if there is a totem present
(quests only)).
Levels:
1st No additional abilities.
2nd Improve Weapon (Warrior, 1/game).
3rd May use shortbows. 1 extra life.
4th May wear additional armor up to 4 points.
5th Improve Weapon 1/life. Improve Shield
(Warrior, 1/game).
6th Repair (Warrior, 1/life).
Daemon, Spike
Q/M Ratio 1:1
Armor: 1 point natural.
Attacks: As Warrior and throwing daggers.
Abilities: Immune to fire.
Lives: 2
Levels:
1st Improve Weapon (Warrior, on all weapons).
2nd Spikes become poisoned.
3rd Armor becomes 2 points.
4th Immune to death magic, charms, and
controls.
5th Armor becomes 3 points.
6th Pyrotechnics (Wizard, 1/game).
Goblin Warrior
Q/M Ratio 1:1
Armor: 1 point natural armor; can wear 2 additional
points. May use a small shield.
Attacks: Short melee weapons, short bow, polearms,
javelins.
Abilities:
1) Vanish (Brownie, 1/life).
2) Detect Magic (U)- can track magic- using
classes, monsters and Faeries.
Description:
Ugly with green molten skin. They are always trying
to find treasure and will hunt down Faeries at any
cost. They are extremely greedy and not to smart,
which makes them easy to bribe.
Vulnerabilities:
They fight in disorganized packs with no strategy
and are fearful of magic.
Lives: 6
Levels:
1st Flame Arrow (Archer, 1/life).
2nd +1 damage with arrows.
3rd Poison Weapon (Assassin, 1/game).
4th Armor Piercing Arrow 1/game.
5th Poison Weapon 1/life.
6th Vanish 2/life.
Siren
Garb: Seductive gray, blue, or green dress. Aquatic looking if possible. Suggested: Blue and green glitter makeup.
Player lives per life: 1
Type: Mystical Humanoid.
Q/M Ratio: 1/1
Requirement: Suggested to be female to play a Siren
Armor: None
Weapons: Single Dagger.
Immunities: None
Natural Lives: 3
Abilities & Traits:
Magic-like Abilities: Circle of Protection (1/life), Yield (2/life)
Vulnerabilities:
Bound: Sirens are bound to within 50 ft of a single object that is chosen each life. Denote the chosen object to a reeve.
This item cannot be one that is moveable (very large rock, tree, body of water, etc).
Levels
1st No additional abilities.
2nd 1 point of armor can be worn.
3rd Circle of Protection becomes (2/life).
4th Yield becomes (3/life).
5th Circle of Protection becomes (3/life).
6th Gain any two bardic Verbal Spells.
Description: These beings are a race resembling human females, but are something very inhuman. They sing most of their
lives, luring unsuspecting travelers to their doom. To help them along, they are both incredibly seductive and extremely beautiful.
Both assets they use to give them an advantage over a weary victim.
Brownie
Garb: Brown tunic or tabard with two green scout sashes. Suggested: Pointed ears, exaggerated smile. Very short
people, as brownies are 18 inches tall.
Player lives per life: 2
Type: Mystical Fey Humanoid
Q/M Ratio: 1/1
Armor: 1 point natural armor with up to 3 additional points of normal armor.
Weapons: May use a single dagger or short sword.
Immunities: Control. (save for Bardic Charm)
Natural Lives: 3
Abilities & Traits:
Magic-like Abilities: Flight (1/life), Lost (1/life), Teleport (1/life)
Innate Abilities:
Camouflage (1/life)
Blend (Unlimited)
Levels
1st No additional abilities
2nd Camouflage becomes 2/life
3rd Lost becomes (2/life)
4th Flight becomes (2/life)
5th Lost becomes (3/life)
6th Flight becomes (unlimited)
Description: A small (18 inch tall) being that is a distant relative of elves and leprechauns. They are usually very shy and leery of
strangers, but can be helpful if treated well. They have pointed ears, and long pointed noses. Being creatures of the woods,
typically wear clothing of brown, green, and other earthly tones.
The Following Creature Lists are submitted for the Corsair Cash Option
that the Autocrat is putting together. With the following contribution Your monster may be upgraded to one of the following.
50$ Contribution
Skeleton
Garb: White skull mask or face makeup and black tunic. Suggested: skeleton-like painted gloves, anything that makes you look
more skeletal.
Player lives per life: 1
Type: Undead Humanoid
Q/M Ratio: 2/1
Armor: up to 2 points of normal armor. Any shield can be used.
Weapons: Melee weapons.
Immunities: Control, Death, Poison
Natural Lives: 1
Abilities & Traits:
Bone
Regeneration (from death)
Levels
1st No additional abilities
2nd Normal armor increases to 3 points.
3rd Natural lives increase to 2.
4th Normal armor increases to 4 points.
5th May use javelins.
6th Natural lives increase to 3.
Vulnerabilities:
Weak: Limb shots kill skeletons.
Lightning Bolt and Call Lightning: These act as an Iceball (frozen for a 100 count) on a skeleton due to fused limbs. They cannot be
used to kill a skeleton.
Resurrection: If used on a skeleton (save those summoned by the spell Transform), this forces the skeleton to play out that life
as a warrior of the same level as the skeleton.
Description: Skeletons are the animated bones of a corpse. They are mindless and follow the directions of their creators
without fear or question. They tend to interpret orders in the most literal way.
Elf
Q/M Ratio 2:1
Armor: Up to 3 points. May use a small shield.
Attacks: As Archer.
Abilities:
1) Tracking (Scout).
2) Immune to Sleep and Charms.
Description:
Elves are a long lived, virtually immortal race.
They are beautiful, lithe of form and graceful in
movement. All have pointed ears and large,
slanted eyes. They are very attuned to nature and
have a high respect for it. As such, they will
usually treat Druids and Scouts well, unless given
a reason to do otherwise.
Lives: 3
Levels:
1st +1 damage to all arrows. Reusable Stun and
Flame Arrow.
2nd Pass Without Trace (Druid, 1/game).
3rd Reusable Armor Piercing Arrow. Improve
Weapon (Warrior, 2/game).
4th +1 damage to arrows (+2 total). Entangle Trap
(Scout, 1/life).
5th Pass Without Trace 2/game. 5 points druid
magic for levels 1-3.
6th Improve Weapon 1/life. 5 points druid magic for
levels 4-6.
Drow
Q/M Ratio 2:1
Armor: 2 points natural. May use a small shield.
Attacks: Short swords, throwing daggers, and any bows.
Abilities:
1) Improve Weapon (Warrior, 2/game).
2) Immune to Poisons, Sleep and Charms.
Description:
The Drow are an evil offshoot of normal elves. They
have the same basic form yet have black skin and
silver or white hair. They are masters of deception
and not to be trusted for an instant.
Lives: 3
Levels:
1st No additional abilities.
2nd +1 damage to all arrows. Poison Weapon
(Assassin, 1/game).
3rd Antidote to Poison (Assassin, 1/life).
Improve Weapon 1/life.
4th 5 points of 1st level wizard magic. Teleport
(Assassin, 1/game).
5th 5 points of 2nd level wizard magic. Teleport
1/life.
6th 5 points of 3rd level wizard magic. Extra
Assassin ability.
Dwarf
Q/M Ratio 2:1
Armor: 1 point natural. Up to 4 additional points may
be worn. May use a medium shield.
Attacks: Any melee weapon up to 3 ft. and throwing
axes/hammers.
Abilities:
1) All axes are considered red.
2) Barbarian immunities. Also immune to
Poison.
Description:
Dwarves are a short, stocky, human-like race
renowned for their mining and blacksmithing
abilities. They are very wise and the males have
long beards. Honor is regarded very highly
among this race.
Lives: 4
Levels:
1st No additional abilities.
2nd Improve Weapon (Warrior, 1/game).
3rd Berserk on last life (Barbarian).
4th Mend (Wizard, 1/life). +1 point to any armor
worn.
5th +1 life (total of 5). Improve Shield (Warrior,
1/game).
6th May fight after death (Barbarian berserk).
Throwing axes are red.
100$ Contribution
Daemon, Winged(Must Have Anti-Paladin to take this)
Q/M Ratio 3:1
Armor: 2 points natural. May use a small shield.
Attacks: Short swords.
Abilities:
1) Flight (Wizard, unlimited) by saying "I take
to flight."x5..
2) Weapons are considered
Bladeshaped/Bludgeoned (Wizard). This
means they are also considered magical.
Lives: 2
Levels:
1st No additional abilities.
2nd Poison weapon (Assassin, 1/game).
3rd Regenerates armor and limbs in a 60 count.
4th Armor becomes 3 points.
5th Protection from Death, Charms, and
Controls.
6th Reanimate (Wizard, 2/game) into a Zombie
(non-viral, cannot be transmitted).
Angel, Winged (Must Have Paladin to take this)
Q/M Ratio 3:1
Armor: May wear up to 4 points. May use any shield.
Attacks: As Warrior.
Abilities: Flight (Wizard, unlimited) by saying "I take
to flight."x5.
Lives: 2
Levels:
1st Improve Weapon (Warrior, 1/life).
2nd Improve Shield (Warrior, 1/game).
3rd Mend (Healer, 2/life).
4th Heal (Healer, 2/life).
5th Weapons considered Red (may still use
Improve Weapon on them).
6th Heal unlimited.
Merfolk (Any Group)
Q/M Ratio 3:1 (QUEST)
Armor: None. May use a small shield.
Attacks: Dagger, javelin, trident, and throwing weapons.
May use Red versions of these.
Abilities:
1) Regeneration: Wounds in a 30 count if in water.
2) Submerge by saying "Submerge!" Considered
under water and con not be attacked (unless
scenario dictates otherwise).
3) Immune to all charms, controls, Confusion, and
Ice based spells.
4) Yield, Hold, and Shove (Wizard, unlimited).
Description:
These are beautiful creatures with the torso of a
person and the tail of a fish. They will normally help
a lost ship or drowning sailors. If the must, they
defend very fiercely.
Vulnerabilities: May not run when out of water.
Lives: 3
Levels: none.