Celestial Codex.p65 - Amtgard.ca
Celestial Codex.p65 - Amtgard.ca
Celestial Codex.p65 - Amtgard.ca
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WARRIORS FOR GOOD<br />
HOLY WARRIOR<br />
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Monk, Warrior, Archer, Scout or Paladin Archetype (Art: Torsten Gunst, Elfwood)<br />
Description: History abounds with examples of what might be considered a holy warrior, from<br />
the armies of the Crusades, to church sanctioned groups like the Knights Templar, to anyone who<br />
answers the <strong>ca</strong>ll for Jihad. What truly marks a holy warrior as different from his secular counterparts<br />
is a profound faith in his god or gods, and the willingness to fight, and perhaps kill, to see<br />
his religion spread or to protect the temples and fellow believers Often a holy warrior will pray<br />
silently for the sins they are about to commit in order to serve the greater good or for the souls of<br />
the heathens now laid low before his righteous blade. In a fantastic context, a holy warrior may<br />
fight at the forefront of a magnificent host of angels, or have been personally selected by his god<br />
for continued soldiering after death, like the warriors of Valhalla.<br />
Garb: Wear white with golden ornamentation. Adorn yourself with the holy symbols of your faith. It is not<br />
uncommon to <strong>ca</strong>rry a holy book or prayer fetish, to renew one's faith between battles.<br />
• Essential/Suggested Abilities: Any abilities granted to these fighters <strong>ca</strong>n be used to serve the will of the<br />
divine, although obviously supernatural ones like Resurrection and Sanctuary will always be attributed to<br />
the Holy Warrior's faith. Abilities that <strong>ca</strong>n be used to protect the flock or holy places are premium, as are<br />
those that <strong>ca</strong>n weed out unbelievers and the forces of evil.<br />
Role-Playing Notes: Always be clear about the reasons you march to war - you are on a Mission<br />
From Heaven, you are the Hammer of God, the Mallet of Providence. Most religions eschew the use of violence, so ensure that you and those around you<br />
understand the weight of choosing warfare to advance your <strong>ca</strong>use. Always strive to uphold the virtues of your chosen religion - usually chastity, honor, valor, and<br />
above all, faith. Avoid the baser temptations battle brings such as taking of spoils, burning villages, attacking non-combatants, and taking pleasure in bloodshed.<br />
Always go for clean kills, keeping the suffering of one's enemies to a minimum and seek absolution for your sins afterward.<br />
Weaponry: Weapons that <strong>ca</strong>use a minimum of suffering and bloodshed (though no less lethal) are common - staves, maces and flails for example. Swords<br />
and other blades might also be used, but the blades will be as sharp as possible, to lessen the possibility that survivors will later succumb to disease and<br />
gangrene. Shields are also common, since they may be used to protect rather than harm.<br />
ZEALOT<br />
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(Barbarian Archetype / Art: Julie Douglas, Elfwood)<br />
Description: The world <strong>ca</strong>n be a terrifying place, and many men who would have otherwise surrendered to hopelessness,<br />
have found salvation in the words of wandering holy men. Having no possessions and little more than a tenuous grip on<br />
sanity, these self-proclaimed Zealots leave hearth and family behind to follow their saviors into battle against the forces of<br />
evil. Wild-eyed madmen, gaunt-faced urchins and crazed midwives <strong>ca</strong>n all be found in this rabble. They parade forth into<br />
combat, bellowing to their gods for strength and the final rest of blissful death.<br />
Garb: In addition to your class sash, wear battered and torn robes of brown or gray material. Zealots generally eschew<br />
armor at all times, preferring to cloak themselves in the holy armor of their fury!<br />
· Essential Spells/Abilities: Berserk!<br />
· Suggested Spells/Abilities: Make sure if there is a Bard on your team, you get all the Berserk enchantments you <strong>ca</strong>n! In<br />
fact, a little good-natured prodding to that end wouldn’t hurt ...<br />
Role-Playing Notes: Act berserk even if you're not. Scream and howl your righteous anger to the Heavens. Leap into the<br />
fray against Anti-Paladins, evil priests, the Undead and any other icon of evil you <strong>ca</strong>n find - even better if you have little<br />
chance of survival. Show deference to good Healers, Paladins and Holy Warriors of the same <strong>ca</strong>use by following them into<br />
battle and defending such players against the attacks of their enemies.<br />
Weaponry: Great weapons are the implements of choice for Zealots, as they prefer to cleave the foes of goodness into chunks before sending them off to the<br />
netherworld. When not Berserk, chuck some javelins before closing for combat if you must, but your basic goal should be to burn through the boring lives...<br />
FALLEN ANGELS<br />
Sometimes a free-willed <strong>Celestial</strong> may be forced or tricked into performing an act anathema to the Higher Powers. For such heinous failures or<br />
transgressions, the angels superiors may choose to eject them from Heaven forever (or at least until such time as the being <strong>ca</strong>n Atone (see<br />
Battlegames). When an angel “loses his wings” several things (all mostly bad) happen. The angel loses all access to travel in the Void or to Ascend to<br />
the Heaven (see Terrain). He loses all Invulnerable and Natural armor, as well as any Weapon Qualifiers he might have had. Natural Flight is replaced<br />
with Flight (1/life), but any Aerial Superiority, Strong, Very Strong, Regenerations, Lightning Bolt and Magic Caster abilities or Traits are lost.<br />
A MTGARD SEVEN EXPANSION RULES, VOLUME FIVE 17