IFGS Fantasy Rules
IFGS
has a class-based Fantasy Rules system that has evolved
over a 25 year period that will soon see the publication
of its 7th edition. Our games generate experience points
for the participants, who may spend those points to develop
characters within the class system. Characters continue
from game to game, sometimes traveling from world to
world as their owners visit other IFGS Chapters. Chapter
and National Registries keep track of these characters
and their possessions and experiences.
IFGS games are played in a variety of settings with full-size
foam weapons, mock armor, and costumes. In an IFGS game,
you have the opportunity to become a different person.
The creativity and imagination you pour into your characters
is what helps to make the game so much fun for you!
Creating a character begins with your imagination. The
first thing to decide when starting a new Player Character
(PC) is what Character Class to be. It is best to start
by reading the chapters that define each class and details
the abilities possessed by that class. A summary of each
class is provided below.
Clerics
Clerics and their spells are strong in three areas: healing,
information, and effectiveness against undead creatures.
No other class can heal as well as a Cleric. In addition, a
Cleric’s closeness with their deity gives them unique
informational abilities, and the best ability of any class
to deal with the undead.
Druids
Druids are in tune with nature. With their spells and abilities,
they can control the elements. Druids have a wide variety
of abilities that aid both the group and themselves.
They also have some attack spells, and they can dish
out both magical and physical damage.
Fighters
The strength of a Fighter is in their skill with weapons
and armor, their ability to take damage, and their capacity
to heal their own wounds. No other class can do as much
damage in melee. In terms of skill with hand-to-hand
weaponry, the Fighter is unparalleled.
Knights
Knights are strong, courageous, and honorable, and their
abilities are based on their code. All that they do relies
on their courage. For feats of strength, no other class
can match the Knight, and in courage and valor, they
are supreme.
Magic
Users
Magic Users rely on magical spells for most things: protection,
attacks, and aiding their team. Of all the classes,
they are able to do the most damage. Their skills in
combat are based in the arcane abilities they possess.
Most of the protections a Magic User has can only be
used on themselves.
Monks
Meditation is the power that sets Monks apart from other
characters. Through physical training and mental discipline,
Monks can perform feats that may seem miraculous. Because
of how they obtain their abilities, most of what they
can accomplish, they can only do for themselves.
Rangers
A Ranger’s skills make them at home in the wilds.
Rangers are hunters and trackers. The Ranger is best
with the bow ,and has a wide variety of skills using arrows.
Rangers can gain valuable information from their surroundings
and can often sense things in the physical world that
others miss.
Thieves
Thieves have skills that can be picked up on the streets
and back alleys of life. They are experts on detecting,
bypassing, and setting traps. In combat, they specialize
in the surprise attack. They are perhaps the least gullible,
and most convincing, of the character classes. In addition,
thieves are the only class that can pick locks.
v7.0 Quick Start Rules
The Quickplay Rulesbook
contains the first couple of levels of each character
class, and provides basic information about how to play an IFGS
game. It is intended as an introduction to the rules.
Fantasy Rules Version 7.0
The Fantasy Rules Committee has completed the
updated version of the rules, and as of January 1st, 2010, is the
official set of rules which all chapters of the IFGS use for all games.
A copy of the v7.0 Rule Book can be obtained directly from the
Society Clerk, your local chapter, or
online retailers such as Amazon.
The ISBN number of the v7.0 Rulebook is 978-0962206320.
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