Difference between revisions of "V9:Standard Battlegame Monsters"
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Latest revision as of 18:01, 23 February 2024
Developer Note: The current V9 Rules can be found here.
The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.
Thank you for your interest in the project! Join the Discord for more information!
- The Project Phoenix (V9) Development Team
- These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
- This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
- To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.
Standard Battlegame Monsters
This section includes the profiles for the 12 Standard Battlegame Monsters. These 12 monsters do not require any special permission to use and can be freely played anytime a player can play a combat class. Only these standard battlegame monsters are guaranteed to be accessible to monster players for any given activity.
Contents
Entangling Mass | ||||
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Description | Though they only seem to be heaps of rotting vegetation, unwary travelers pass by them only to be attacked and ingested for nutrients or left with a dreadful sickness. | |||
Roleplay Inspiration | I am a carnivorous plant-monster. I want to blend into my surroundings and then lash out to entrap my prey in vines and consume them. | |||
Playstyle | Crowd Control, Durable, Frontline, Melee | |||
Class Identifier | Plant-like Mask or otherwise be clearly identifiable as an entangling mass to other players. Other Suggestions include: ghillie suit, mass of leaves and/or vines | |||
Weapons | Dagger, Short, Flail | |||
Shields | Buckler | |||
Armor | None. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Fairy | ||||
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Description | Fairies are generally fun-loving pranksters. Their small stature and natural abilities allow them to get into all sorts of trouble. | |||
Roleplay Inspiration | I want to be fae. I want to be glittery and fly with wings. I want to play tricks and be mischievous while being hard to retaliate against. I am pretty harmless at the end of the day and might even help you if you play with me. | |||
Playstyle | Evasive, Crowd Control, Backline, Skirmisher, Ranged | |||
Class Identifier | Fairy Wings that can be seen from all sides, or otherwise be clearly identifiable as a Fairy to other players. | |||
Weapons | Dagger, Small Thrown | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Gargoyle | ||||
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Description | Gargoyles are grotesque, stone-carved statues designed to frighten away evil spirits from cathedrals and castles. They are usually made of magically animated or transformed stone but often have animal or chimeric traits. | |||
Roleplay Inspiration | I want to be a monstrous ward against evil. I want to be gothic and scary. I want to be made of stone and able to turn into a statue. I want to fly. | |||
Playstyle | Durable, Frontline, Shield User, Melee, Evasive, Ranged | |||
Class Identifier | Stone-like Gargoyle Mask or otherwise be clearly identifiable as a Gargoyle to other players. | |||
Weapons | Dagger, Short, Long, Flail, Rock | |||
Shields | Any | |||
Armor | Up to 5pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
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Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Goblin | ||||
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Description | Goblins are small, green-skinned humanoids that are usually mischievous but often malicious. As their most famous trait is physical frailty, they tend to move in groups for protection, stealing and hoarding anything shiny they can get their hands on. | |||
Roleplay Inspiration | I want to be a squirrely, comedic character with potential for treachery and shenanigans. I love shinies. I’m not durable but I’ve got my wits and dozens of brothers and sisters to avenge me. | |||
Playstyle | Challenge, Melee, Bow User | |||
Class Identifier | Goblin Mask, Green Facepaint, or otherwise be clearly identifiable as a Goblin to other players. | |||
Weapons | Dagger, Short, Small Thrown, Large Thrown, Bow | |||
Shields | Up to Small Shield | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Gorgon | ||||
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Description | Gorgons are mythical creatures with hair made of living, venomous snakes and horrifying visages that turn those who behold them to stone. | |||
Roleplay Inspiration | I am a mythical snake-like humanoid. Anyone who approaches close enough to see my face will be turned to stone. I cast hexes and fire enchanted arrows. | |||
Playstyle | Bow User, Crowd Control, Ranged, Hybrid | |||
Class Identifier | Medusa Mask, Snake Hair, or otherwise be clearly identifiable as a Gorgon to other players. | |||
Weapons | Dagger, Short, Flail, Bow | |||
Shields | Buckler | |||
Armor | Up to 2pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Harpy | ||||
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Description | Harpies are avians of the worst temperament. Both their bodies and minds are only partially human and they consider all ‘no- wings’ to be both expendable and tasty. While many are known for their potent hexes, those looking to secure a harpy’s aid often find it is they who are being used. | |||
Roleplay Inspiration | I want to be a bird-person. I want to fly around and harry my foes from afar. I want to invoke witch-like rituals and hexes. | |||
Playstyle | Skirmisher, Evasive, Crowd Control, Hybrid, Ranged | |||
Class Identifier | Bird Mask or otherwise be clearly identifiable as a Harpy to other players. | |||
Weapons | Dagger, Short, Javelin | |||
Shields | None | |||
Armor | Up to 1pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Red Drake | ||||
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Description | Drakes are lesser cousins to true dragons. They are smaller and not as powerful but much easier to train, so they are often used as guardians or beasts of war. | |||
Roleplay Inspiration | I am basically a feral dragon. I breathe fire and rampage through my foes with tooth, claw, and tail. My scaly hide protects me from harm and my strength overwhelms those before me. | |||
Playstyle | Damage, Frontline, Melee, Durable | |||
Class Identifier | Red Draconic Mask or otherwise be clearly identifiable as a red drake to other players. | |||
Weapons | Dagger, Short, Flail, Great, Reach | |||
Shields | None | |||
Armor | Up to 5pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Shroomkin | ||||
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Description | Shroomkin are sentient humanoid mushrooms that come in a variety of shapes, colors, and sizes. Shroomkin love company but their contributions can vary from symbiotic to parasitic. | |||
Roleplay Inspiration | I want to wear a big mushroom cap. I want to reflect my specific type of mushroom. I want to have spores that affect friend and foe, either psychologically or physically. | |||
Playstyle | Hybrid, Support, Crowd Control, Shield User, Melee | |||
Class Identifier | Mushroom Cap or otherwise be clearly identifiable as a Mushroom person to other players. | |||
Weapons | Dagger, Short, Long, Magic Staff | |||
Shields | Up to Medium | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Siren | ||||
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Description | Sirens are half-fish, half-humanoid creatures known to lure travelers to their deaths via enthralling magic and enchanting voices. While they aren’t always evil, their powers to ensorcel weak-willed minds is legendary. | |||
Roleplay Inspiration | I want to sing and lure my victims to a terrifying death. I want a trident. I want water-themed powers and perks. | |||
Playstyle | Crowd Control, Hybrid, Damage, Support, Melee | |||
Class Identifier | Iridescent Fish-Scale Mask, Mermaid Tail/Leggings, or otherwise be clearly identifiable as a Siren to other players. | |||
Weapons | Dagger, Short, Long, Javelin | |||
Shields | None | |||
Armor | Up to 2pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Skeleton | ||||
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Description | Skeletons are the bones of deceased creatures returned to life, sometimes by their own spirit, sometimes by the will of another. They are unfazed by pain and the magic animating them can often allow them to reassemble over and over before they are finally put down for good. | |||
Roleplay Inspiration | I want to be undead. I want the perks that come with not needing the essentials of life. I want to keep coming back whenever I am killed. | |||
Playstyle | Frontline, Durable, Melee, Challenge, Bow User, Ranged | |||
Class Identifier | Skeleton mask or otherwise be clearly identifiable as a Skeleton to other players. | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | Up to 6pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Unicorn | ||||
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Description | The unicorn is one of the most famous mythical creatures: a horse with a spiraling horn erupting from its forehead. It is a creature of purity and it is sought out for its potent healing powers. Killing a unicorn is said to bring bad luck and grim tidings. | |||
Roleplay Inspiration | I am a rare, sacred, horse-like creature with a single horn and super-charged healing powers. I am majestic. I am kind and benevolent. My blessings are bestowed on pure souls and my death is lamented as a great tragedy. | |||
Playstyle | Support, Backline | |||
Class Identifier | Unicorn Mask and Horn or otherwise be clearly identifiable as a Unicorn to other players. | |||
Weapons | Dagger. Cannot Dual Wield | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Werewolf | ||||
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Description | Werewolves are individuals who can shapeshift (willingly or otherwise) into feral wolf-like monsters. Werewolves enjoy the primal nature of the hunt and are prone to succumbing to their more base instincts the longer they stay transformed. | |||
Roleplay Inspiration | I want to be wild and feral. I want to stalk my prey. I want to be a killing machine. I want to have wolf-perks. I want to transform. | |||
Playstyle | Front Line, Crowd Control, Damage, Melee, Bow User, Shield User | |||
Class Identifier | Werewolf Mask or otherwise be clearly identifiable as a Werewolf to other players. | |||
Weapons | Dagger, Short, Long, Large Thrown, Bow | |||
Shields | Up to Small | |||
Armor | Up to 4pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Monster General Rules · Entangling Mass · Fairy · Gargoyle · Goblin · Gorgon · Harpy · Red Drake · Shroomkin · Siren · Skeleton · Unicorn · Werewolf
Combat Classes General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes Credits and Levels · Combat Classes · Non-Combat Classes