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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

221030---V9-Seal.png
This page is part of the V9 Development Project.
  • 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.




Monk

Description Monks are mystic skirmishers that are hard to pin down. Their special arts allow them to support their allies and challenge sorcerous foes.
Playstyle Effective vs Abilities, Evasive, Melee, Ranged, Skirmisher, Support
Class Identifier ColorCodeGray-231130.jpg Gray Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Large Thrown
Shields None
Armor May wear up to 1pt Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 1-5pts = No compensation
- 0pts = +1 use of a picked per-life ability

Garb Bonus Choice of Garb Bonus Curio.
+1 use if Superior Garb Bonus.
Level 1

You always get these abilities when you play this class.
ROW A Immune to Verbal abilities (T)

Missile Block (T)
Levels 2-6

For each level beyond 1, pick a row you have not already chosen and gain the abilities within.

If that row has multiple options, pick one of those options and gain everything from that option.
ROW B Heal
2/Life ♻10
ROW C Transfer Life (Unlimited)
ROW D Taunting Strike
1/Life ♻20

Inner Fire (Unlimited)
OR Shove Strike
1/Life ♻20

Inner Fire (Unlimited)
OR Suppressing Strike
1/Life ♻20

Inner Fire (Unlimited)
ROW E +1 use of an already picked Power Strike OR Banish
1/Life ♻10
OR Shove 🔮
1/Life ♻10
ROW F Flight
1/Life ♻20
OR Rebuke
1/Life ♻10
OR Break Concentration 🔮
1/Life ♻10
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns.
Eternal Challenger

Gain Fireball
1 Ball

Cannot use Large Thrown.

Ascetic

Gain Meditate
(Unlimited)

Cannot wear physical armor. May still gain Low Armor compensation.

Mage Hunter

Whenever you use Inner Fire, you may declare and restore one 🔮 ability instead of the normal effect.

Cannot use Reach and Pike weapons.

= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Pre-Constructed Builds

Below are a few -pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.

Trying Out V9 Monk
Missile Block: You can block all projectiles with your hands and weapons with no ill effects. (Except Phase/Sphere of Annihilation)


Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound


Transfer Life: Incant "I give thee life from my own" to Heal, Release, or Resurrect the target. You can't Resurrect if you’re Severed. If you Heal or Release, take a wound. If you Resurrect, both of you become Severed.


Suppressing Strike: Incant "Power strike suppress" and hit an enemy within 2s to Suppress them for 30s. Engulfing.


Inner Fire: Incant "Inner Fire" within 30s of killing an enemy or taking damage. Restore a Power Strike.


Banish: Incant "I banish thy ghostly form" x3 to make an insubstantial target return to base.


Flight: Incant "I take flight" x3 to become Flying. (Must chant "Flying", become immune to anything within 20ft of you.) Land by saying "I return to Solid Ground" x2 while 10ft away from living enemies.

Identifier Gray sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Heavy Thrown
Shields None
Armor 1pt Physical
Level 1 Immune to Verbal abilities (T)
Missile Block (T)
Level 2 Heal 2/Life ♻10
Level 3 Transfer Life (Unlimited)
Level 4 ⬗Suppressing Strike 1/Life ♻20
⬗Inner Fire (Unlimited)
Level 5 Banish 1/Life ♻10
Level 6 Flight 1/Life ♻20 ⬗Inner Fire (Unlimited)




List of Class-Specific Abilities


Banish
Simple Summary Banish: Incant "I banish thy ghostly form" x3 to make an insubstantial target return to base.
Available to Healer, Monk, Wizard, Curios
Type Verbal (Offensive)
Range 20ft
Incantation "I banish thy ghostly form" x3
Effects Status Effect: If the target is not Insubstantial, this effect fails. If the target is Insubstantial, that status effect is replaced with the following:

"Target becomes Insubstantial and is forced to move directly to their base. This effect ends when they reach their base or are at least 100ft away from all living enemies."
Other Details The previous Insubstantial effect is not returned if Banish is released or otherwise removed.
Reminder The victim must declare "No longer insubstantial" when the effect has ended.


Break Concentration
Simple Summary Break Concentration: Incant "I command thee suppressed" to make the target Suppressed for 10 seconds.
Available to Bard, Monk, Wizard, Curios, Monster (Fairy)
Type Verbal (Offensive)
Range 20ft
Incantation "I command thee suppressed."
Effects Status Effect: Target is Suppressed for 10s.


Fireball
Simple Summary Fireball: Incant "The power of flame is mine to evoke" x2 to prime a red spellball. It’s Weapon, Shield, and Armor Destroying, and Wounds Kill.
Available to Anti-Paladin, Monk, Wizard, Monster (Red Drake)
Type Spellball
Range Strike
Material Components ColorCodeRed-231129.jpg Red Spellball
Incantation "The power of flame is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill.


Flight
Simple Summary Flight: Incant "I take flight" x3 to become Flying. (Must chant "Flying", become immune to anything within 20ft of you.) Land by saying "I return to Solid Ground" x2 while 10ft away from living enemies.
Available to Druid, Monk, Wizard, Monster (Fairy, Gargoyle, Harpy)
Type Verbal (Non-Offensive)
Range Self
Incantation "I take flight" x3
Chant "Flying"
Effects Chant Effect: Caster becomes Flying. They may end this effect by declaring "I return to solid ground" x2 while at their base or at least 10ft away from living enemies. This does not interrupt the chant.

Secondary Effect (Immediate): If the caster stops chanting willingly or by mistake, they immediately die.

Other Details The death from ending the chant only counts as ‘taking a death’ if it was done intentionally. The caster does not die if the chant is forcibly ended by a state such as Frozen.


Heal
Simple Summary Heal: Incant "The white light of healing hath healed thee" x5 to remove target's wound
Available to Archer, Druid, Healer, Paladin, Monk, Scout, Curios, Monster (Shroomkin, Unicorn)
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Druid, Healer, Paladin, Monk, Scout, Curios
  • 5ft (Other) - Unicorn
  • Self - Archer
Incantation "The white light of healing hath healed thee" x5
Effects Immediate Effect: Target restores a wound.


Inner Fire
Simple Summary Inner Fire: Incant "Inner Fire" within 30s of killing an enemy or taking damage. Restore a Power Strike.
Available to Monk
Type Verbal (Non-Offensive)
Range Self
Incantation "Inner Fire"
Prerequisites Can only be used within 30s of killing an enemy or taking damage from an enemy attack.
Effects Immediate Effect: Caster declares and restores one use of a power strike.
Reminder This can only be used once per triggering moment.


Meditate
Simple Summary Meditate: Incant "Out of battle, I pause to meditate" to begin Resting at double-time. (Resting at Base does not benefit)
Available to Druid, Healer, Monk, Wizard
Type Verbal (Non-Offensive)
Range Self
Incantation "Out of battle, I pause to meditate"
Effects Status Effect: Caster is affected as per Rest and may count their rest at double-time.
Other Details
  • 'Double-time' means counting two seconds per second. You can count by twos (2, 4, 6, 8...), or count twice as fast. As long as it's no more than 2 per second, whatever makes it easy for you.
  • Confidence, Meditate, and the 'Rest at Base' options cannot benefit from this increased rate. Players wishing to Rest for either of these options must still wait for the full, unmodified time.
  • The effects of Meditate do not stack with Song of Power.


Missile Block
Simple Summary Missile Block: You can block all projectiles with your hands and weapons with no ill effects. (Except Phase/Sphere of Annihilation)
Available to Monk
Type Trait
Effects Trait Effect: Bearer and their carried equipment are immune to all effects of any projectile they block with their hands, wielded melee weapons, or wielded shield. Once blocked, the bearer and their carried equipment are immune to further strikes from that projectile until it stops moving.
V8 Transition Note:
  • Spellballs are projectiles in V9 and are blocked by Missile Block.
  • Missile Block only protects the user and their equipment. Projectiles are no longer ‘nullified’ on contact and may continue to strike other players until its movement is completely halted.


Rebuke
Simple Summary Rally: Incant "By my power I make thee afraid" to make the target Afraid of you for 10s.
Available to Healer, Paladin, Monster (Harpy)
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "By my power I make thee afraid"
Effects Status Effect: Target becomes Afraid of the caster for 10s or until the caster dies.


Shove
Simple Summary Shove: Cast with "My power shoves thee" x3. Target must move 20ft further away from you.
Available to Bard, Druid, Healer, Monk, Wizard
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "My power shoves thee" x3
Effects Status Effect: Target is Shoved 20ft directly away from the caster.
Reminder If the target becomes Stopped or otherwise unable to move while in transit, they must still complete the forced movement from Shove.
V8 Transition Note: Shove cannot be cast on oneself.


Shove Strike
Simple Summary Shove Strike: Incant "Power Strike Shove" and strike an enemy within 2s. Target struck is forced to move 20’ further away. Engulfing.
Available to Barbarian, Paladin, Monk, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Shove"
Effects Status Effect: Target struck is Shoved 20ft directly away from the caster. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Suppressing Strike
Simple Summary Suppressing Strike: Incant "Power strike suppress" and hit an enemy within 2s to Suppress them for 30s. Engulfing.
Available to Assassin, Barbarian, Bard, Monk, Scout, Warrior, Monster (Entangling Mass)
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Suppress"
Effects Status Effect: Target struck is Suppressed for 30s. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Taunting Strike
Simple Summary Taunting Strike: Incant "Power strike taunt" and hit an enemy within 2s to Taunt them for 30s. Engulfing.
Available to Bard, Monk, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Taunt"
Effects Status Effect: Target struck is Taunted by the caster for 30s or until the caster dies. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Transfer Life
Simple Summary Transfer Life: Incant "I give thee life from my own" to Heal, Release, or Resurrect the target. You can't Resurrect if you’re Severed. If you Heal or Release, take a wound. If you Resurrect, both of you become Severed.
Available to Monk
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "I give thee life from my own"
Effects Immediate Effect: Choose one:
  • Target is affected as per Heal
  • Target is affected as per Release
  • Target is affected as per Resurrect. Cannot be chosen if the caster is Severed.

Secondary Effect (Immediate): If the target is affected, the caster suffers a wound to a hit location of their choice.

Secondary Effect (Status): If a player was revived, the caster also becomes Severed until they respawn.

Reminder Secondary Effects cannot be resisted.


Extra Clarifications

Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.

  • There are no additional clarifications for this class.




Trivia
  • The Monk class was introduced in Amtgard V4 (1986).





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
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary