Difference between revisions of "V9:Monster"
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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
- 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.
Monster
General Rules
Leveling the Monster Class
The Monster class represents all monsters in the game. Anytime a player participates as a type of monster - whether it’s a goblin, a harpy, or even a dragon - they are playing as the Monster class.
Gaining levels in the Monster class grants the player benefits for each and every monster they play.
Monster Garb & Class Identifiers
The garb requirements and class identifiers for the monster class are slightly different than they are for the non-monster classes.
- 🌶️Monsters do not wear a class sash. In exchange for being able to access a wide variety of different playstyles under a singular class, monster players are held to a higher standard when it comes to their garb. Specifically, they are required to costume themselves appropriately so they are easily recognizable as the monster they are portraying. This does not have to be a perfect or realistic costume, rather it should clearly evoke the monster to the same degree that the colored sashes indicate the other classes.
- Each monster entry has a minimum expectation for garb, this is usually a mask or other stereotypical visual for that monster, such as fairy wings or a mermaid tail. If the player is wearing no other monster-specific garb, they should at least wear these items in a way that is easy to notice and identify.
- Being able to identify a monster at a glance is all that matters. If a player’s monster costume is unmistakable as the intended monster, the minimum garb items are not necessary. For example, if Shawna wants to play a Skeleton, the minimum expectation is a skeleton mask. However if she decides to use face paint alongside skeleton-print clothing, then she does not need to wear a mask since it is clear what she is playing based on her chosen look.
- If a monster player’s garb becomes altered or adjusted mid-activity in such a way that they can no longer be reasonably identified as their chosen monster, the Game Organizer or associated Rules Authority may require them to correct their garb or to participate as the Peasant class for the remainder of the activity.
- In places where mask-wearing is restricted or outright prohibited, Game Organizers and Rules Authorities are encouraged to allow reasonable alternatives to the minimum garb options for their monster players, such as allowing them to wear a mask as a belt-favor instead, until such a time that they can acquire a suitable maskless costume. Everyone involved should do their best to determine fair accommodations when necessary.
- Garb Bonus Curios are awarded to monsters in the same way as other classes except that all their garb must suit the monster being portrayed in addition to being appropriate for the heroic fantasy theme.
- A Note For Rules Authorities: When reviewing garb for non-humanoid monsters such as drakes and unicorns, remember that there is still a human player underneath and we’re not expecting them to fight on their hands and knees. Be reasonable and award the garb bonus in good faith in the same way you would other non-monster players.
- All players should do their best to avoid garb and costumes that may cause them to appear to be a monster class when they are not, and vice-versa. If there is any potential for confusion, actual monster players should be given preferred access to monstrous looks over non-monster players since that is an essential part of their class. When in doubt, players should simply present themselves before the activity to their peers and the Game Organizer so that everyone is on the same page and who is playing what.
- This rulebook includes profiles for twelve (12) Standard Battlegame Monsters. These standard 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.
- Non-standard monsters may still be designed for the battlegame category, however monster players wishing to play them must first receive case-by-case permission from the Game Organizer in order to do so. Non-standard monsters can often have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source, so organizers should use caution when allowing non-standard battlegame monsters in their activities.
- Adventure Monsters are not intended to be used as a regular battlegame monster or played as a PC in a roleplay activity. These profiles might have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source. With that in mind, these problems are often solved by the monster being focused more on playing a part and trying to create an enjoyable experience for their opponents instead of trying to “win”.
- Any monster not explicitly listed as a Battlegame Monster is an Adventure Monster.
- There are no Adventure Monster profiles in this rulebook, however they can be found in the Dor Un Avathar (Amtgard’s Monster Manual), as well as many of the homebrew compendiums and player-made monster collections.
- 16-25pts = No compensation.
- 6-15pts = +1 use of Ice Barrier
- 0-5pts = +1 use of Ice Barrier and Flight
- 1-10pts = No compensation.
- 0pts = +1 Pinning Arrow or Suppression Arrow.
- 1-5pts = No compensation.
- 0pts = +1 Poison Bolt
- 16-25pts = No compensation.
- 6-15pts = +2 Fireballs or +1 use of Elemental Barrage
- 0-5pts = +4 Fireballs or +2 uses of Elemental Barrage
- 1-10pts = No compensation.
- 0pts = +1 use of Blink
- 11-20pts = No compensation.
- 0-10pts = +1 use of Tracking
🌶️Paragon Monsters
Developer Note: The following entry is the V9 Committee’s vision for Paragon Monster symbolism. It is written to support the design and goals of the Monster class in Amtgard V9. It is included here for the sake of gathering feedback but should only be used if and when the Amtgard V9 ruleset is officially adopted.
The recommended symbol for Paragon Monster is a personalized, silver-trimmed garment, armor component, or piece of equipment depicting monster iconography (also in silver), such as imagery of paragon’s best known monster(s). Paragon monsters are further encouraged to add silver-trimmed elements to their monster garb as an additional way to show that this goblin or skeleton is more than meets the eye. Some ideal pieces include shoulder pads, tabards, and shields.
Note about Reserved Symbols: For obvious reasons, “silver-trimmed garb, armor, and equipment” cannot be reserved wholesale; however monster players are encouraged to avoid wearing pieces that might suggest that they are paragons until such a time that they have earned that honor. This is not a hard rule, merely a courtesy, so as to avoid stifling creativity in monster garb design.
Monster Apprentices: Silver-trimmed belt favors are the reserved symbol for Apprentices. The symbol for an Apprentice Monster is a silver-trimmed belt favor with any two-color background, depicting monstrous iconography (usually matching their mentor and/or their own best known monsters).
Monster Categories
Monsters are divided into two broad categories: Battlegame Monsters and Adventure Monsters.
Battlegame Monsters
Battlegame Monsters are monsters intended to be used by players as part of everyday class battlegames and activities. They are designed and balanced for use alongside the other non-monster classes.
Click here to go to the list of Standard Battlegame Monsters.
Adventure Monsters
Adventure Monsters are monsters intended to be employed as NPCs by a Game Organizer in roleplay scenarios, quests, and other such activities. They are usually assigned directly to players by the Game Organizer as part of a larger story or scenario rather than being chosen by the player themselves.
Custom Monsters
The Dor Un Avathar and Game Organizer Guide has tips and guidance about designing and implementing custom Monsters for your activities.
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.
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.
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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 |
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.
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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 |
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