V9:Archer

From V9 Development
Revision as of 05:57, 10 February 2024 by Jkat718 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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.




Archer

Description Archers are long-range, bow-users that use precision shots and specialty arrows to strike down enemies and create advantages for their allies.
Playstyle Backline, Bow User, Damage, Evasive, Ranged, Shield User, Versatile
Class Identifier ColorCodeOrange-231130.jpg Orange Sash
Weapons Dagger, Short, Bow
Shields None
Armor May wear up to 2pts Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 1-10pts = No compensation.
- 0pts = Custom Quiver (1)

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 🎯Reload 1/Life ♻20

Custom Quiver (3)
Choose (#) arrows in any combination of Destruction, Pinning, or Suppression Arrow. If a player has access to multiple instances of Custom Quiver, they may not have more than 5 of a single type of arrow.

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 Custom Quiver (3)
ROW C 🎯Phase Arrow
1 Arrow
ROW D 🎯Teleport (Self)
1/Life ♻20
OR Custom Quiver (2) OR Heal (Self)
1/Life ♻20
ROW E 🎯Ice Barrier
1/Life ♻20
OR Custom Quiver (2) OR Mend (Self)
1/Life ♻20
ROW F 🎯Phase Arrow
1 Arrow
OR Custom Quiver (2) OR May use a Buckler.
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.
Sniper

Picks with 🎯 grant double uses.

Any arrow acquired through Custom Quiver may be exchanged for 2 Poison Arrows each during class customization.

Cannot use Pinning Arrows.

Mystic Archer

May have up to 8 arrows of the same type using Custom Quiver.

Cannot use Short weapons.

May only wear up to 1pt of physical armor per hit location.

Pavesario

If Buckler is picked, may wield any size shield.

May wear up to 3pts of physical armor per hit location.

Cannot use Reload.

= 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 Archer
Reload: Incant "Now I pause to go reload" x5 with no enemies within 10ft to become Invulnerable and go pick up your equipment. To end this, you must be 10ft away from living enemies and either at the location you entered Reload or at your Base, then incant "I return to the physical world." x2.


Pinning Arrow: Incant "Pinning Arrow" immediately before firing a yellow arrow. It applies an engulfing Stopped effect for 30s.


Destruction Arrow: Incant "Destruction Arrow" immediately before firing a red arrow. It’s Armor Destroying, Shield Destroying, and Wounds Kill.


Suppression Arrow: Incant "Suppression Arrow" immediately before firing a purple arrow. It applies an engulfing Suppressed effect for 30s.


Phase Arrow: Incant "Phase Arrow" immediately before firing a grey arrow. It ignores all enchantments and armor.


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

Identifier Orange Sash
Weapons Dagger, Short, Bow
Shields None.
Armor Up to 2pts Physical Armor
Level 1 Reload 1/Life ♻20
1x Pinning Arrow
1x Destruction Arrow
1x Suppression Arrow
Level 2 +1 Pinning Arrow
+1 Destruction Arrow
+1 Suppression Arrow
Level 3 +1 Phase Arrow
Level 4 Heal (Self) 1/Life ♻20
Level 5 +1 Pinning Arrow
+1 Destruction Arrow
Level 6 +1 Phase Arrow




List of Class-Specific Abilities


Destruction Arrow
Simple Summary Destruction Arrow: Incant "Destruction Arrow" immediately before firing a red arrow. It’s Armor Destroying, Shield Destroying, and Wounds Kill.
Available to Archer
Type Specialty Arrow
Range Strike
Material Components ColorCodeRed-231129.jpg Arrow with a Red cover or strip, Bow
Incantation "Destruction Arrow"
Effects Immediate Effect: Damage, Armor Destroying, Shield Destroying, Weapon Destroying, Wounds Kill.
Other Details 🏃 This ability can be cast while moving.


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.


Ice Barrier
Simple Summary Ice Barrier: Incant "I shall not be harmed" to become Frozen for 10s.
Available to Druid, Healer, Wizard, Monster (Gargoyle)
Type Verbal (Non-Offensive)
Range Self
Incantation "I shall not be harmed"
Effects Status Effect: Caster becomes Frozen for 10s.
Reminder Caster must declare "No longer Frozen" at the conclusion of the effect.


Mend
Simple Summary Mend: Incant "I make this item whole again" x5 to mend a broken or damaged weapon or shield, or restore one point of armor to a hit location.
Available to Archer, Bard, Druid, Healer, Scout, Wizard, Curios, Monster (Shroomkin)
Type Verbal (Non-Offensive)
Range 5ft (Any)
Incantation "I make this item whole again" x5
Effects Immediate Effect: Choose one at the time of cast:
Other Details Caster may hold the item to be affected without taking up a free hand.
V8 Transition Note: Mend targets the player, not the item being restored.


Phase Arrow
Simple Summary Phase Arrow: Incant "Phase Arrow" immediately before firing a grey arrow. It ignores all enchantments and armor.
Available to Archer
Type Specialty Arrow
Range Strike
Material Components ColorCodeGray-231130.jpg Arrow with a Gray cover or strip, Bow
Incantation "Phase Arrow"
Effects Immediate Effect: Damage, Weapon Destroying, Ignores Armor, Ignores Immunities & Resistances.
Other Details


Pinning Arrow
Simple Summary Pinning Arrow: Incant "Pinning Arrow" immediately before firing a yellow arrow. It applies an engulfing Stopped effect for 30s.
Available to Archer, Scout, Monster (Gorgon)
Type Specialty Arrow
Range Strike
Material Components ColorCodeYellow-231129.jpg Arrow with a Yellow cover or strip, Bow
Incantation "Pinning Arrow"
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying.

Status Effect: Players struck are Stopped for 30s. Engulfing.

Other Details 🏃 This ability can be cast while moving.


Poison Arrow
Simple Summary Poison Arrow: Incant "Poison Arrow" immediately before firing a green arrow. It is Wounds Kill.
Available to Archer, Assassin, Monster (Gorgon)
Type Specialty Arrow
Range Strike
Material Components ColorCodeGreen-231130.jpg Arrow with a Green cover or strip, Bow
Incantation "Poison Arrow"
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying, Wounds Kill.
Other Details 🏃 This ability can be cast while moving.


Reload
Simple Summary Reload: Incant "Now I pause to go reload" x5 with no enemies within 10ft to become Invulnerable and go pick up your equipment. To end this, you must be 10ft away from living enemies and either at the location you entered Reload or at your Base, then incant "I return to the physical world." x2.
Available to Archer, Curios, Monster (Gorgon)
Type Verbal (Non-Offensive)
Range Self
Incantation "Now I pause to go Reload" x5
Prerequisites Cannot be used while there is a living enemy within 10ft.
Effects Status Effect: Caster becomes Invulnerable and may move around to collect equipment that they own or have permission to collect.
  • To end the effect, the caster must be at least 10ft away from living enemies and either at their base or the location where the effect began and declare "I return to the physical world." x2.
Other Details
  • The caster may freely seek and collect equipment outside the game boundaries.
  • The caster must avoid influencing or obstructing combat and interactions between living players.
  • Reload is intended to help players retrieve their equipment, particularly projectiles, without worry of counter-play. To that end, Reeves are encouraged to remove this effect from players who are unreasonably delaying their collection, their return, or are otherwise not adhering to the spirit of the effect.


Suppression Arrow
Simple Summary Suppression Arrow: Incant "Suppression Arrow" immediately before firing a purple arrow. It applies an engulfing Suppressed effect for 30s.
Available to Archer, Scout, Monster (Gorgon)
Type Specialty Arrow
Range Strike
Material Components ColorCodePurple-231130.jpg Arrow with a Purple cover or strip, Bow
Incantation "Suppression Arrow"
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying.

Status Effect: Players struck are Suppressed for 30s. Engulfing.

Other Details 🏃 This ability can be cast while moving.


Teleport
Simple Summary Teleport: Incant "Travel through the aether" x3 to make the target insubstantial and move directly to a fixed location. They may exit by incanting "I return to the physical world" x2 at the destination. (Or along the path there as long as they are 10ft away from living enemies.)
Available to Archer, Assassin, Druid, Healer, Scout, Wizard
Type Verbal (Non-Offensive)
Range
  • 5ft (Any) - Assassin, Druid, Healer, Scout, Wizard
  • Self - Archer
Incantation "Travel through the aether" x3
Effects Status Effect: Target becomes Insubstantial and is forced to move directly to a destination chosen by the caster at the time of casting. Upon reaching the destination the target must end the effect by declaring "I return to the physical world" x2. The target may end this effect prematurely in the same way anytime they are at least 10ft away from all living enemies.
Other Details The destination must be a static, unmoving location that can be definitively known by the target at the time of casting. For example, if the chosen destination is "Behind that wizard", the target must be able to know exactly what that means before they start moving and the location will not change if the wizard moves away while the target is in transit.




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 Archer class was introduced in Amtgard V2 (1983).




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