V9: Harpy

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Harpy-240112.png
Harpy
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.
Quills - Poison Bolt - 1 Ball/Level
Dark Arts - Lay Curse - Level/Life ♻10
Terrifying Screech - Rebuke - 1/Life ♻10
Dark Arts - Raise Dead - 1/Life ♻20
Wings - Flight - 1/Life ♻20
Dark Arts - Pestilence - 1/Life ♻30
= Does not require Free Hand = Rest Time 🌶️ = Experimental Rule







Extra Clarifications

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

  • There are no additional clarifications for this monster.





List of Monster-Specific Abilities


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.


Lay Curse
Simple Summary Lay Curse: Incant "Death lays a curse on thee" x3 to make the target Cursed for 30s
Available to Assassin, Healer, Wizard, Curios, Monster (Gorgon, Harpy)
Type Verbal (Offensive)
Range 20ft
Incantation "Death lays a curse on thee" x3
Effects Status Effect: Target becomes Cursed for 30s.


Pestilence
Simple Summary Pestilence: Incant "Illness seep, sickness creep, a vile plague for death to reap" x3 and chant "Pestilence" to gain Expose Weakness (unlimited), which you can cast without interrupting the chant. If you take damage or aggress in any way other than casting the granted spell, this effect ends.
Available to Wizard, Monster (Harpy)
Type Verbal (Non-Offensive)
Range Self
Incantation "Illness seep, sickness creep, a vile plague for death to reap" x3
Chant "Pestilence"
Effects Chant Effect: Caster gains Expose Weakness (Unlimited) and may cast it without interrupting this chant. This chant ends if the caster aggresses (other than casting Expose Weakness), takes damage, or stops chanting.
Other Details
  • Spells cast this way cannot be affected by meta-magic.
  • Casting this way counts towards maintaining the chant, however a proper chant of "Pestilence" must be made between each cast or attempted cast.


Poison Bolt
Simple Summary Poison Bolt: Incant "The power of poison is mine to evoke" x2 to prime a green spellball. It’s Weapon Destroying, Armor Breaking, and Wounds Kill.
Available to Assassin, Wizard, Monster (Harpy)
Type Spellball
Range Strike
Material Components ColorCodeGreen-231130.jpg Green Spellball
Incantation "The power of poison is mine to evoke" x2
Effects Immediate Effect: Damage, Armor Breaking, Weapon Destroying, Wounds Kill.


Raise Dead
Simple Summary Raise Dead: Incant "Rise and fight again" x5 to revive the target. They’re either cursed and suppressed until they die, or cursed and unable to use melee weapons until they die. This effect can only be released by death.
Available to Anti-Paladin, Healer, Monster (Harpy)
Type Verbal (Non-Offensive)
Range 5ft (Other)
Incantation "Rise and fight again" x5
Effects Immediate Effect: Target is revived.

Secondary Effect: Choose one at the time of cast:

  • If the target is revived, they become Cursed and Suppressed until they die. This status effect can only be removed by death.
  • If the target is revived, they become Cursed and unable to aggress with melee weapons until they die. This status effect can only be removed by death.
Reminder If a dead player moves more than 20ft from where they died, they become severed.


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.




Trivia
  • To be added.





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
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