V9: Werewolf

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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.




Werewolf-240112.png
Werewolf
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.
  • 11-20pts = No compensation.
  • 0-10pts = +1 use of Tracking
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.
Lycanthropy - Berserk (Self) - 1/Life ♻10
Heightened Senses - Tracking 1/Life ♻10
Terrifying Rampage - Fear Level/Refresh ♻10
Relentless - Shake It Off Level/Refresh ♻10
Devour - Assassinate Level/Refresh ♻10
🌶️Beast Within (T)
Rest, Shields, Large Thrown, and Bow cannot be used while Berserk. Fear, Shake It Off, and Assassinate can only be used while Berserk.

Note: The player must clearly look like a werewolf at all times, not just when they are Berserk. If a player wishes to have two different looks, they should both be visibly understood as a werewolf, just in different degrees of transformation.

= 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


Assassinate
Simple Summary Assassinate: Incant "Assassinate" immediately after killing an enemy to Sever them.
Available to Assassin, Monster (Werewolf)
Type Verbal (Offensive)
Range Unlimited
Incantation "Assassinate"
Prerequisites Can only be used immediately after killing the target.
Effects Status Effect: The target is Severed until they respawn.
Other Details
  • This ability can affect dead players.
  • This ability targets the killed player and does not require the caster to identify their target.


Berserk
Simple Summary Berserk: Incant "Anger builds within thy veins" x3. Target’s weapons become armor breaking and shield crushing. While within 20ft of an enemy, they can’t move more than 20ft away unless forced by magic or unable to strike or reach that enemy. Bearer does not have to pursue enemies who run away.
Available to Bard, Barbarian, Druid, Monster (Shroomkin, Werewolf)
Type Enchantment
Range
  • 5ft (Other) - Bard, Druid, Shroomkin
  • 5ft (Any) - Barbarian
  • 5ft (Self) - Werewolf
  • As Trait - Berserker Barbarian
Incantation "Anger builds within thy veins" x3
Effects Enchantment Effect:
  • Bearer’s wielded melee weapons are Armor Breaking and Shield Crushing.
  • While within 20ft of a living enemy, the bearer cannot knowingly move more than 20ft away from them. If any of the following are true, then this limitation can be ignored:
    • the bearer is moving to engage another living enemy within 20ft;
    • the bearer is forced by another effect (Fear, Shove, etc.);
    • there is no path the bearer could take to move to the enemy without leaving 20ft or crossing impassable/hazardous terrain (real or in-game);
    • the enemy becomes unable to be affected by melee attacks (Flying, Frozen, Insubstantial, etc.);
Other Details The bearer does not need to follow if the target moves away from the them.


Fear
Simple Summary Fear: Incant "Witness me and be afraid" x3 to make the target Afraid of you for 30s.
Available to Anti-Paladin, Bard, Monster (Gargoyle, Werewolf)
Type Verbal (Offensive)
Range 20ft (Other)
Incantation "Witness me and be afraid" x3
Effects Status Effect: Target becomes Afraid of the caster for 30s or until the caster dies.


Shake It Off
Simple Summary Shake It Off: Incant "I shall overcome" while under an enemy effect. After 10s, you're released from any number of effects. You can use this no matter what, unless you're dead or cursed.
Available to Barbarian, Paladin, Warrior, Curios, Monster (Werewolf)
Type Verbal (Non-Offensive)
Range Self
Incantation "I shall overcome"
Prerequisites Can only be used while affected by an enemy status effect.
Effects Status Effect: After 10 seconds, the caster is affected as per Release.
Other Details This ability can be used regardless of ability to cast, and will affect the caster unless they are Invulnerable, Cursed, or Dead


Tracking
Simple Summary Tracking: Incant "I track thee from the shadows" to force the target out of Insubstantial and prevent them from becoming Insubstantial for 10s.
Available to Scout, Monster (Entangling Mass, Werewolf)
Type Verbal (Offensive)
Range 20ft
Incantation "I track thee from the shadows"
Prerequisites This ability can only be used on enemies.
Effects Immediate Effect: Target loses any status effects making them Insubstantial.

Status Effect: For 10s, the target cannot be affected by status effects that would make them Insubstantial.

Other Details
  • 🏃This ability may be cast while moving.
  • This does not count as restoration and is not prevented by Cursed.




Trivia
  • To be added.




Photo Gallery


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