Difference between revisions of "V9: Assassin"

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May use 👻 abilities while [[V9: Insubstantial]]. They replace the existing insubstantial effect.<br>
 
May use 👻 abilities while [[V9: Insubstantial]]. They replace the existing insubstantial effect.<br>
  
Cannot wear armor.<br>
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Cannot wear armor.<br>(May still get the extra ability from the low armor option).
  
  

Revision as of 07:16, 7 December 2023

221202---V9-Rules-Seal-for-Wiki.png
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.




V8Art Assassin.png

Assassin

Description Assassins are mobile, opportunistic fighters that excel at slipping in and out of enemy lines to take out targets with deadly efficiency.
Playstyle Bow User, Evasive, Melee, Ranged, Skirmisher, Versatile
Class Identifier ColorCodeBlack-231130.jpg Black Sash
Weapons Dagger, Short, Long, Small Thrown, Large Thrown, Bow
Shields None
Armor Choose one:
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 Blink 👻
1/Life ♻20

Cunning (Unlimited)

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 Poison Weapon (Self)
1/Life ♻10

Coup De Grace
1/Life ♻30

ROW C {{{ROW C}}}
ROW D Decoy

1/Life

OR Pass Without Trace 👻(self)

1/Life ♻20

OR Dimensional Rift 🧨

1/Life ♻30

ROW E Suppressing Strike

1/Life ♻20

OR Teleport 👻

2/Life ♻20

OR Lay Curse🧨

2/Life ♻20

ROW F {{{ROW F1}}} OR {{{ROW F2}}} OR {{{ROW F3}}}
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.
Ninja

Poison Bolt, if picked, becomes 6 Balls.

Poison Weapon, if picked, becomes Vorpal Blades 1/Life

Weapons are limited to Daggers and Poison Bolts.

Shadowcloak

👻 abilities become ♻10.

May use 👻 abilities while V9: Insubstantial. They replace the existing insubstantial effect.

Cannot wear armor.
(May still get the extra ability from the low armor option).

Saboteur

🧨 abilities become ♻10.

Hold Person, if picked, may be replaced with Entangle 1/Ball during class customization.

Cannot Dual Wield.




List of Class-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.


Blink
Simple Summary Blink: Incant "I vanish from sight" to become Insubstantial and move anywhere within 50ft. To come back, incant "I return to the physical world" x2 while 10ft away from enemies.
Available to Assassin, Monster (Siren)
Type Verbal (Non-Offensive)
Range Self
Incantation "I vanish from sight"
Effects Status Effect: Caster becomes Insubstantial and may move around freely within 50ft of where this ability was initially cast. Caster can remove this effect from themselves anytime they are at least 10ft away from living enemies by declaring "I return to the physical world" x2
Other Details 🏃This ability may be cast while moving.


Contagion
Simple Summary Contagion: Incant "May thou bear this plague unto all" x3. Bearer is Fragile and their melee attacks are Wounds Kill.
Available to Wizard, Monster (Shroomkin)
Type Enchantment
Range 5ft (Other)
Incantation "May thou bear this plague unto all" x3
Effects Enchantment Effect: Bearer is Fragile and their wielded melee weapons are Wounds Kill.
Other Details This enchantment cannot be willingly discarded.


Coup De Grace
Simple Summary Coup De Grace: Incant "Succumb to thy wounds and die" x3 to kill a wounded target.
Available to Assassin, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Succumb to thy wounds and die" x3
Effects Immediate Effect: If the target is wounded, they die. Otherwise, no effect.


Cunning
Simple Summary Cunning: Incant "Cunning" within 30s of killing an enemy. Restore a use of Blink, Pass Without Trace, Shadowstep, or Teleport.
Available to Assassin
Type Verbal (Non-Offensive)
Range Self
Incantation "Cunning"
Prerequisites Can only be used within 30s of killing an enemy.
Effects Immediate Effect: Caster declares and restores one use of an Assassin ability marked with the 👻 tag.
Reminder This can only be used once per triggering moment.


Decoy
Simple Summary Decoy: Incant "May this deception ensure a safe return" x3 to become resistant to any single strike or ability inflicted by an enemy. When you use this resistance, become Insubstantial and return to base, where you incant "I return to the physical world" x2 to end the effect.
Available to Assassin
Type Enchantment
Range Self
Incantation "May this deception ensure a safe return" x3
Effects
  • Enchantment Effect: Bearer and their carried equipment gain resistance to all effects from a single strike or ability (♻30). This resistance cannot be used if the bearer is under the effects of Tracking or otherwise unable to become Insubstantial.
  • Secondary Effect (Status): When the resistance is used, the bearer becomes Insubstantial and forced to move directly to their base. They may end this effect anytime they are at least 100ft away from living enemies by stating "I return to the physical world" x2. This effect also ends immediately if they reach their base.
Other Details When declaring this enchantment, the bearer must declare whether the resistance is active or not
Reminder Resistances are optional. The bearer does not need to expend them on the first applicable attack.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Dimensional Rift
Simple Summary Dimensional Rift: Incant "Aether consume thy ghostly form" x3. If the target is Insubstantial, they die
Available to Assassin, Wizard
Type Verbal (Offensive)
Range 20ft
Incantation "Aether consume thy ghostly form" x3
Effects Immediate Effect: If the target is Insubstantial, they die. Otherwise, no effect.


Entangle
Simple Summary Entangle: Incant "The power of earth is mine to evoke" x2 to prime a brown spellball. It deals no damage, but applies an engulfing Stopped effect for 30s.
Available to Assassin, Druid, Healer, Wizard, Monster (Entangling Mass)
Type Spellball
Range Strike
Material Components ColorCodeBrown-231130.jpg Brown Spellball
Incantation "The power of earth is mine to evoke" x2
Effects Status Effect: Players struck are Stopped for 30s. Engulfing.
Other Details Strikes from this ball do not deal damage.


Hold Person
Simple Summary Hold Person: Incant "I command thee to stop" x3 to make the target Stopped for 30s.
Available to Assassin, Bard, Druid, Healer, Scout, Wizard, Monster (Siren)
Type Verbal (Offensive)
Range 20ft
Incantation "I command thee to stop" x3
Effects Status Effect: Target becomes Stopped for 30s.


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.


Pass Without Trace
Simple Summary Pass Without Trace: Incant "I pass without trace" to become Invulnerable - you must return to base.
Available to Archer, Assassin, Druid, Scout, Curios
Type Verbal (Non-Offensive)
Range Self
Incantation "I pass without trace"
Effects Status Effect: Target becomes Invulnerable and is forced to move directly to their Base. They may end this effect any time they are at least 100ft away from living enemies by declaring "I return to the physical world" x2. This effect also ends if they reach their base.
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.


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.


Poison Weapon
Simple Summary Poison Weapon: Incant "I coat these weapons with a deadly poison" x2. The next wound you deal is Wounds Kill. This effect can be restored with ♻10
Available to Anti-Paladin, Assassin, Druid, Monster (Shroomkin)
Type Enchantment
Range
  • Self - Anti-Paladin, Assassin
  • 5ft (Other) - Druid, Shroomkin
Incantation "I coat these weapons with a deadly poison" x2
Effects Enchantment Effect: The next wound caused by the bearer in melee is Wounds Kill. This effect can be renewed, and restored with ♻10.
Other Details When declaring this enchantment, the bearer must indicate whether the Wounds Kill effect is active or not.


Shadow Step
Simple Summary Shadow Step: Incant "I step into the shadows" to become Insubstantial and Stopped. Incant "I return to the physical world" x2 to end the effect.
Available to Assassin, Scout, Monster (Entangling Mass)
Type Verbal (Non-Offensive)
Range Self
Incantation "I step into the shadows"
Effects Status Effect: Caster becomes Insubstantial and Stopped. Caster can end this effect at any time by declaring "I return to the physical world" x2
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.


Vorpal Blades
Simple Summary Vorpal Blades: Incant "I enchant these weapons to slay all foes" x3 to make all of your melee attacks Wounds Kill
Available to Assassin
Type Enchantment
Range Self
Incantation "I enchant these weapons to slay all foes" x3
Effects Enchantment Effect: Bearer's carried melee weapons are Wounds Kill.




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 Assassin
{{{ABILITY SUMMARIES}}}
Identifier Black sash
Weapons Dagger, Short, Long, Small Thrown, Large Thrown, Bow
Shields None
Armor 3pts Physical Armor
Level 1 ⬗ Shadowstep 2/Life ♻10, Assassinate (Unlimited)
Level 2 ⬗ Poison Weapon (Self) 1/Life ♻10
Level 3 ⬗ Blink 1/Life ♻20
Level 4 Coup De Grace 1/Life ♻30
Level 5 ⬗ Pass Without Trace 1/Life ♻20
Level 6 ⬗ Teleport 2/Life ♻20




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 Assassin 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