V9: Monster

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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.




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.

  1. 🌶️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.
  2. 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.
  3. 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.
  4. 🌶️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.

    • 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.

    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.

    • 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.

    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-240113.png
    Entangling Mass
    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.
    Amorphous - Blessing Against Wounds (Self) 1/Life
    Vines - Entangle - 1 Ball/Level
    Constrict - Suppressing Strike - Level/Life ♻20
    Supernatural Senses - Tracking - 1/Life ♻20
    Camouflage - Shadow Step - 1/Life ♻20
    Consume - Adrenaline - Unlimited
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Fairy-240113.png
    Fairy
    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.
    Fae Glamour - Immune to Verbal Abilities (T)
    Tiny - Fragile (T)
    Distraction - Break Concentration - Level/Life ♻10
    Rude Gestures - Taunt - Level/Life ♻10
    Wings - Flight - Level/Life ♻20
    Dance of the Fae - Song of Power - Unlimited
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Gargoyle-240112.png
    Gargoyle
    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.
    • 16-25pts = No compensation.
    • 6-15pts = +1 use of Ice Barrier
    • 0-5pts = +1 use of Ice Barrier and Flight
    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.
    Enchanted Stone - Ward (Self) - 1/Life
    Grotesque - Fear - Level/Life ♻20
    Living Statue - Ice Barrier - 2/Life ♻10
    Wings - Flight - 1/Life ♻20
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Goblin-240112.png
    Goblin
    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.
    Puny - Fragile - (T)
    Big Family - Rally - 1/Life
    🌶️Sheer Numbers (T)
    Goblins may always trigger Rally off the respawn of other Goblins. This ignores the usual restriction against chaining Rally.

    🌶️Show & Tell (T)
    Immediately before respawning, if the goblin player has a Garb Bonus Curio, they may choose to declare and exchange their current curio for another one from the Garb Bonus Curio list. Whether or not they choose to exchange, all ability uses on their curio are refreshed when they respawn.

    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Gorgon-240112.png
    Gorgon
    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.
    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.
    Petrifying Gaze - Icy Blast - Level/Refresh ♻30
    Curse of Ill Omen - Lay Curse - 1/Refresh ♻10
    Mystical Retrieval - Reload - 1/Life ♻20
    Enchanted Arrows - Poison Arrow - 1 Arrow/Level
    Enchanted Arrows - Pinning or Suppression Arrows - 1 Arrow/Level in any combination of Pinning or Suppression.
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    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





    RedDrake-240112.png
    Red Drake
    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.
    • 16-25pts = No compensation.
    • 6-15pts = +2 Fireballs or +1 use of Elemental Barrage
    • 0-5pts = +4 Fireballs or +2 uses of Elemental Barrage
    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.
    Tooth and Claw - Giant Strength (T)
    Firebreathing - Fireball - 🌶️ 1 Ball/Level
    Firebreathing - Elemental Barrage - 2/Life ♻20
    🌶️Breath Weapon: Fireball (T)
    Red Drakes can only use their Fireballs while affected by Elemental Barrage. Further, the effect of their Elemental Barrage ends if they aggress with anything other than a Fireball.
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Shroomkin-240112.2.png
    Shroomkin
    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.
    Synthesize - Mulch - (Unlimited)
    Synthesize - Innate - Level/Life ♻10
    Bisporigera Spores - Suppression Bolt - 1 Ball/Level
    Deathcap Spores - Poison Weapon (Other) - 1/Refresh ♻20
    Psilocybe Spores - Berserk (Other) - 1/Refresh ♻30
    Cordyceps Spores - Undead Minion (Other) - 1/Refresh ♻30
    Chaga Powder - Heal (Any) - 1/Life ♻10
    Mycelium - Mend (Any) - 1/Life ♻10
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Siren-240112.png
    Siren
    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.
    • 1-10pts = No compensation.
    • 0pts = +1 use of Blink
    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.
    Alluring Song - Taunt - Level/Life ♻10
    Voice on the Wind - Extension - Level/Refresh ♻10
    Mesmerize - Hold Person - 2/Life ♻10
    Dive Deep - Blink - 1/Life ♻20
    Drown - Dragged Below - 1/Life ♻30
    Serenade - Song of Power - Unlimited
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Skeleton-240112.png
    Skeleton
    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.
    • 21-30pts = No compensation.
    • 11-20pts = +1 use of Undying Will
    • 1-10pts = +2 uses of Undying Will OR may use a Bow
    • 0pts = +3 uses of Undying Will OR may use a Bow
    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.
    Decaying - Cursed While Alive (T)
    Reassemble - Undying Will - Level/Life 🌶️🌶️🌶️
    🌶️Undead (T)
    Player is not Severed by their own Undying Will. Players cannot use Undying Will if they die during or within 10 seconds of exiting the Insubstantial status from Undying Will.
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    Unicorn-240112.png
    Unicorn
    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.
    Restorative Power - Heal (Other) - Unlimited
    Restorative Power - Release (Other) - Level/Life ♻10
    Restorative Power - Renew (Other) - Level/Life ♻10
    Inspiring Presence - Confidence (Other) - 3/Refresh ♻10
    Imbue with Power - Amplify (Other) - 1/Life ♻30
    Sacred Beast - Dying Breath - 1/Life
    True Resurrection - Phoenix Tears - 1/Life
    🌶️Noble Sacrifice (T)
    Caster dies (immediate secondary effect) upon casting Phoenix Tears. Dying Breath cannot be used when killed this way.
    = Does not require Free Hand = Rest Time 🌶️ = Experimental Rule





    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







    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