Sandbox

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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.




Iceball
Available to Druid, Wizard
Type Verbal (Non-Offensive)
Material Components ColorCodeWhite-231115.jpg White Indicator Strip
Incantation "My power shoves thee" x3

sword cut spear stab mash smash arrow jab

Prerequisites
Effects Immediate Effect: asdhfabsdjkfasd

Secondary Effect (Butt): asdfasdsfasdfg

Other Details
Reminder
V8 Transition Note:



Extra Clarifications

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

  • There are no additional clarifications for this ability.




Trivia
  • Adrenaline was introduced in Amtgard V8.



V8Art Monk.png

Monk

Description Monks are mystic skirmishers that are hard to pin down. Their special arts allow them to support their allies and challenge sorcerous foes.
Playstyle Effective vs Abilities, Evasive, Melee, Ranged, Skirmisher, Support
Class Identifier ColorCodeGray-231130.jpg Gray Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Large Thrown
Shields None
Armor May wear up to 1pt Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 1-5pts = No compensation
- 0pts = +1 use of a picked per-life ability

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 Immune to Verbal abilities (T)

Missile Block (T)
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 Heal
2/Life ♻10
ROW C Transfer Life (Unlimited)
ROW D Taunting Strike
1/Life ♻20

Inner Fire (Unlimited)
OR Shove Strike
1/Life ♻20

Inner Fire (Unlimited)
OR Suppressing Strike
1/Life ♻20

Inner Fire (Unlimited)
ROW E +1 use of an already picked Power Strike OR Banish
1/Life ♻10
OR Shove 🔮
1/Life ♻10
ROW F Flight
1/Life ♻20
OR Rebuke
1/Life ♻10
OR Break Concentration 🔮
1/Life ♻10
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.
Eternal Challenger

Gain Fireball
1 Ball

Cannot use Large Thrown.

Ascetic

Gain Meditate
(Unlimited)

Cannot wear physical armor. May still gain Low Armor compensation.

Mage Hunter

Whenever you use Inner Fire, you may declare and restore one 🔮 ability instead of the normal effect.

Cannot use Reach and Pike weapons.

= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Amtgard V9 Abilities
See the Master List of Abilities
Abilities and Effects
General Rules · Keywords · Master List of Abilities
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