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resources:adventure:the_first_bow [2013/12/12 21:20]
dan created
resources:adventure:the_first_bow [2015/05/14 21:08] (current)
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 Archers: 1xUse of Disappearing/​Appearing,​ Bow or crossbow, Triple Strikedown, 1xShatter. 10 hits. 2xDodge. Archers: 1xUse of Disappearing/​Appearing,​ Bow or crossbow, Triple Strikedown, 1xShatter. 10 hits. 2xDodge.
 Mages: 1xUse of Disappearing/​Appearing,​ any single weapon (implement),​ Doubles, 2 uses of one of the following: Shatter (that item is paper), Zero Disarm (freely repeatable against same weapon), Wound 30, Blind 10. 15hits. Mages: 1xUse of Disappearing/​Appearing,​ any single weapon (implement),​ Doubles, 2 uses of one of the following: Shatter (that item is paper), Zero Disarm (freely repeatable against same weapon), Wound 30, Blind 10. 15hits.
 +
 +==== Paper Golem ====
 +Colin Fletcher can now use a combination of his skills to create sentient Paper Golems. Until I work out where is a sensible place to put it, the rules for creating this type of character are listed below:
 +
 +
 +=== Basic (created using a 3 mana ritual & Call Forth the Will) ===
 +Convert body hits to armour hits. You have no body hits. You take THROUGH damage on your armour. Your armour skills represent a strengthened body, you do not need armour to use your armour skills but equally cannot benefit from superior/​mastercrafted/​artefact armour.
 +Your body is slightly more fragile than most, this is represented by a reduced death count of 45 seconds.
 +Due to your artificial construction,​ you should take SHATTER as a QUAD when it strikes you (items held in your hands take SHATTER as normal).
 +If a Warrior, determination affects your armour hits.
 +HEAL X calls have no effect upon you.
 +RENEW X calls work as normal. Any RENEW call will halt your death count (including RENEW 0). You may use armour repair skills upon yourself (or others may use them on you) as if you were a medium or heavy suit of armour.
 +Any character may still staunch your wounds as normal, although in your case it represents them preventing the paper which makes up your body from peeling off and blowing away.
 +You will not have any starting money. Instead use the usual purchase rules to work out what paper-items were created alongside you. In the case of alchemy, the purchase will represent a paper charm which functions in the same manner as the alchemical potion. Any money left over is lost. When purchasing Wealth skills, you may choose whether this represents an actual income or a pool of energy within yourself for creating charms, weapons, shields, etc, this decision can be changed each time you purchase another level of Wealth, but is otherwise fixed. Wealth already earned cannot be switched from a pool of energy to coins or vice versa. Charms are not addictive to you, but cannot be used by other characters, even if they are also Paper Golems.
 +
 +Magic and alchemy may well affect you differently to a human character. Please discuss any issues with the GMs who will adjudicate anything which seems problematic.
 +
 +=== Ritually Enhanced ===
 +Each level includes the earlier level. These effects only last for the adventure the ritual was performed in.
 +  * 1 mana - Gain a single use of determination during the adventure.
 +  * 2 mana - Gain 1 resist to blows delivered via melee blow and 1 use of Strikedown per encounter.
 +  * 3 mana - Gain 1 use of BLIND 5 and a second resist to blows delivered via melee blow per encounter
 +  * 4 mana - Gain 1 use of Ranged DOUBLE STRIKEDOWN per encounter.
 +  * 5 mana - You automatically RENEW 6 at the end of each encounter.
  
 {{tag>"​the first bow" adventure paige richter vanessa carl_terrec colin_fletcher first_bow first_implement}} {{tag>"​the first bow" adventure paige richter vanessa carl_terrec colin_fletcher first_bow first_implement}}
resources/adventure/the_first_bow.1386883234.txt.gz ยท Last modified: 2015/05/14 21:08 (external edit)