71 lines
3.0 KiB
HTML
71 lines
3.0 KiB
HTML
<h3>Character Build Sheet - Angela</h3>
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<ul>
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<li>
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Since she's level 20, Angela gains a <strong>+2 bonus</strong> to Accuracy
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Checks and Magic Checks.
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</li>
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</ul>
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<p>The GM writes that down.</p>
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<ul>
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<li>
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Finally, Angela is given some physical protection in the form of a sage
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robe, bringing her Defense to 9 and her Magic Defense to 10. Her Initiative
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score will be 6, and her maximum HP and MP will both be equal to 80.
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</li>
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</ul>
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<p>
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Were Angela a soldier-rank adversary, she'd be done. But that isn't the case.
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The heroes confront her inside a magical laboratory, so she'll have a few
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magical allies to support her; there isn't much time, so the GM relies on a
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creature already present in the Bestiary: the arcane lantern (<a
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href="/books/core/#page-328"
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>page 328</a
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>).
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</p>
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<p>
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Since they don't want to make the battle too overwhelming and there are four
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Player Characters in the group, the GM makes Angela an elite accompanied by
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two arcane lanterns (renamed as "Angela's arcane lanterns").
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</p>
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<ul>
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<li>
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Unfortunately, the Lanterns are only level 5 — a bit too weak. They could be
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made level 10, or the GM could do something different. They know the
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lanterns are rather easy to dispatch, being Vulnerable to physical damage,
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so they give Angela a huge supply and then add an extra effect upon defeat.
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</li>
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</ul>
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<p>
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They take away the lanterns' Mana Transfer action and replace it with
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<strong>Mana Burst</strong>: when an arcane lantern drops to 0 HP, it shatters
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in a wave of spiritual energy and restores 10 Mind Points to all characters
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present on the scene, be they friends or foes. When this happens, a new
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lantern will join the battle at the end of each round (up to a maximum of
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three lanterns in the battle at any time).
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</p>
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<p>
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This creates an interesting dynamic: the Player Characters can focus their
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actions on Angela and risk being swarmed by lanterns, or take out the
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constructs but gradually restore Angela's MP, giving her the opportunity to
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cast more spells.
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</p>
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<ul>
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<li>
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Finally, Angela is going to be made an elite; this means she will get two
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turns per round, she will double her maximum Hit Points (bringing her to a
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rather resilient 160), and she will get an additional Skill. She also gets a
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+2 bonus to her Initiative score.
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</li>
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</ul>
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<p>
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The GM is pretty happy with the battle as it is, but thinks the extra Skill
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should reflect just how determined Angela is to put an end to the heroes'
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meddling: when she enters Crisis for the first time, she will channel her
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magic in an attempt to destroy the laboratory — this will be represented by a
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six-sections Clock, named "ashes to ashes", which will automatically increase
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by 1 at the start of each of Angela's turns. The Player Characters can of
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course use the Objective action to turn back this Clock, but the only way to
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preserve the evidence in the hideout is to both reduce the Clock to 0 and
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defeat Angela or force her to leave the scene.
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</p>
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