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Update packs/agents-of-edgewatch-bestiary/barrel-launcher.json
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TikaelSol authored Jan 29, 2025
1 parent 3de3033 commit 1598052
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/barrel-launcher.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]] DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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