s HT Alias/Player Character Name Type Status/Notes Sex -- ----------------------------------------------------------------- R1.John Haight...........Arawn.............Druid .Normal/Alfar Ma ??.Chris Wells...........Ben'dar...........Warrior.Normal/Human Ma R4.Tom Corckett..........Caladan...........Wizard Normal/Human Ma W2.Marcel Liberty........Chion.............Sailor..Normal/Human Ma W3.Ryan Torres...........Farseeker.........Warrior.Normal/Human Ma --.Tobie Bonahoom........Fremea............Sidh....Normal/Faerry Fe R2.Mark Murtha...........Kell..............Trader..Normal/Human..Ma Do.David Sanders.........Kiet.Sunan........Acrobat Normal/Human Ma R4.J H Hooten............Raban.Usherwood...Bard....Normal/Human..Ma W2.Robert Maxwell........Strie'bog.........Bard....Normal/Human..Ma W4.Wout Broere...........Unali.............Ninja...Normal/Human Fe ...Thomas.Magann.........Whitney...........Scholar.Normal/Human..Ma R1 John.Stowman..........Will..............Hunter..Normal/Human..Ma R4.Alex Koponen..........Z'leyra...........Healer..Normal/Human Fe R1 NPC...................Zhou Kiwat........Noble...Normal/Human..Ma Animals: Corona [Eagle] Z'leyra, Tef'wo (Horse) Ben'dar, Cover Story Info: [HD- House member, F-Foreigner, N-native non house] Arawn aka Arawn as Teacher to daughter [F] Ben'dar aka Bu Da as Horse expert [F] Caladan aka Ca Lu as Guard/Archer [N] Chion aka Capt. Chu Mai as Sailor Trustee [HD] Farseeker aka Fu Sa as Guard [F] Fremea aka Lin Mong as Noble child [HD] [Disguised] Kell aka Swan as Trader [F] Kiet aka Kiet Sunan as Zhou's servant [F] Raban aka Toban Nu as Entertainer/Guard [F] Strie'bog aka Sun Zhu as Entertainer [N] Unali aka Tun Au as Zhou's wife [HD] Whitney aka Whitney as Herbalist/Tailor [F] Will aka Sun Tzu as hunt master [F] Z'leyra aka Kakita Junami as Healer [F] Zhou aka Zhou Wa as Baron Noble [HD] Game Web Site - http://www.funport.com/longshot/pbem Public posts/actions to pnpgm@abroere.xs4all.nl (mailing list) Private emails (not public actions) to longshot@cybermax.net Game Update #78 in sequence (file #657) ---------------------------------------------------------------- Admin Notes: I have removed Shu from the above roster. ----------------------------------------------------------------- [Recap] From Z'leyra: [Re: Actions] Seeing no wings on the creature Z'leyra figures that it must be using magic (of some kind or other) to fly and that the reasons to not use magic are moot for the moment. Determining that with only one opponent there is little to be gained from staying on the wagon's seat (not likely to be protecting Kiet better from there, just more likely to attract an attack) she figures that levitating would provide a more stable platform to sling missiles from. So Z'leyra will cast at max EL the following spells Orient Self; Shamanic Invisibility effective for (EL+1)*5 Turns; Clairvoyance effective for 10*ELTurns w radius EL+1; Levitate effective for (EL+1)*2 Turns. As she is invisible and flying she makes sure that she is not in between the party members and the creature (not wanting to be hit with 'friendly' fire) as she flies up to above the height of the creature and a bit to one side. She readies a stone in her sling while flying to be able to get a short range shot at it from above and just behind it, followed by more shots from above, behind and slightly to one side as it flies faster then her. GM: Ack. Sorry for not doing this last time. I actually finally got this action 2 days after you posted it. I'm not sure why it was delayed. But will do the actions now. From Raban: [Re: GM: Ack. The BM spell is powerful but is limited by its range. OF course a good enemy could thwart it and well do some fun. I won't go into those details. Rather not spoil the GM fun. But I tend to think of this spell in fantasy terms as a unit. In that say you have 5 fighters. a powerful wizard in the center casting this spell. Four wizards. Five vs 30 and surrounded. All five use swords. This spell is cast and as one cohesive group they act as one mind. thus they know when to move forward, retreat back, feint, swipe or slash. So this bonus gives them the ability not as 5 but 10 or 15 of equivalent men and thus can take care of things. In modern terms it upgrades a unit of 4 infantry grunts out of boot camp up to low level green berets with tons of experience. Not in terms of skill but in terms of a fighting force and group. That's my vision of the spell. There are other spells like Weaken and Critical Strike and such that allow individuals to pinpoint weak spots. Right. Fire arrows to UFO which happens to be the general location of the wagon and party. Now Kiet should duck. :) Generally flying prevents spells. Most even for levitate needs some form of hang/arm movement for balance. You aren't a perfect flyer (see tv show Greatest American Hero and his landings). So it would be difficult. Those with wings (Faerry) could if skilled enough (possible dex/agility rolls?) hover and cast spells. But its not common. From Arawn: [Re: Actions] Talk to Arawn about it. He's usually good about teaching things as long as certain magics are treated with respect and he doesn't get the feeling it would be used for dark ends. If you're unfamiliar mechanically with the spell it's on the PnP site. Just check Rules> Magic and Spells> New Spells then scroll down to find Battle Mind. The spell isn't disorienting and automatically acclimates a person to it so no pre-training is needed. If Will isn't comfortable with Arawn casting it on him just let me know and we can assume you mentioned it when it was brought up previously:) GM: Ack. Yes. Some spells may be guided by GMs to "know" the target. BM I don't care. It should be a person you do know. Some stranger would resist. Since you warn folks their MDV would be downgraded a bit. If they actively avoid the spell it would be up. So the plan to warn is a good thing. From John Hooten: [Re: Actions] In addition to Scott's post, I feel I should put a bit more comment [...some deleted for space...] I do not want actual oopses to ruin things, but it is always the players call on how the character acts in the end And sometimes you get a pleasant surprise when things actually work, dice are quite funny at times. [...deleted for space...] Or run screaming and hope it doesn't chase us GM: Ack. Shssh..don't give out hints to hurt the GM. if they make open ended actions I can have fun with them. :) Ohh. Exploding items. I don't recall that one. I do use Burton's charts. But aby can happen even with 200% chance of success. Sometimes the gods sneeze and fate laughs and takes over. Its my universal super critical/success and super failure roll that can happen. Even with 200% chance of failure there is a minor chance of a critical success showing the gods really like this move even if its stupid. I like the last idea. Just run. So I can have some fun. :) But good post. From Raban: [Re: actions]