[pnpgm] Game Update #86 - File #694 - Vong Combat Ph 48-52

Wout Broere broere at powersandperils.org
Tue Apr 13 21:46:59 CEST 2010


I read it as non-damaging to the caster and any persons he is in contact 
with, or who successfully enters it.

Whether a horse can remain undamaged is up to the evil GM to decide.

However, as the whirlwind may move with the caster at the center, I 
would interpret it as moving the caster along at no additional cost.

 From V2:
"     The Whirlwind rises around the Caster and anyone he is in physical 
contact with. Any other person in the effect area, or that enters it, 
suffers the listed damage and is thrown out.

If the spell does not succeed in damaging the person, through failure, 
he may enter the eye of the funnel, where the Caster is located. To do 
so, he must roll less than or equal to his Dodge Value on 1D10.
      The Caster may move the affect each phase. He must remain at the 
center when he does. Any person in physical contact with him moves with 
it. Any who release their hold, or that he succeeds in throwing out, are 
subject to the effects of the whirlwind."



Mark wrote:
> No worries.  I know for next time now.  It's not too big a deal, but 
> very cool to wipe out 4 vong.  Damaging them is almost as good.  :)
>  
> Spell description:
> "The Whirlwind rises around the Caster and anyone he is in physical 
> contact with. Any other person in the effect area, or that enters it, 
> suffers the listed damage and is thrown out."
> 
> I read this as other people can be inside the center and ok.  People for 
> sure.  Horse, well, not so sure.  It's a lot bigger than a person, which 
> is why I had it run off.  Just let me know for next time.
> 
>  
> 
> I don't know which is better regen - the Earth Str or other.  and need 
> to avoid those pesky vong.
> 
>  
> Shield's rock!  :)  And Angel may be in big trouble...  he he.
> 
> ------------------------------------------------------------------------
> *From:* Scott Adams <longshot at cybermax.net>
> *To:* PBEM List <pnpgm at abroere.xs4all.nl>
> *Sent:* Tue, April 13, 2010 12:46:41 PM
> *Subject:* Re: [pnpgm] Game Update #86 - File #694 - Vong Combat Ph 48-52
> 
> 
> Fremea - Ack to actions.
> Do you target the ones ont eh 2nd floor of barn or those on teh ground?I 
> will assume thoseon teh ground first (unless fighting Str/Unali) and 
> then switch to 2nd floor unless stated otherwise. 
> 
> It is one of those spells that can be intreprted by many GMs to mean 
> diff things.  Richard always used "the caster" to mean the person.  In 
> this case he used "it" which to me implies a thing in this case the WW.  
> It aka the WW can be moved rapidly thus the Pmr.  But the catch is it 
> remains around the caster.  So creatures that fly like Faerry, Jinn or 
> Peri I think one of those flies will have an advantage.  So I was forced 
> yeah forced to interpret it that way.  I talked to Alex about it Friday 
> night in ICQ.  Being a GM he read it as the above.  I rather not argue 
> cause he can sue and facing 20-30 lawyers in divine court is awful on 
> rule violations.  Gods are all powerful but up aginst rule lawyers they 
> whimper. 
> 
> So this is how I saw it.  I argued for it but Alex convinced me 
> otherwise.  So he plays that Angel person if you want ot take revenge.  
> Just remember I fought for ya! (aka Ju).  :)
> 
> I probably should've emailed you over the weekend to clarify.  But 
> usually you email questions on things like this so since there was none 
> and the assumption was there I as the evil GM that I am took the opening 
> and balanced the good plan (and it was) with the Vong ability to kill.  
> Vong have to make a living too!
> 
> Raban with this spell could fly through the barn and virtually take it 
> (the barn) down in a few minutes as if a tornado hit it. 
> 
> As to doing it on horse within 5-6 phases the hrose owuld die as he'd 
> take damage.  You can' texclude anyone from the spell (maybe a EL10+ 
> effect?) So that would be a bad plan for the horse. 
> 
> Fremea will take damage to help you but since you will dispel it then 
> she can help. 
> 
> The E strength idea is good.  I'll have to check which one Regen for her 
> or yours would be more effective.  But its a good idea since you have 
> the pact up now anyways.
> 
> Sorry good WW plan it did wound them 40-60% in couple phases.  but they 
> also got to fight.  :<
> 
> 
> 
> 
> 
> 
> At 12:07 PM 4/13/10, you wrote:
>  >[ Ha!  And well crap!  :(  Had I known that flying is not part of 
> Whirlwind, Kell would have stayed on horse and rode around them damaging 
> those pesky lobsters.  I read it as a transport spell as well as damage; 
> movement included in the spell as it gives a big PMR, hence the ability 
> to fly.  Crud.  Dang GM changing the spells on me!  :) 
>  >
>  >
>  >"It can be used to move rapidly and inflict damage."  Move rapidly 
> isn't flight inside the vortex?  Crud.  Then what is the move rapidly 
> part???    :(  I know for next time, stay on the horse and ride around 
> not letting them get close.    Still, it worked well damaging all 4 and 
> almost taking them out.  Will private email to discuss one other item 
> about this.
>  >
>  >
>  >
>  >Very nice touch with the smile.  That is so very Kell...  ]
>  >
>  >Kell curses in several languages at his now useless arm.  These Vong 
> are really pissing him off, and yet again his arm takes serious 
> damage...  Ha'Kell uses the transport of the whirlwind to whisk himself 
> away from the Vong as the calvary is here, and before he passes out he 
> dismisses the Whirlwind.  [after 1 more phase, possibly 2, but most 
> definitely before he passes out.  If the Vong are all outside the 
> whirlwind, he'll end it now and retreat for healing.  Today is not a 
> good day to die.]
>  >
>  >Once safely out of reach, Kell will tie up his arm while calling for 
> help.  If possible he'll cast Earth Strength [from ElemPow-E] to get the 
> benefit of Regeneration to heal his arm.
>  >
>  >
>  >
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