
All actions are on hold for this year to help Manud. Action 1-4: Help Manud. The Fae haveing given help to Manud last year stop everything this year to countiune to give help. The Fae half of the mages are to gather at Manud to offer magic help in battle but that is not what their main perposes for being their. They are their to start casting a spell on the city walls. They are going to try to triple the strenght of the city walls. They will also cast spells on the plants around the walls. They are to start to grow and tangle anyone who is unfriendly to the city before they can reach the walls. Primary Determents: Magical Sophistication.(+3) Difficulty: Huge.(-3) Weight: Quad (+3) Modifiers: + Good relations with the Duchess. + Protecting one of our allies. + The Fae place the tripleing of the walls strenth into their own wall so it is not that hard of a thing to do. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
jtsl@attglobal.net wrote: > All actions are on hold for this year to help Manud. > > Action 1-4: Help Manud. > > The Fae haveing given help to Manud last year stop everything this year > to countiune to give help. The Fae half of the mages are to gather at > Manud to offer magic help in battle but that is not what their main > perposes for being their. They are their to start casting a spell on > the city walls. They are going to try to triple the strenght of the > city walls. They will also cast spells on the plants around the walls. > They are to start to grow and tangle anyone who is unfriendly to the > city before they can reach the walls. > Given concerns about how fast Merelbar might be able to mount a counterattack, first efforts will be towards the grass around the town. The plants are to hold and capture anyone hostile to the Duchess or the town. The magic will extend 20' around the outside of the town. Strengthening the town walls can be done from inside the walls if attacked. > > Primary Determents: Magical Sophistication.(+3) > Difficulty: Huge.(-3) The difficult is rated high because the Fae are > trying to complete at least the first half of the spells (the plants > around the town) w/in a month, in case of a rapid counterassault. > Weight: Quad (+3) > Modifiers: + Good relations with the Duchess. > + Protecting one of our allies. > + The Fae place the tripleing of the walls strenth into their own wall so > it is not that hard of a thing to do. -1 town is under siege. > > ** +3-3+1+1+1-1(00+0) = +3 The spell around the town affecting the plants and grasses succeeds very well. An additional +1 to capturing hostiles and defending the walls for the next 4 yrs. ** ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
You are right +6. Given the short time frame of this spell and the major focus being on the grass around the town. How about giving an additional +1 to defense for the grass (assuming magically it has also been strengthened by the spell) & the spell on the grass will last for 10 yrs. The wall since it has been given less focus in the year the spell was cast. Will retain it's +1 to defense and the spell on it will last for 4 yrs. This is the first time I have seen a +6 result, so if there are other suggestions for modifications I would be interested in hearing them. Since both Juuso & Jason are involved in Manund we do not have a truly independent point of view, but I do trust both of their judgments. And if any objections arise we can always resolve them when I return or perhaps even Keaton can be the objective voice. Joel jtsl@attglobal.net wrote: > > > Joel Elfman wrote: > >> >> >> jtsl@attglobal.net wrote: >> >> > All actions are on hold for this year to help Manud. >> > >> > Action 1-4: Help Manud. >> > >> > The Fae haveing given help to Manud last year stop everything this >> > year >> > to countiune to give help. The Fae half of the mages are to gather >> > at >> > Manud to offer magic help in battle but that is not what their main >> > >> > perposes for being their. They are their to start casting a spell >> > on >> > the city walls. They are going to try to triple the strenght of >> > the >> > city walls. They will also cast spells on the plants around the >> > walls. >> > They are to start to grow and tangle anyone who is unfriendly to >> > the >> > city before they can reach the walls. >> > >> >> Given concerns about how fast Merelbar might be able to mount a >> counterattack, first efforts will be towards the grass around the >> town. The plants are to hold and capture anyone hostile to the >> Duchess or the town. The magic will extend 20' around the outside >> of the town. Strengthening the town walls can be done from inside >> the walls if attacked. >> >> > >> > Primary Determents: Magical Sophistication.(+3) >> > Difficulty: Huge.(-3) The difficult is rated high because the Fae >> > are trying to complete at least the first half of the spells (the >> > plants around the town) w/in a month, in case of a rapid >> > counterassault. >> > Weight: Quad (+3) >> > Modifiers: + Good relations with the Duchess. >> > + Protecting one of our allies. >> > + The Fae place the tripleing of the walls strenth into their own >> > wall so it is not that hard of a thing to do. >> >> -1 town is under siege. >> >> > >> >> ** +3-3+1+1+1-1(00+0) = +3 The spell around the town affecting the >> plants and grasses succeeds very well. An additional +1 to >> capturing hostiles and defending the walls for the next 4 yrs. ** > > You missed eith the Primary determent or that fact that it was a > Quardrouple action which alsow gives a +3. :) > > Jason ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Mon, 16 Jul 2001, Joel Elfman wrote: > You are right +6. <...> > This is the first time I have seen a +6 result, so if there are other > suggestions for modifications I would be interested in hearing them. Hmm... let's say the Fae take a suprisingly strong position in the issue and turn Manund into a magical fortress, practically imbreakable (for the next 2 years). The Merelbar forces make a few feeble attempts to break in, but fail. The Duke must resort to other means... juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Yes and the spell was rather specific in its intent.
Grass to capture & strengthen the walls against
attack. If the spell was more general I would agree
but given the detail it makes more sense to me to
extend the time frame and the increase the effect
along the same lines as the spell. Now living, moving
sentinels made out of grass might be interesting.
Also, grass in theory might easily burn, although the
magic could make them resistant to it.
An interesting turn of too effective a spell is
anyone who thinks hostile thoughts at Manund like a
peasant who does not want to pay taxes could end up in
its grasp.
I be interested in hearing a discussion on other
possibilities. In the end, since I am going away, I
leave you gentlemen to workout the results. Perhaps
Keaton would be willing to make the call as a neutral
party.
Joel
--- "Juha Vesanto (Juuso)" wrote:
> On Mon, 16 Jul 2001, Joel Elfman wrote:
> > You are right +6.
> <...>
> > This is the first time I have seen a +6 result, so
> if there are other
> > suggestions for modifications I would be
> interested in hearing them.
>
> Hmm... let's say the Fae take a suprisingly strong
> position in the
> issue and turn Manund into a magical fortress,
> practically imbreakable
> (for the next 2 years). The Merelbar forces make a
> few feeble attempts
> to break in, but fail. The Duke must resort to other
> means...
>
> juuso
>
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> To unsubscribe, send mail to
> celandra-off@phoenyx.net.
>
>
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Doesn't a +5 normally indicate a "Legendary" Success and sometimes a permanent effect? (I would have thought a +6 had to be something so spectacular/unbelievable it goes down in the history books.) Subject: Re: [Cel] Fae actions 2845 - Results You are right +6. Given the short time frame of this spell and the major focus being on the grass around the town. How about giving an additional +1 to defense for the grass (assuming magically it has also been strengthened by the spell) & the spell on the grass will last for 10 yrs. The wall since it has been given less focus in the year the spell was cast. Will retain it's +1 to defense and the spell on it will last for 4 yrs. This is the first time I have seen a +6 result, so if there are other suggestions for modifications I would be interested in hearing them. Since both Juuso & Jason are involved in Manund we do not have a truly independent point of view, but I do trust both of their judgments. And if any objections arise we can always resolve them when I return or perhaps even Keaton can be the objective voice. ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
On Tue, 17 Jul 2001, Coote, Matthew wrote: > Doesn't a +5 normally indicate a "Legendary" Success and sometimes a > permanent effect? (I would have thought a +6 had to be something so > spectacular/unbelievable it goes down in the history books.) Nope. Results of 4+ in FUDGE dice system, while not usual, still occure a bit too often to label them as "Legendary". Instead, a two-step ladder is used (or - at least - I use): +1/+2 = Good +3/+4 = Great +5/+6 = Superb +7/+8 = Legendary 9+ = Mythic (I remember one +7 result: it was for Aerie, and formed the groundstone for their expansion in Jumlla). juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Nice vacation. Good to be back. I'll catch up as quickly as possible. Joel ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.
Thanks for everyone's input on the Fae actions. Unless anyone has any
ideas for negative modifiers to change Fae's result I will let this last
interpretation below stand.
Given the short time frame of this spell and the major focus being
on the grass around the town. How about giving an additional +2 to
defense for the grass (assuming magically it has also been strengthened
by the spell) & the spell on the grass will last for 5 yrs. The grass
when capturing hostiles will appear as humanoid forms of living grass.
The wall since it has been given less focus in the year the spell was
cast. Will retain it's +1 to defense and the spell on it will last for
4 yrs.
An interesting turn of too effective a spell is anyone who thinks
hostile thoughts at Manund like a peasant who does not want to pay taxes
could end up in its grasp.
In response to one or two comments about the Fae society or the
power of its magic. The Fae are extremely powerful although numerically
small society. And they will often have excellent results using their
magic. Jason has added to his society w/ very creative ideas and used
the rules very effectively to benefit the Fae. Jason has worked
entirely w/in the rules and continues to do so. I am reluctant to
punish him for using rules effectively. Personally, I feel that some of
the earlier GMs might have allowed some aspects of Fae society that I
would not have, but until a major disaster or something else occurs to
make a shift, I think it is a livable situation. If it proves untenable
then changes will be considered. It is also up to the other players to
choose actions if they wish that will limit the influence of the Fae.
Joel
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On Sat, 4 Aug 2001, Joel Elfman wrote: > An interesting turn of too effective a spell is anyone who thinks > hostile thoughts at Manund like a peasant who does not want to pay taxes > could end up in its grasp. Ouch. > In response to one or two comments about the Fae society or the > power of its magic. The Fae are extremely powerful although numerically > small society. And they will often have excellent results using their > magic. Jason has added to his society w/ very creative ideas and used > the rules very effectively to benefit the Fae. <...> > punish him for using rules effectively. Personally, I feel that some of > the earlier GMs might have allowed some aspects of Fae society that I > would not have, (blush) The Fae aptitude in magic is supposed to dwindle slowly away after a bit of time. But I'm afraid this will not effect the game very much on the short run. > I think it is a livable situation. Agreed. The Fae are such a small bunch that while they do manage a few impressive feats now and then (and are pretty much invulnerable behind that shield of theirs), they cannot effect the way of societies very much. And they are gathering some considerable enemies, too. > then changes will be considered. It is also up to the other players to > choose actions if they wish that will limit the influence of the Fae. Hmmm... attitude towards Fae - or foreigners in general. Now that would be an interesting topic. Here's a bit of stuff for Eleven cities: - - - - Foreign relations / attitude towards outsiders / Eleven cities: The Eleven cities is a very cosmopolitan area: the major traderoutes (except for the great northern road) between east and west, south and north, pass through it. Each of the cities bustles with foreigners from all corners of Elyria (admittedly, some more than others). However, the attitude of the people towards outsiders is somewhat reserved. To start with, citizens of each of the cities tend to watch citizens from the other cities with a wary eye. The same applies to people outside of Eleven cities, to somewhat greater (but not much) degree. Of course, when business is at hand, the Eleven city trader is all open smile, but even then he's not going to offer any extra hospitality if he can avoid it. This attitude can be attributed to a somewhat misplaced pride: the people are very pround of their heritage as the heart of the Calarrian Empire and each and every man is convinced that his city is the best of all. They regard outsiders are somewhat beneath their own value. Recent times - the Sorcerer's war, occupation and being saved by foreign forces, appearance of the Fae (and their occupation of the ancient capital of the Calarrian Empire) - have put these attitudes to a test, though, and time will show whether the Eleven cities will grow more humble or even more arrogant. Feelings of specific societies: - Hur'Mel: "our cousins across the inland sea - they have a library there which was founded by us, don't they?" - Tyrean Empire: "a faraway society - good trade, but it's really rather far away to be decently civilized" - Aloria: "brutes, barbarians - good mercenaries, but they should be kept to their place" - Fae: very strong *and* mixed feelings for and against - Taseleth: "a somewhat backwater country in the west, good trade, though" - Reycelan: "some sort of islands in the western sea, aren't they?" - Keland & Northmarch: "our former province, you know, but important nonetheless" juuso ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.