just a note so you know to try, you can learn different typed of healing, the one you know is the most basic type, once you get to a certain power level ( you can learn advanced healing, this doesn't leave the healed helpless the next turn, just the rest of the current turn. then if you get even more powerful you can use Perfect healing, it does not leave the healed helples at all and you can heal specific injuries if you want. these are all considered seperate weaves and level sperately
i also reduced the amount of xp needed to level up in power wolfchild's power in air has increased as a result. ( no effect to what would have happened as you haven't been trying new weaves)
i highly reccomend trying to do various things with the power, you can learn all sorts of things i haven't mentioned.
of course if you want to stick with what you know i'm fine with that, i just don't want you to think you are constrained to what you have now.
you'd probably think of things i haven't and that would add to the game i think.
Turn 11Actions:
Players:Perform Healing on dragnar
13+2 you keep control of the source 13+2 you heal Dragnar's hearing perfectly ( xp in air water fire earth and spirit gained, xp in healing gained)
If Bleddin's healing fails, I'll try to heal myself, if it works I meditate to pass time.
after being healed you decide to meditate to pass the time, 6 the source surges, and you push it away to avoid damage 6 still reeling from the close shave you do not get any meditating done.
continue driving.
10 you do so at an average pace
Get on my horse (my horse is amazing) and catch up.
11+1 you get on your horse 11 and almost reach the others.
I'll try to keep my ankle comfortable and just enjoy the carrige ride.
2 you accidentally whack your ankle on the edge of something when the carriage goes over a bump (pain level increased), it's hard to enjoy the ride when every bump makes your ankle twinge.
NPCS:have a nap
1 he bangs his head on the wall at the sime time that flint further injures his foot, he now has a headache
Statuses:Health:
Healthy
Location:
In the Carriage.
Abilities:
Female Aes sedai: Can channel saidar
fire 2 1/2
Water 3 1/2
air 4 1/4
earth 2 1/2
spirit 3 1/2
control 0/4 (+2 to control rolls)
Weaves:
(0/1 slot) holding source
Guiding light a1 w1 1/2 (next level +2 to weave)
fireball f2 1/2 (next level +2 to weave)
Level 2 Healing s2 w2 f1 e1 a2 (patient cannot do anything next turn +2 to weave) 0/4 (next level only natural overshoots apply)
Level 2 Air tools a1 (+2 to weave) 0/4 (next level only natural overshoots apply)
Inventory
3 tar valon gold marks
Equipment:
silk blouse
silk shawl
silk dress
leather boots
Health:
Healthy
Freshly Healed (autofail all physical roll untill end of next turn)
Location:
in the Carriage.
Abilities:
Male Aes sedai: Can channel saidin
fire 3 1/2
Water 2 0/2
air 2 0/2
earth 3 0/2
spirit 3 0/2
Learning Grasping 1/2
Control 0/4 (+2 to control rolls)
Weaves:
(0/1 slot)
Level 2 Guiding fire f1 (+3 to fire weaves +2 bonus to this weave) 0/4 (next level only natural overshoots apply)
Tie off weave (target weave levels +1) 1/2 (next level +2 to weave)
Invisibility a2 1/2 (next level +2 to weave)
Healing s2 w2 f1 e1 a2 1/2 (next level +2 to weave)
Fireball f2 1/2 (next level +2 to weave)
Inventory
5 tar valon gold marks
Equipment:
linen lace up shirt
Wool coat
Wool breeches
leather boots
Health:
Healthy
Location:
In the carriage.
Abilites:
Aiel: +2 Strength +2 Agility +2 Morale
Aversion to swords
Horse whisperer +3 to ride a horse or drive a horse drawn vehicle
Inventory:
nothing
Equipment:
2 short steel spears (2 in buckler)
Bullhide buckler +1 dodge
Cadin'sor (clothing) +1 to hide in brown locations
Health:
Healthy
scratches on body
Pain -1 mental -1 physical
Location:
Tarabon RD section 2
Abilites:
Tower trained warrior: +1 Strength +1 Agility +1 Morale
Inventory:
Nothing
Equipment:
2 steel swords -1 enemy dodge -1 agility
Full steel plate +1 against slashing +1 against piercing -1 against electricity -1 agility
Health:
Scratches
Medium pain (-2 physical -2 mental)
Sprained ankle -3 movement.
Location:
On the toad to Tarabon (section 2).
Abilites:
Aiel: +2 Strength +2 Agility +2 Morale
Aversion to swords
Commander to Lief Goddard +3 to orders
Inventory:
4 Gold Marks
Equipment:
4 short steel spears (2 in buckler)
Bullhide buckler (+1 dodge) - Damaged (rolls to not break when used to block)
Cadin'sor (clothing) +1 to hide in brown locations
Health:
Headache
light pain (no effect)
Location:
in the Carriage
Abilities:
Boring
Inventory:
1 Gold mark
Equipment:
Shortsword
Full Leather armor
has a common room and several rooms for the night. it is currently combusting at an alarming rate.
!!Common room!!:has wood paneled walls. is now empty, and on fire.
!!Rooms!!: small rooms containing a bed and a washstand. nothing fancy. currently on fire.
!!Stable!!: just off the side of the inn has several horses. is burning merrily
The main street of the town has a few pwople milling about the entrances of several shops and the inn can be seen here there are a few onlookers vomiting in corners.
A long road that apprantly heads to Tarabon.
Section 1: no one is on this section of road, there are a few bushes, that's about it.
Section 2: pretty boring too.
Section 3: slightly more interesting, you can see a forest up ahead you estimate it'll take 3 days by carriage to reach tarabon from here
All vehicles allow compressed travel (each turn is a day or part thereof allowing you to get quite a distance)
1 horse drawn carriage with 2 horses holds up to 6 people(+3 speed)
At tarabon road section 3
1 horse (owned by shinobe) (+4 speed)
On tarabon road section 2
1 dagger in the inn's common room.
if both drivers contune heading to tarabon and no-one gets out of the carriage or falls off thair horse the next turn will be a compressed turn, which means you have a day, you can get a lot achieved. (up to 3 action rolls per turn)
if you notice any errors or unfairness, or have any suggestions let me know