Exploring the Savage World of Keltica

Game Master ZenFox42

A Savage Worlds campaign in a fantasy setting (Elves, Dwarves, magic, etc.) with pre-Civil War technology (steam engines, locomotives, but only single-shot guns and no electricity).

CURRENT MAP


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Male Human Wizard

Thanks for the exta power points back.


ONE BOLT COSTS 1 PP. What in the manual gives you the idea there's a 3 PP one bolt version???

The Light trapping drops it to 3d4 and gives it AP (Armor Piercing) 4.


Arabella - to address your question of why drawing an item is a "regular" action and why couldn't it be Free, I asked around the SW forums and this is what I got :

Making "drawing" a Free action means :
-The unarmed side is never at a disadvantage in surprise attacks.
-No one ever has to declare that they're carrying their weapon.
-Characters with higher Agility are not rewarded (in this respect, anyway).
-The need for the Quick Draw Edge is eliminated, making life very easy for those who throw weapons or change weapons during combat.

I think the best argument might be that in SW, Edges often remove the penalties that "ordinary people" or Novice characters have to suffer from, and so the Quick Draw Edge exists to remove this penalty.
So if you wants to avoid the penalty, then all you have to do is take the Edge.

Hope that helps.


Marko -

Oops, I was looking at the "9 PP spent" and added 2. You had *6* left, now you have 8 PP. Sorry for the confusion.


Male Human Wizard

OK not trying to be difficult but as I read the Bold spell
Bolt
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, insects.
Bolt is a standard attack power of wizards, and can also be
used for ray guns, bursts of energy, streaks of holy light, and
other ranged attacks. The damage of the bolt is 2d6.
►►Additional Bolts: The character may cast up to 3 bolts
by spending a like amount of Power Points. The bolts may
be spread among targets as the character chooses. This is
rolled just like fully-automatic weapons fire but without the fullauto
penalty—the character rolls a spellcasting die for each
bolt and compares each to the Target Number separately. If
the caster is a Wild Card, he also rolls a Wild Die, which may
replace any of the casting dice.
►►Additional Damage: The caster may instead cast a single
3d6 bolt for 2 Power Points. He may not cast multiple bolts
when using this ability.

Add light makes it 3d4 for 2 points, ignors armor. At least that is what I thought I was doing. Correct me if I am wrong (it's been known to happen from time to time)

So I've been casting a 1 bolt 3d4 for 2 points.


Ah - ok, very sorry, entirely my bad. I hadn't re-read the entire description lately, and completely forgot about the single-bolt, 3d6/3d4 version. Drat my memory!

But, that means you're down to 7 PP now. ;)


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I wasn't suggesting making draw weapon a free action. My suggestion would be to make it so you could draw it for free during the movement phase, provided you have at least a d4 in fighting or shooting (depending on the weapon drawn). Also, you couldn't draw a weapon and attack as part of a reaction attack or during the surprise round. The Quick Draw edge could grant a free draw in some of these situations. It would also only apply to the "easy draw" weapons in holsters or scabards on the belt, which are designed to make it easy to get the weapon ready in a hurry.

I guess I'd like there to be some logic to the options. To me, if you are allowed to move up to 30 feet (for most characters with a move of 6) and not have to take a MAP, why should an easy draw cause a penalty? If I move 30 feet and then attack, I have no penalty on my attack. If I stand still and draw a weapon and attack, I take a -2 penalty on the attack. Doesn't scan to me.

I don't buy the statement, "Drawing a weapon usually takes an entire round," as specified in the section on readying a weapon, p. 66. If someone is completely inexperienced, I can see it taking six seconds to properly draw a sword or get a gun out of a holster. But it seems that most people who know how to fight or shot don't take much more than a second or two.

Here's a clip another player made reference to recently. It shows a street punk draw a knife on Crocodile Dundee. I doubt the kid has quick draw edge. Yet it takes less than a second for him to pull it from a pocket, flick the switch to cause the blade to extend, and it's ready for action. Then CD delivers his classic line, "That's not a knife. This is a knife," and as he says it, he draws his bowie knife from somewhere, again, taking only about 2 seconds.

Even if it's unrealistic for a good fighter to draw and attack in a six second round, it's consistent with the comic book style of FRP and the FFF ideal of SW. To me, it's a nuisance to have a character like Faith Sierra, with a D8 in sword fighting and shooting, have to take a -2 penalty each time she draws a weapon and shoots in six seconds. It detracts from the fun for me as a player of such a character.

There's not much incentive to take the quick draw edge, because it only really helps remove the -2 penalty when you first draw a weapon, which is usually only once pre encounter.

So I'm not suggesting you change anything, particularly if you don't agree with my logic, but if I run SW as a GM, that's a likely house rule I'll invoke.


That's fine, I'm going to keep the rules as-is.

One piece of advice I can offer, don't try to force SW into being PF. That was my initial reaction too, when I first read the system, but after spending hundreds of hours reading SW forum posts (no exaggeration!) and running simulations, I've come to realize it has its own very well-thought-out internal consistency (that's sometimes hard to see). And its consistency has nothing to do with PF's consistency.

One thing you may have overlooked with the "Quick Draw is only used once per combat" is : weapon *throwers* (shuriken, knives, axes, etc.), and fighters who change weapons a lot during combat for maximum effect. They'd be using it a lot more.
And, removing a -2 is nothing to sneeze at in SW : a -2 roughly *halves* your chances of success!
In addition, Quick Draw gives you a +2 to a "Difficult" Draw's Agility roll, and a +2 virtually *guarantees* success!

But if you GM a game, it's always your call.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I agree that the -2 is nothing to sneeze at. That's why it upsets me to have to have it apply on a turn when I draw a gun or a sword. And I'm not comparing SW to PF as much as comparing both systems to what seems to be normal combat assumptions. In movies and TV fights, unless someone is completely unfamiliar with using a weapon, I've never seen anything to suggest that drawing a weapon properly takes the majority of a six-second segment of a fight and so prevents the fighter from attacking until six seconds have passed.

When I pantomime drawing a sword or a gun and do it slowly enough that it takes, say, 4 seconds, it feels like I'm doing it in slow motion.

The PF rules writers have recognized this, so the only time you have to actually take half your turn drawing a weapon (i.e. in PF terms, the drawing of the weapon is a move action and can't be combined with movement) is when a character has at +0 BAB, the rank novice situation. After reaching second level, almost anyone can combine drawing a weapon with their move action. Note that without the Quick Draw feat, this still limits some of the options. Without Quick Draw feat, a character could not draw a weapon and do any action that is considered a full round action, such as making multiple attacks.

For ranged attacks, the same limit applies in PF. A person without quick draw feat could not shot an bow more than once a turn. He just doesn't need to spend six seconds drawing the arrow from the quiver in order to avoid a penalty on his attack. So again I stress, I'm not suggesting drawing a weapon be considered a free action. It just does not make the attack that occurs in the turn the draw happens any less likely to be successful. I would still keep the quick draw edge for other situations where it would take an unusual level of skill to draw and attack, say in a surprise round or as a reaction attack or to allow multiple weapons draws and attacks in the same round.

SW seems to require people either behave like a rank amateur or be quick draw artists. And the only way to avoid being the former is to take the quick draw feat which, as I said, only realistically helps you once per melee avoid the -2 penalty, a penalty that seems unreasonable to me for an otherwise trained fighter. And edges in SW are much more expensive in the long run than feats are in PF.

There's no in between to represent the more normal abilities of people who have been trained to fight or shoot enough that they can draw a weapon and attack with it without penalty.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I want to get clarification on the situation in the battle with the attack from Ror, the metal man on Arabella when she was attacking Xvark.

It seems to me that you're saying the following:

The door opens and without moving Arabella could shoot at Ror in an adjacent square or Xvark across the room.

a) If she attacked Ror and then moved away, he would get a withdraw attack against her.

b) If just before she shoots at Xvark, Ror attacked her, but she shot at Xvark anyway, and then moved away from Ror, Ror would not get a withdraw attack against her.

I would think that if Ror gets the withdraw attack in one case, he should get it in both cases or vice versa, if he doesn't get it in one, he doesn't get it in the other.

What makes the difference?


Basically, I was being nice, but to explain that, I have to explain an unrelated thing first.

By-the-book, if one character just *runs by* an opponent, the opponent does not get a Withdraw attack as they leave. I'm fine with that (actually, as several of you would know, I *love* that about SW!).

Also by-the-book, if the opponent has First Strike, they can attack the character even if the character is just "running by", not intending to engage the opponent. I'm fine with that, that's what First Strike does.

But also by-the-book, now the opponent ALSO gets a Withdraw attack, because HE "engaged" the character with the First Strike (even if it didn't succeed vs. his Parry!).

I thought that was too powerful for a single Edge, so I decided that if the character doesn't want to "engage" in return, the opponent does not get a Withdraw attack.

In short, *both* sides have to want to "engage" each other before *anyone* can get a Withdraw attack.

(Also, before I go any further, it was my impression from the map that Arabella DID take a step forward, since she was standing IN the doorway. But if she had not, she couldn't have seen Ror to shoot at him. That's my interpretation of the scene.)

Since you didn't want to engage Ror, he didn't get a Withdraw attack.
On the other hand, if you had moved to him, attacked him, and tried to move away before his action, well he would have *wanted* to engage you, and so would have gotten a Withdraw attack.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I thought the door opened with her in the threshold. I honestly don't recall if I moved her or not, but since you asked about whether she remained in the door, I assumed she had the option to move after she fired.

Remind me, can characters split their allotment of movement between a before their action and after their action or does all the movement have to occur either before or after their action?


You can move, act, move, but you can't move *during* the action. That's what I recall from somewhere, but I'm not sure what the distinction is.


Ok please explain raises. I looked but didn't see it. I guess you raises on damage too. I thought it was the number of raises is the number of times it was over the number 4 ie a roll of 10 is 4 over 4 so it was one raise. I did look for it in the book, but must have missed it.

I thought I had looked at the numbers correctly and applied them correctly, please show me where my info was off.


The TN for a Fighting attack is the target's Parry.
The TN for Damage is the target's Toughness.
The TN for an opposed roll is the instigator's roll.
Otherwise, the TN is *always* 4.

So, take your roll and subtract the TN.
0..3 = Success
4..7 = 1 Raise
8..11 = 2 Raises
12..15 = 3 Raises

The easy way to remember that is you get a "new better thing" *starting* at 0, 4, 8, 12, 16, etc.

As Arabella once pointed out, subtracting the TN and using the above works for ANY situation!


ALL - I just realized that in addition to the "per game night" amount of Bennies (I'd consider the last battle and this one to take up "one game night"), I get a few more when a new battle starts, and the bad guys are Wild Cards. I'll look up the details later, but I just wanted to let you know my Bennies are going to suddenly go up, and why.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Why is Marko taking a -4 penalty for the deflection spell? The -4 is supposed to be the penalty others take to hit him, not the other way around. Otherwise, why use it?

Deflection Power, SWD, p. 111 wrote:
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.


That is what he means. Marko is -4 to hit


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Shouldn't it read, "Marko is -4 to be hit"?


Sheesh, it was a note to myself, I knew what I meant! :)

FWIW, from *my* (bad guys') perspective, Marko IS "-4 to hit".


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

No biggie. Just to me whenever someone is "-x to hit" it usually refers to that person's ability to hit enemies. It's like the difference between who and whom.

In the voice of Emily Latilla: Nevermind.


PP 15/15 | Bennies 3/3 | Venom Strike 1/1
ZenFox42 wrote:
*Some* of the Paizo boards were down all day yesterday (Goblins pic), and I never suspected that some boards could stay up while some were down, so I never checked. Some of them are *still* down, but I accidentally clicked on a different browser tab this morning and found others were active. Will know better next time.

I don't believe they can.

The forum (actually, the entire Paizo site) was down for a good part of the day but it did come back (and completely, at least as regards all the games I'm in).

What might be throwing you is that they do the "Technical Goblin Difficulties" by redirecting you to a /nostore URL. At least in the browsers I use, that replaces the existing URL in your browser's address bar.

So once you hit that page, refreshing that tab will, like the goggles, do nothing -- it's just going to reload the goblin page. The only way to see if the forum's back is to start fresh and re-enter the URL (re-click your bookmark/favorite, etc.)

My guess is that you had some games open in tabs. You refreshed and you got goblinated. Then at intervals you continued to refresh with no apparent change.

But if you opened a new fresh tab or refreshed a tab you hadn't touched during the outage, it would have worked just fine. Thus giving the impression that some games never went down and that others are still out of commission.

Note that I don't know Paizo's inner workings and, further, I am A Bear Of Very Little Brain. But I have an advantage you don't: I keep an automated change detector (WebSite-Watcher) trained on the RSS feeds for all my games. So I knew when Paizo went down (beeps, oh good heavens so many beeps), and I knew when they came back up (ditto). And the /nostore thing fooled me the first time too, so I have that going for me also.

Whatever games or forums that seem to still not be working, re-click the bookmarks, close/reopen the tabs, re-enter the URLs, whichever you choose (other than doing a simple refresh). I'll buy you lunch if they don't come back.


Yes, I just now figured that out. This page was one of those pages, so I couldn't see your message!

So before I forget, an example of "not moving between your actions" is if you take Frenzy for example, that's 2 attacks. So you can move, take your 2 attacks, and move. But you can't take one attack, move, and then take your other attack.


Alex, I hope you don't mind, I wanted to post this here, as it's instructional to everyone. Alex asked "How big a penalty would Alex take if he were to holster a gun and draw his rapier and attack Ror this round?"

Altho it's not in the rules, the general consensus in the SW forums is that holstering is the same as drawing. So you're basically doing a "difficult draw" AND an attack.

Without the attack, you could just do the holster and draw, no rolls needed.

But add the attack in, and now you have to make an Agility roll for the "difficult draw". Failure means the weapon is drawn but you can't use it.

And because you're now doing two actions (a "difficult draw" is one action), there's a -2 MAP penalty to the Agility roll and the rapier attack.

On the other hand, if you *dropped* the gun, then drawing your rapier is an "easy draw" and needs no Agility roll, but still imposes a -2 MAP to the attack.

(Oh, and Alex, please check *your* PM :)


I got a *very* quick reply from a game developer since I wasn't that sure of my answer.

He pointed out that in addition to *never* being able to do the same action twice in one round, you can also *never* do *anything* twice in a round with the *same* hand. That's why "drawing two weapons" is ok, altho it incurs a penalty. But you can't holster the weapon in your right hand, then draw a weapon with your right hand.

So your only option would be to drop the gun, then draw your sword (no roll), but with -2 MAP to your attack.


Sorry I didn't respond sooner - the forums were down for me for quite a while, intermittently. Usually disappearing right when I wanted to post something. :P

I guess Alex would have to drop his gun, then.


Speaking of PM's, Alex please check yours again ASAP. :)


Don't see a specific post from Arabella about WD's question, so :

Arabella's gun uses the Burst Power, which emits a *cone* of damage. Everyone who's square even partially touches the line of the cone gets an Agility roll to avoid the blast.

No, they don't move from their squares, don't try to think about it *too* much. :)

Oh, oops, just now noticed her Gameplay post was only 5 minutes ago - I've probably ninja'd her.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

The burst is more like a flame thrower (except for Reason, it is electrical energy, not flame). So a dodge means one saw it coming and moved enough to be out of the effect or out of the effect long enough to avoid damage. I'm not clear from reading the rules if a successful dodge would mean the characters should be moved to some other square on the map; I guess that's up to the GM. Also unclear to me is whether such movement would open the target up to attacks from adjacent enemies.

Personally, I have a lot of trouble reconciling how a high result on the shooting roll can make it so much more difficult to dodge compared to a low roll. Whether the shooting roll is a 4 or a 14, the template still gets placed in the same place. So the only plausible difference is the timing. But it's the same target number for every person in the area of effect, which seems odd. In the chaos of battle, doesn't seem like the effect could every be timed to the be exact same difficulty to evade no matter where in the cone one is.

I'm also disappointed that someone in the center of the circular part of the template, gets the same dodge chance as someone near the edge, even though in the center one would have to move a full ten feet to "dodge" the effect. If the person doesn't have to actually change the position of his icon as a result of the dodge, that even implies the person "dodged" by running ten feet and then almost instantly running back ten feet. And doing that does not impose any penalties on that character's actions later in the round.

None of these comments should be viewed as lobbying for a house rule to change the mechanics. It's more of an example of why I'm not getting particularly excited about SW as a system. There are too many of these rules that don't seem to connect well to what I imagine is happening in melees. They seem to be complicated ways of getting to an end result that is only roughly related to the events that one is supposed to imagine.

It doesn't help that all the rolls required are also complicated, with two dice and exploding dice. Aesthetically, it's awkward and inelegant and I much prefer a system that uses a simple d20 and lets the percent chance be altered by the character's abilities/skills/experience. You get a target number, you roll the dice, and immediately have your result. No rolling ten different dice just to figure out whether the target takes a wound or not. But again, that's just my 2 cents about Savage Worlds as a game system.


(The following has nothing to do with what Arabella just said)

What just happened to Alex is outside of the system's rules, for reasons I can't explain yet.

PC's should take what they've seen at face value, and react accordingly on the next round.


Arabella -

The only time a character can be hit by a Withdraw "AoO" is when he *chooses* to withdraw. Anything that pushes or throws him around doesn't provoke.

I think the essential block here is that you're assuming "making an Agility roll" means "moving to other squares to get out of the way". It doesn't.

Regarding being in the middle of the cone, a game developer pointed out that making an Agility roll could mean you...ducked!
And how is that any different than PF when you make your Reflex save and take half damage without actually leaving the area of effect (in which, BTW, everyone takes the same amount of damage)? I'm not seeing that much difference between SW and PF regarding these points.

Making an Agility roll just means that you did *something* to avoid the damage, just like making a Reflex save.

And FWIW, SW is *meant* to be an abstract game. The dice and the rules are merely meant to provide a framework for the GM (and the players, if they want to), to tell a story. The rolls tell how much damage was done (or not), and that's where the GM and players come up with descriptions of the scenario to explain how. I love it when a player takes the result of their roll and describes what happened in the scene because of it!


Time for a BOLLYWOOD SONG AND DANCE NUMBER!

*Alex does the Electric Boogaloo amid beautifully choreographed fighting to sitar music*


PP 15/15 | Bennies 3/3 | Venom Strike 1/1

"Dance number aside, I'm so not gay." -- Rajesh Koothrappali


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I was basing my assertion that the agility roll results in the person being moved outside the area effect on the following, under the section on Area Effect Attacks, p. 70: "Give targets who saw the danger coming an agility roll at -2 to jump out of the way and avoid damage. If successful, move the character just outside the template (his choice exactly where)."


"Diving for Cover" is a specific (re-)action that targets can take and *does* literally involve throwing yourself to the side. But you have to *say* that you're "diving for cover".

Also, the Blast power does not say anything about making an Agility roll, so I suspect that the *only* way to avoid its effects may be diving for cover (if the setting and/or GM allows it). But the Burst power specifically offers an Agility roll as a means to avoid it, so I suspect that is *not* diving for cover.

So it looks like not every Agility roll to avoid an effect is "diving for cover". If you're not diving, you're not leaving your square.

But I will look into this some more.


FYI to all - I literally NEVER see the envelope icon at the top of the page, so if you ever send me a PM, just immediately drop a line in Discussion to me to check my PM, I always check Discussion at least one a day, often more.


Arabella - regarding Burst, I was correct. Since it explicitly provides an Agility roll to avoid, that roll is not "diving for cover", nor can you use "diving for cover" to avoid it. So targets do not move to other squares.

A system developer points out that typical descriptions of Burst is a "shower of flames" or a "fan of energy", so it's not like a solid wall of energy. Presumably there's gaps that targets could end up in, thus avoiding the damage. In that case, a higher Shooting roll means that particular shot was more "solid" (filled in), leaving targets less spaces to avoid damage.

Trying to think of a good visual analogy, but can't. Any takers?


My work schedule has changed for the next 10 weeks, and I won't be able to make really long and/or multiple posts M-Th mornings, but I *might* be able to get something in TuTh mid-day.

I don't post after noon any day, so that only leaves Fri-Sun for my really long posts for sure.


K'Don Son of Ugal of HouseUshah wrote:
Did we loose Alex as a player

Nope, I'm still here. :)

Also, I heard that Connor/Winddancer's player's internet has been down/slow enough that Paizo kept timing out. He should be back when it's up and running again.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

I will be away from the Internet for a camping trip. Should be posting again on Sunday afternoon or evening.


Something just occurred to me - we always say to keep the last Benny in case of Incapacitation, but you only die on a snake-eyes (either on the first roll or during Bleeding Out), which you can't re-roll anyway.

Now some results on the Incapacitation table are permanent injuries which may give you penalties, so you might want to re-roll to avoid those, but it's not *essential* that you keep One Last Benny to stay alive.


Arabella, have fun on your camping trip.


Marko wrote:
So raises don't mean much after the first raise. And they mean nothing if it doesn't get through armor?

More than one Raise on your Fighting/Shooting/Arcane roll does nothing else, by-the-book.

I'm guessing you're asking if the house-ruled Push, Prone, Disarm, etc. options do nothing if the total *damage* doesn't get thru Toughness? If so, then yes that's correct. Some damage has to get thru for you to do the other things.


This has been an awsome battle. Perfectly balanced and unique. Great job Fox. Loved it.


Yeah, if we considered all the on-ship battles as a one-night game, then one "magic-user" is down to 0 power, and two PC's were down and at the edge of dying. I'd call that a good night. :)


K'Don - as to why a d12, the Fright Table is meant mostly for when PC's run into something truly horrifying (like zombies in the modern world where they shouldn't exist), to see how the PC's react. Values above 12 impose some permanent mental damage on the PC. I'm good with all that for those kinds of situations.

But Validus used the Fear *Power*, and I just couldn't see something that could be cast at you over and over as causing that much mental damage. I mean, after just one encounter with someone who has the Fear Power, you could end up with multiple permanent mental problems. Looking down the list, the results up to 12 seemed to be reasonable reactions to a Power.


Male Human Wizard

If you can change the wold icon to a panther that would be good. If not, I'll just summon the wolf. I kinda like actual representation on the map.

Where do I find the basic stats for the summoned ally? Or is d6 the number for most trait vs traits?


Under the description for Summon Ally, you are summoning a "Bodyguard". It can have any shape you want, but use the Bodyguard's stats.

Will try to find a panther icon later in the week.


Gotcha


FYI for all, Connor/WindDancer's internet AND phone connection went down completely at home some time ago, and he's blocked from posting at work. As soon as he gets some decent bandwidth, he'll be back.

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