* Give the site a roof (it can be three or four yards high)
   and a ring of columns/poles/whatever which are closer to
   each other than the wingspan. That means the eagle has to
   ground to pass them, and he could get engaged by an enemy
   before he can take off again.

This won't work for two reasons
1) the bird could come in at an angle

2) it can time the flapping of its wings to pass through the gap, or even just flap and retract its wings to pass through the gap. (I owned a budgigar that could pass between rooms this way when the door was just ajar)



* Make the flying conditions bad enough (cf the comments on
   storms) to allow flight or fight, but not both. If the
   wereeagle insists on flying, which he _could_, he won't
   be able to hit much, or to attack as often as other
   characters.

   Maybe his foes can recover their balance, or get magical
   healing, or whatever, during the turns where they are
   not attacked.

Permanent Pull and Repel areas are only 100 energy which can be Q&D'd in an hour each (3'x3'x12'). Scattered randomly or in specific areas can make flying hazardous (magic3e p. 80).

Look at the Wind and Storm spells -- grimore p. 26 -- for 1 Energy, you can get a 50-yard radius storm that lasts at least 1 full hour (and has an hour at the end of high energy).

To protect a small area, a 10-energy (10-level) casting of Wind over a 50-yard area (300' across!) lasts one hour -- netting 60mph winds!
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