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The Kethem Campaign

[IMMEDIATE ACTION REQUIRED]

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---------------------- ^ BREAK FOR MECHANICS

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A lot o notes: |

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This------------ means you should respond directly to me with whatever your character is doing. There is no time to coordinate with other characters, so no background chatter. You may do one of two things: Select an immediate but general course of action, or irritate me by asking a bunch of questions ("If I decide to pull out a flask of oil, convert it into gasoline, light it on fire with a match, and throw it at the prepping magic caster, do I save vs. Dex or Luck for striking the match? Can I get a plus one on the throw if I hold my breath? What about... etc.). If you do the immediate course of action, I will give you some kind of bonus... initiative, plusses on your luck, whatever. If you want to ask questions and so mega optimize, I will answer them to some reasonable extent, but no bonus.

In the following scenario, you will notice that there are many characters that are not wearing chain, or even leather, and some aren't even carrying swords.

This is because people who were brought up in a civilized area generally don't expect random violence to break out, and would rather be comfortable (you've got to wonder about the weirdoes that aren't in robes). When was the last time you wore a bullet proof vest to a bar? You can dress yourselves from now on, but I warn you that assignment of Experience points is capricious, arbitrary and is as likely to be based on acting in character as on combat. You are expected to keep your personal EP to yourself.

OK, mechanics heads, here are the things you need to decide what to do:

In the above Scenario, Aleath can act first melee round. The rest of you get 5 dice vs. speed (which also doubles as alertness in cases like this), and you rolled (you have to roll LESS than your Speed):

Glorm 21

Delrin 16

Tanaka 21

Fuji 15

Aleath AUTO

Morgan 17

Aron 13

Tristan 19

El Sid 16

Don 19

If you made it (you tell me, since I will be generating a lot of these type of saving throws and don't want to check each one), you can do something melee round 1. Remember, the farther I can go with melee before I have to send a new turn result, the faster we can get through it. So "Prep Firebeam" is not as good as "Fire as many firebeams as I can, while moving to avoid combat."

The hexs are numbered x, y as follows:

Y------>

X

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v

In the X coordinate, the hex has the coordinate of the number who's y-direction line it intersects, i.e.

1 2 3

____ ____

1-/ - \- two-/ - -

/ one \____/

\ / \

\____/three \____

2-/ - -\- - - /- - -

/ \____/

Hex one is 1, 1

Hex two is 1, 2

Hex three is 2, 2

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