Post by Kitsunenotsume on Jul 10, 2017 23:05:16 GMT -5
I can go with either Wednesday or Thursday.
Playing as: James Frazer - Master Artificer and Merchant Extrordinare; Unlicensed dealer of Science-Guns My minimum play-times are here: PM me to schedule stuff! Ad-Hoc Keeper of the Archives - Please let me know if you wish for wiki privileges.
A copy of the labeled map of the Keep, with the areas named for easier reference later.
The Keep is in the top left, the area outside it is the Courtyard. The Rise is the name of the ramp that leads up to the High Gate. The Rampart Walk is that ledge that wraps around under The Rise and overlooks the Parade Grounds. There are houses there for all the Keep servants. The South Fork refers to that entire section, as that is where the road forks. The Riverrun is the road that heads east to Bruchenende.
Here's a blank copy for you guys to draw all over as you plan:
Rolls will be determined via Derived Attributes. Look at your Derived Attributes, divide that number by two. If it's an even number and fits a Die size, that's the dice you roll. If it's odd or in a large gap in the Die size, then you round it up to the next size dice. If it's a decimal place, just drop the decimal and that's your die size.
Example 1: Grayson has an Insight of 10. This means he has 10 / 2 = 5, rounded up to a D6, so for any Insight rolls, he will roll a D6. Example 2: Carter has an Agility of 17. This means he has 17 / 2 = 8.5, drop the .5 and he rolls a D8 for any Agility rolls. Example 3: Sarah has an Intelligence of 14. 14 / 2 = 7, rounded up that's a D8, so she will roll a D8 for any Intelligence (for example First Aid) rolls.
For important actions, use the DM channel to declare them and then wait for confirmation from me that I got it. If I don't reply, wait a minute and then send it again.
Generally speaking, for future events, we'll have a set declaration order for actions when we do turn based stuff, just to keep it streamlined. Kitsune is gonna iron that out with you guys.
General range stuff:
Carbine/Crossbow = 75m, 100m with scope Pistol = 30m Revolver = 50m, 75m with scope Jezail/Hunting Rifle = 120m, 200m with scope Catapult/Trebuchet = 200m Cannon = 300m Furthest you can throw a grenade with Might 20 = 50m, subtract 4m for every 1 point of Might Grenade Launchers/Ballistic Launcher = 100m