=====0 - Ashlem War===== ====What is Draw Steel?==== Draw Steel is: **Tactical** meaning played on a grid, taking turns, strategy and teamwork is encouraged. **Heroic** think Hercules, Robin Hood, Merlin, Aaragon, larger than life characters that overcome impossible odds. **Cinematic** like the legends and stories around our heroes, they're dramatic and powerful, the game invites you to think theatrically. **Fantasy** the game is set in a world of sword and sorcery, you guys know what fantasy is. **Coming from D20**: Attacks automatically deal damage, no longer roll and miss your turn you're always making progress and so is the enemy just a matter of who is making progress faster. You don't need to rest all the time, in draw steel resting is used to regain stamina and recoveries, and to convert victories to xp, there are no spell slots or limited resources. Character options are different, I recommend before forming character ideas in your head based on 5e, we'll go through the classes and ancestries, be inspired by them rather than trying to make your desired 5e class in Draw Steel. Smaller bonuses and lots of skills, most of the time you'll only receive a bonus or penalty of 1 or 2 and there a ton of skills, in skill tests you pick what is relevant to apply as skills aren't tied to abilities, for example you could request to make a presence ability check and add your climbing skill to impress the duke with a story of how you climbed the mesas of the cunning expanse. **Game Core** whenever you make an attack, use an ability, make a resistance roll, or general test you make a **Power Roll** which is 2d10+Characteristic. Results are 3 tiered, lowest is 11 or lower, mid is 12 to 16, and highest is 17 or higher. When rolling a natural 19 or 20 you crit and lets you take an additional action immediately after. Your characteristics or abilities are Might (strength), Agility (), Reason (mind), Intuition (heart), and Presence (soul) **Stamina not health** Winded is half of max, dying is below zero, dead is negative value of your winded value. Recoveries heal a third of your max health. ====Campaign Intro==== War between the Kingdom of Covania and the Crown of Oxtrad has been dragging on for six years, fighting for control of the resource rich Ashlem Rise, a once beautiful mountain range dividing the two nations. You're in a encampment in a narrow pass dwarfed by mountains either side, when suddenly the sky grows dark. Red lighting cracks overhead. Blinding flashes. Smell of sulfur. Screams ringing in your ears. After brief adjustment, you find yourself in an unfamiliar landscape surrounded by demonic and devilish figures. Time to fight like Hell. **Key moments**\\ Conscription in Covania had been in place since start of the Ashlem War (six years before campaign start)\\ Oxtrad started conscription five years after the war started (one year before campaign start)\\ The Love Accord was established 10 months after conscription was brought in for Oxtrad, seeing that leaders don't intend to deescalate some defectors create the Love Accord to defend civilians and wounded no matter their allegiance.(two months before campaign start)\\ Many more mercenaries, adventures, and heroes travel the Ashlem Rise and it's surrounds aiding civilians, separate from the Love Accord\\ ====0a - Ash, Sam & Ida==== 3xArcher, 2xGuard, 1xScoundrel (EV 42/45) ====0b - Liz & Jas==== 3xGuard, 1xTrickshot (EV 30/30)