Roleplaying is the only thing that gives meaning to my mediocre existence. And cookies too.
6
likes
8 yrs ago
Wants to be a saikyou hero.
3
likes
Bio
I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.
SWORD BRIGAND attacks LYUN with their IRON SHORT SWORD and HITS! Dealing 11 Damage! LYUN retaliates with his ANCIENT BLADE and MISSES! SWORD BRIGAND'S LUNGE ACTIVATES! LYUN and SWORD BRIGAND exchange places! AXE BRIGAND moves to N-9 and attacks LYUN with their BRONZE HAND AXE and MISSES!
SWORD BRIGAND moves to C-9 and attacks ZARIF with their IRON SHORT SWORD and hits! Dealing 13 Damage! HUNTER moves to E-8 and attacks ZARIF with their BRONZE SHORT BOW and hits! Dealing 8 Damage! ZARIF retaliates with their BRONZE SHORT BOW and CRITS! Dealing 15 Damage! ZARIF gains 10xp!
THIEF moves to H-16 THIEF moves to P-22
LANCE CAVALIER moves to J-35 and attacks GAO-LUBAAN and misses! GAO-LUBAAN retaliates and misses! LANCE CAVALIER moves to I-36
AXE BRIGAND #1 VIT 26 / 26 AXE BRIGAND #2 VIT 26 / 26 AXE BRIGAND #3 VIT 26 / 26
SWORD BRIGAND #1 VIT 0 / 24 SWORD BRIGAND #2 VIT 24 / 24 SWORD BRIGAND #3 VIT 24 / 24 SWORD BRIGAND #4 VIT 24 / 24 SWORD BRIGAND #5 VIT 10 / 24 SWORD BRIGAND #6 VIT 24 / 24 SWORD BRIGAND #7 VIT 24 / 24
HUNTER #1 VIT 4 / 19 HUNTER #2 VIT 19 / 19 HUNTER #3 VIT 19 / 19
THIEF #1 VIT 18 / 18 THIEF #2 VIT 18 / 18
MAGE #1 VIT 18 / 18 MAGE #2 VIT 18 / 18
CAVALIER #1 VIT 22 / 22 CAVALIER #1 VIT 22 / 22
KURGAZU VIT 26 / 26
OPPORTUNIST: +4 damage if the foe cannot counter.
LUNGE: Swap places with the opponent after combat. Only activates at 1 Range.
OPPORTUNIST: +4 damage if the foe cannot counter.
*** THIEF NOT HUNTER BURGLARY: Can steal gear not currently equipped from an adjacent enemy unit. Provided your speed or skill is greater than theirs. +1 MOV
ANATHEMA: -10 Avoid/Dodge to all enemies within 3 tiles.
PRAGMATIC: When foe is not at full VIT, attack +3 and def/res+1. MOUNTED: This unit rides their favored mount, gaining +2 Movement, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever Movement remains to reposition directly after attacking, rescuing, or using an item
PRAGMATIC: When foe is not at full VIT, attack +3 and def/res+1.
ALLIES
MIRACLE: 3xLCK% chance of lethal attacks reducing you to one VIT rather than zero. Only effective when above 1 VIT
WRATH: If VIT < 50%, +20 critical rate.
SAVAGE BLOW: After attacking, enemies within 2 tiles take 20% of their VIT in damage. Cannot bring an enemy below 1 VIT. ** NAME IS AKMAAN
Towers - DEF +1 / AVO +15 - Heal: 0% - Move cost: 2 - Other details: RANGED class weapons attacks may originate from the top or base of the tower tile, their maximum range is also increased by one when at the top of a tower tile.
ASHÜR: "Do not look to me when this goes for ill. . ." Speaks the mercenary as he assents to sub-captain Iddin-ninshubar's word. He pushes his bereavements down and sets hawkish eyes upon the band of ravagers just beyond the log bridge overlapping the sluggish river.
ASHÜR: "Come along boy, learn something."
ASHÜR moves to K-7 and attacks the SWORD BRIGAND with SEEP and HITS for 6 Damage! SWORD BRIGAND is POISONED! ASHÜR gains 10xp!
There, the exhausted Hellions take the field once more. Now in defense of the minuscule outskirts villages as they are being looted by brigands. Brigands who all the same chase after a young sun-scorched woman and her bodyguards, the three of them bearing the signs of Kassite mountain-folk. . .
AXE BRIGAND #1 VIT 26 / 26 AXE BRIGAND #2 VIT 26 / 26 AXE BRIGAND #3 VIT 26 / 26
SWORD BRIGAND #1 VIT 24 / 24 SWORD BRIGAND #2 VIT 24 / 24 SWORD BRIGAND #3 VIT 24 / 24 SWORD BRIGAND #4 VIT 24 / 24 SWORD BRIGAND #5 VIT 24 / 24 SWORD BRIGAND #6 VIT 24 / 24 SWORD BRIGAND #7 VIT 24 / 24
HUNTER #1 VIT 19 / 19 HUNTER #2 VIT 19 / 19 HUNTER #3 VIT 19 / 19
THIEF #1 VIT 18 / 18 THIEF #2 VIT 18 / 18
MAGE #1 VIT 18 / 18 MAGE #2 VIT 18 / 18
CAVALIER #1 VIT 22 / 22 CAVALIER #1 VIT 22 / 22
KURGAZU VIT 26 / 26
OPPORTUNIST: +4 damage if the foe cannot counter.
LUNGE: Swap places with the opponent after combat. Only activates at 1 Range.
OPPORTUNIST: +4 damage if the foe cannot counter.
*** THIEF NOT HUNTER BURGLARY: Can steal gear not currently equipped from an adjacent enemy unit. Provided your speed or skill is greater than theirs. +1 MOV
ANATHEMA: -10 Avoid/Dodge to all enemies within 3 tiles.
PRAGMATIC: When foe is not at full VIT, attack +3 and def/res+1. MOUNTED: This unit rides their favored mount, gaining +2 Movement, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever Movement remains to reposition directly after attacking, rescuing, or using an item
PRAGMATIC: When foe is not at full VIT, attack +3 and def/res+1.
ALLIES
MIRACLE: 3xLCK% chance of lethal attacks reducing you to one VIT rather than zero. Only effective when above 1 VIT
WRATH: If VIT < 50%, +20 critical rate.
SAVAGE BLOW: After attacking, enemies within 2 tiles take 20% of their VIT in damage. Cannot bring an enemy below 1 VIT. ** NAME IS AKMAAN
Towers - DEF +1 / AVO +15 - Heal: 0% - Move cost: 2 - Other details: RANGED class weapons attacks may originate from the top or base of the tower tile, their maximum range is also increased by one when at the top of a tower tile.
The Rados Army receives 1,000 Gold in tithes from their villages. Current Gold: 7,000
The time for great rallying words had come and gone, only a tenuous silence had befallen the Liberation Army of peasant fighters, mercenaries, and disgraced nobles from afar. These were no steel-hearted soldiers with unwavering resolve. Merely folks who raised the sword in a foolish bid against the power of Divine Blood.
They knew not Lady Lena, the person that she was, nor the plight of Chronos. They knew only that Major Forsetti blood flowed freely within her veins, and that her kin had been placed here to rule after the 'Final Holy War' alongside the likes of Menekos of Rados whom they'd hung out for the crows. . .
It was here the bloodshed began, another tragedy in Miletos.
ARGAEN: "Fools! Such recklessness! Our victory was not sealed the moment we rose blades!"
LYCUS: "Come Argaen we must turn our mens' ferocity into momentum to win us the day before it's too late!" A vision of what could be worms its way into the young peasant lord's mind, their loose formation being snuffed out in the blink of an eye by a storm of arrows and slicing wind."HOLD!" His voice is heard over the silence as he bades his men to stand firm rather than charge into the fray.
Meanwhile, in Rados Castle. . .
ALMIN: "Damn. . . Everyone left without me, I still can't even find my sword. Hope Ada and Davos don't think I abandoned 'em or something. . ."
The final barbarians within the walls fell, the Kassites of Zagros who beset upon the city Der to escape their harsh homeland were defeated and broken. They lay about the collective sellsword hired by the Imperials of Akkad, their hopes tarnished and trampled over by the peerless allure of coin. Just so, Der itself had suffered greatly, with their Lugal dead, stuck and bled in the throne room, and their homes burnt and battered, it would be a long and harsh struggle for them to recover. Especially so now with the oppressive looming fear of yet more barbarians crawling out of the eastern mountains for another wanton go at imperialism. Perhaps another would-be warlord like Kashtilashu with aspirations of greatness for his people, misguided by those who'd ply at a greater stage.
Yet such musings were both above the heads and purses of Hellions of Gir, no, the little force under Iddin-ninshubur milled about the inner sanctum of the city cleaning their blades and tending fast their wounds with only a mind for today, and the sum of Aurums promised to them. Despite the danger they'd invested themselves in, they were the lucky few who did not find themselves dashed against Kashtilashu's frenzied army, for beyond the walls heaps of corpses and horses alike were strewn about, their allegiance either to coin or to some national cause were irrelevant now. Mercenaries and the Zagrosi found brotherhood in death.
As the Hellions gathered themselves a handful of hooves cried by way of the eastern gate. For a moment it unnerved the mercs again until their eyes affixed upon the warn banner bearing the dual-headed hound wreathed in flame.
RAVINA: ". . . snake, how could we have let them get away? Another enemy to come sneak into our camp at night and slight our boys' throats." She sighs, shrugging as she and Sim-Ma-Sihu flank Captain Doan-Nasir as they each and all trot into the sanctum courtyard.
SIM-MA-SIHU: "Ravina. . ." Is all the lieutenant is able to muster before Doan sets his worries aside.
DOAN-NASIR: "Ravina, hush, a man must do what he can to make a living. It is merely the way of it." Doan's dour voice ablates his companion's woes for now as he and the others halt their hooves before their comrades, the dusty earth pluming forth. With one sweep of his sunken eyes the veteran takes in the situation - The Kassite chieftan's broken body, slick blood dribbling down the shaft of Etor's spear, and Lyun standing with the boys, covered in fresh scars, to that he grants a hearty nod
LYUN: "Home is those who care we are gone. I thank you for giving me my second one, captain."
Looking over the group, soon the rest of the Hellions that aided in distraction arrive from throughout the city and the entire band is collected, no better a time the captain lets his voice be heard. "10,000 Aurums!" The man raises his peculiar lance to the sound of the survivors' dull roar. Doan counts heads deflating his victorious cry for a moment, twenty, just twenty of them now. . . "450 Will go to each of us, that'll be the sum of our payment. The rest we'll spend on great food and drink to honour the fallen!"
CHAPTER II - END
The Hellions, twenty-told, dared not to spend the night within the walled city of Der for they were not welcome there. Not among the cowering populace who merely viewed them as hungry wolves and opportunistic dealers of death rather than heroes. And not among the corpses of the barbarians or their fellow sellswords, at least not yet -- Fate deigned they still had blood to spill yet in these harsh lands. So camp it was, just far enough to escape the ire of the common folk picking up the pieces of their lives yet close enough to watch black smoke billow into the cloudless night sky. The band broke into their good stores of wine and cured meats and celebrated well as Kashtilashu's severed head looked on in disgust alongside the covered body of the fallen Yasub-Yahad, once ensi of Der. Both were collected as proof of their concord kept.
DOAN-NASIR: "Hellions!" Called the captain over the central flame of their camp. "A toast to fallen, and to our triumph!" He embellished to word, choosing it over the more realistic 'survival', and as he did, poured out a liberal swig of wine into the Kassite Chieftan's half-agape mouth. It elected the response he desired and a goodly cheer came from the men. "Tomorrow, the least weary of our group will ride to Ur and collect our fare. Iddin, you and yours will rest and recuperate in Awan. I believe it best we remain on this border, there'll be more conflicts between the Kassites and our esteemed šar-kiššati, that, I am sure of."
"Only the fleet of us will go to Ur and prostrate, it should be no more than two weeks before we return, so rest easy."
Indeed, so it was that Doan-Nasir led half of the Hellions on a journey into the heartland of the empire on their way to retrieve a sum of Aurums that'd sustain them each and all until the next job blew in across the arid wind. Meanwhile the group under Iddin-Ninshubar who participated in the insertion at Der made their way east along the Karkeh River, a short ways toward the city of Awan which would be their succor until the mercenaries recovered. Most of the treasury was left with them and a sum of 200 Aurums were doled out to each as advanced pay for the hazards of their work. However. . . The Masters of Fate whispered onto that selfsame wind and spoke that the Hellions would not so easily reach Awan. . .
AKMAAN: "Ia! Do not stop moving! GO!"
IA: "Don't ask me to leave you behind! I couldn't have come this far without you and Gao-Lubaan!"
GAO-LUBAAN: "Be not so foolish lady Ia! Death won't come for us yet!"
AKMAAN: "Now! The ruins will shelter you. And the flames our spirits all the same!"
IA: "Alright. . . But you best be right behind me!"
KURGAZU: "Hehe. . . I thought these barbarians would be harder to track. That silver is as good as ours men, just don't hurt the girl - Too much."
NINIL: "Can't be far now with all the farms huh? Come on ya lead-foots I want a bed and a bath!" The plucky archer throws a finger toward the horizon, leading the pack toward Awan. Yet her pointer waivers after a moment or two, "Hey, uhm, do you guys see that?" Her gaze is beyond the little crops of brush they'd rounded -- a cloud of dust, the sun glinting off metal, and the clamber of bodies.
ASHÜR: "Yes, someone is pillaging the farmsteads, so it seems." The ex-bandit hisses his words as if personally inconvenienced. "Let us not tarry and circumvent this trouble."
NINIL: "How could you say that Ashür? If we deal with it before Awan even gets wind then we've got leverage to negotiate a reward don't'cha think?"
AXE BRIGAND #1 VIT 26 / 26 AXE BRIGAND #2 VIT 26 / 26 AXE BRIGAND #3 VIT 26 / 26
SWORD BRIGAND #1 VIT 24 / 24 SWORD BRIGAND #2 VIT 24 / 24 SWORD BRIGAND #3 VIT 24 / 24 SWORD BRIGAND #4 VIT 24 / 24 SWORD BRIGAND #5 VIT 24 / 24 SWORD BRIGAND #6 VIT 24 / 24 SWORD BRIGAND #7 VIT 24 / 24
HUNTER #1 VIT 19 / 19 HUNTER #2 VIT 19 / 19 HUNTER #3 VIT 19 / 19
THIEF #1 VIT 18 / 18 THIEF #2 VIT 18 / 18
MAGE #1 VIT 18 / 18 MAGE #2 VIT 18 / 18
CAVALIER #1 VIT 22 / 22 CAVALIER #1 VIT 22 / 22
KURGAZU VIT 26 / 26
OPPORTUNIST: +4 damage if the foe cannot counter.
LUNGE: Swap places with the opponent after combat. Only activates at 1 Range.
OPPORTUNIST: +4 damage if the foe cannot counter.
*** THIEF NOT HUNTER BURGLARY: Can steal gear not currently equipped from an adjacent enemy unit. Provided your speed or skill is greater than theirs. +1 MOV
ANATHEMA: -10 Avoid/Dodge to all enemies within 3 tiles.
PRAGMATIC: When foe is not at full VIT, attack +3 and def/res+1. MOUNTED: This unit rides their favored mount, gaining +2 Movement, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever Movement remains to reposition directly after attacking, rescuing, or using an item
PRAGMATIC: When foe is not at full VIT, attack +3 and def/res+1.
ALLIES
MIRACLE: 3xLCK% chance of lethal attacks reducing you to one VIT rather than zero. Only effective when above 1 VIT
WRATH: If VIT < 50%, +20 critical rate.
SAVAGE BLOW: After attacking, enemies within 2 tiles take 20% of their VIT in damage. Cannot bring an enemy below 1 VIT. ** NAME IS AKMAAN
Towers - DEF +1 / AVO +15 - Heal: 0% - Move cost: 2 - Other details: RANGED class weapons attacks may originate from the top or base of the tower tile, their maximum range is also increased by one when at the top of a tower tile.
The Rados Army receives 1,000 Gold in tithes from their villages.
Current Gold: 6,000
Argaen: "Countrymen! Soon the echoes of our battle shall thunder through the valley and reach the capital, let them quake at our fierce hearts that they will lay down their titles and supplicate to the new order!" The oft' stoic halberdier let's his voice be heard from the back of the line as the Miletos Liberation army makes their stand between Rados and Chronos, he nods toward the young man besides. "Milord, I'll take command of the troops, you shall remain here."
Lycus: "T'would be a fool's command Argaen. If I am to be the Liberation's leader for true, than I must lead on." The young peasant trudges ahead to his gathered men. Laborers one and all whom he'd come well to know in his time. "March on! Soon shall our blades clash, brace thyselves!"
Guarding the rear as the Liberation army marches, the old fellow, garbed in worn armor enshrouded by a ratty green cloak takes a moment, upon his steed at the crest of the port village, his sunken eyes are set out the setting sun, laying down the last rays of its light upon the sea in beauteous shimmering fashion. "Ahh but you shall endure Jugdral, no matter the scars we foolish men set upon thee. . . Forgive us for our hubris." As darkness enshrouds the village, the weary paladin rides off, the clack of his mount's hooves vanishing into the distance.
The Rados Army receives 1,000 Gold in tithes from their villages.
Current Gold: 5,000
Brygos: "Oi, Marsy, what the 'ell're we doin' anyhow? That's a whole damn army out there!"
Standing on the edge of the forest, the two woodsmen gaze out onto the field by way of Chronos, a host that easily matched their rabble of peasantry made themselves clear.
Marsy: "Shut yer trap Brygos, you wanna strip rabbits fer the rest of yer life? This's our chance to get titles ourselves if little- er I mean Lord Lycus liberates Miletos!"
Brygos: "Cripes Marsy, we're jus' damn hunters, ye can barely feather a pheasant let alone a man. I knew ye were gonna get me killed some day. . ."
With the final breaths of their leader, the last Kassite remaining in defiance of the joint effort of Imperial Contracted mercenaries looses their bow toward the brute, that traitorous kinsman who cut down their numbers with little remorse. The arrow flies true. . . But not true enough.
KASSITE HUNTER #11 attacks LYUN with their BRONZE SHORT BOW, dealing 6 damage. LYUN gains 3xp!
KASSITE BRIGAND #1 VIT 0/20 KILLED BY ASHUR KASSITE BRIGAND #2 VIT 0/20 KILLED BY SIRIS KASSITE BRIGAND #3 VIT 0/20 KILLED BY MAKEEN KASSITE BRIGAND #4 VIT 0/20 KILLED BY MAKEEN
KASSITE REBEL #1 VIT 0/16 KILLED BY ZARIF KASSITE REBEL #2 VIT 0/16 KILLED BY ASHÜR KASSITE REBEL #3 VIT 0/16 KILLED BY MAKEEN KASSITE REBEL #4 VIT 0/0 KILLED BY ZARIF KASSITE REBEL #5 VIT 0/0 KILLED BY ASHÜR KASSITE REBEL #6 VIT 0/16 KILLED BY LYUN KASSITE REBEL #6 - 2 (???) VIT 0/16 KILLED BY SIRIS KASSITE REBEL #7 VIT 0/16 KILLED BY LYUN KASSITE REBEL #8 VIT 0/0 KASSITE REBEL #9 VIT 0/16 KASSITE REBEL #10 VIT 0/16 KILLED BY LYUN KASSITE REBEL #11 VIT 0/16 KILLED BY BALATHU
KASSITE HUNTER #1 VIT 0/14 KILLED BY ZARIF KASSITE HUNTER #2 VIT 0/14 KILLED BY BALATHU KASSITE HUNTER #3 VIT 0/14 KILLED BY ZARIF KASSITE HUNTER #4 VIT 0/0 KILLED BY LYUN KASSITE HUNTER #5 VIT 0/14 KASSITE HUNTER #6 VIT 0/14 KILLED BY SIRIS KASSITE HUNTER #7 VIT 0/14 KASSITE HUNTER #8 VIT 0/14 KASSITE HUNTER #9 VIT 0/14 KASSITE HUNTER #10 VIT 0/14 KASSITE HUNTER #11 VIT 6/14
DARK SUN CAVALIER #1 VIT 19/19 ESCAPED DARK SUN CAVALIER #2 VIT 0/19 KILLED BY DOAN-NASIR DARK SUN CAVALIER #3 VIT 19/19 ESCAPED DARK SUN CAVALIER #4 VIT 0/19 KILLED BY SIM-MA-SIHU DARK SUN CAVALIER #5 VIT 0/19 KILLED BY RAVINA DARK SUN CAVALIER #6 VIT 19/19 ESCAPED
KURUM VIT 1/24 ESCAPED
AM-ZIKAR VIT 0/18 KILLED BY ZARIF
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
TRAIT: INDOMITABLE -- Character permanently gains +7 VIT.
TRAIT: MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, using an item, or stealing. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety.
TRAIT: MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, using an item, or stealing. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety. TRAIT: DIRE PARRY -- Level/2 + 5% chance to negate all physical damage. 20% maximum
ALLIES
RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.
DAUNT: -10 Hit/Critical Rates to enemies within 3 tiles. PROVOKE: Enemies are more likely to attack this unit.
JUGGERNAUT: After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible.
HURRICANE: If this unit is attacking and preforms a double attack, both attacks will occur before the enemy can counterattack.
PAIRITY: Negates both battle participants' skills, terrain bonuses and supports.
ALACRITY: Level + 1/2 SKI +5% chance of delivering an additional attack.
Towers - DEF +1 / AVO +15 - Heal: 0% - Move cost: 2 - Other details: RANGED class weapons attacks may originate from the top or base of the tower tile, their maximum range is also increased by one when at the top of a tower tile.
KASSITE REBEL #9 attacks Siris with their BRONZE SHORT SPEAR dealing 5 damage! Siris counterattacks with his BRONZE THROWING KNIVES for 12 damage! Siris gains 12xp!
KASHTILASHU attacks BALATHU with his BRONZE HAND AXE dealing 13 damage!
KASSITE BRIGAND #1 VIT 0/20 KILLED BY ASHUR KASSITE BRIGAND #2 VIT 0/20 KILLED BY SIRIS KASSITE BRIGAND #3 VIT 0/20 KILLED BY MAKEEN KASSITE BRIGAND #4 VIT 0/20 KILLED BY MAKEEN
KASSITE REBEL #1 VIT 0/16 KILLED BY ZARIF KASSITE REBEL #2 VIT 0/16 KILLED BY ASHÜR KASSITE REBEL #3 VIT 0/16 KILLED BY MAKEEN KASSITE REBEL #4 VIT 0/0 KILLED BY ZARIF KASSITE REBEL #5 VIT 0/0 KILLED BY ASHÜR KASSITE REBEL #6 VIT 0/16 KILLED BY LYUN KASSITE REBEL #6 - 2 (???) VIT 0/16 KILLED BY SIRIS KASSITE REBEL #7 VIT 0/16 KILLED BY LYUN KASSITE REBEL #8 VIT 0/0 KASSITE REBEL #9 VIT 16/16 KASSITE REBEL #10 VIT 0/16 KILLED BY LYUN KASSITE REBEL #11 VIT 0/16 KILLED BY BALATHU
KASSITE HUNTER #1 VIT 0/14 KILLED BY ZARIF KASSITE HUNTER #2 VIT 0/14 KILLED BY BALATHU KASSITE HUNTER #3 VIT 0/14 KILLED BY ZARIF KASSITE HUNTER #4 VIT 0/0 KILLED BY LYUN KASSITE HUNTER #5 VIT 0/14 KASSITE HUNTER #6 VIT 0/14 KILLED BY SIRIS KASSITE HUNTER #7 VIT 0/14 KASSITE HUNTER #8 VIT 0/14 KASSITE HUNTER #9 VIT 0/14 KASSITE HUNTER #10 VIT 14/14 KASSITE HUNTER #11 VIT 14/14
DARK SUN CAVALIER #1 VIT 19/19 ESCAPED DARK SUN CAVALIER #2 VIT 0/19 KILLED BY DOAN-NASIR DARK SUN CAVALIER #3 VIT 19/19 ESCAPED DARK SUN CAVALIER #4 VIT 0/19 KILLED BY SIM-MA-SIHU DARK SUN CAVALIER #5 VIT 0/19 KILLED BY RAVINA DARK SUN CAVALIER #6 VIT 19/19 ESCAPED
KURUM VIT 1/24 ESCAPED
AM-ZIKAR VIT 0/18 KILLED BY ZARIF
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
TRAIT: ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
TRAIT: INDOMITABLE -- Character permanently gains +7 VIT.
TRAIT: MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, using an item, or stealing. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety.
TRAIT: MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, using an item, or stealing. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety. TRAIT: DIRE PARRY -- Level/2 + 5% chance to negate all physical damage. 20% maximum
ALLIES
RALLY: SPIRIT+5 To adjacent unit when taking the rally action until end of next turn.
DAUNT: -10 Hit/Critical Rates to enemies within 3 tiles. PROVOKE: Enemies are more likely to attack this unit.
JUGGERNAUT: After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible.
HURRICANE: If this unit is attacking and preforms a double attack, both attacks will occur before the enemy can counterattack.
PAIRITY: Negates both battle participants' skills, terrain bonuses and supports.
ALACRITY: Level + 1/2 SKI +5% chance of delivering an additional attack.
Towers - DEF +1 / AVO +15 - Heal: 0% - Move cost: 2 - Other details: RANGED class weapons attacks may originate from the top or base of the tower tile, their maximum range is also increased by one when at the top of a tower tile.
[center]I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.[/center]
<div style="white-space:pre-wrap;"><br><div class="bb-center">I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.</div></div>