Board Thread:Adventure RP Games/@comment-32329805-20191006044817/@comment-32576568-20191006055924

Kingmaker

HP: 12 (48)

Attack: 0

Defense: 0

Ability: 7

Speed: 21

Abilities:

Recruit: Summon one of the available units to your side. 3 Turn Cooldown.

Dismiss: Dismiss a unit from Battle, absorbing his Attack and Defense points. 4 Turn CD

Siege: Sacrifice all summons to deal (Summonse's Attack Points Combined) to a single enemy. 12 Turn CD

Passives:

Legacy: Upon death, a random Ally will receive all of Kingmaker's abilities. Kingmaker cannot be revived.

Bodyguard: Kingmaker always starts with a trusty bodyguard.

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Archer

HP: 1 (4)

Attack: 3 (6)

Defense: 0

Ability:

Speed: 45

Passives:

Perfect Aim: Archer ignores defense.

Solo: Only 1 Archer may be present, but there is no Cooldown when he is Summoned.

Swordsman (Foot Soldier Mode)

HP: 30 (90)

Attack: 7 (14)

Defense: 20

Ability: 0

Speed: 9

Abilities:

Horse Call: Swordsman summons his horse, which triggers Knight Mode.

Warcry: All Allie's gain +4 Attack for 4 turns. 5 turn CD Passives:

To The Ends Of The Earth: The swordsman is very perseverant. He cannot be forced to skip a turn, frozen, dismissed, poisoned, bleeded, or anything that disrupts his taking a turn.

Honorable: Swordsman cannot attack those who haven't damaged him.

Once More, We March!: Swordsman has a 30% of reviving upon death.

Swordsman (Knight Mode)

HP: 30 (90)

Attack: 15 (30)

Defense: 20

Ability: 0

Speed: 18

Abilities:

Dismount: Reverts back to Foot Soldier mode.

Passives:

Lonely: Upon running out of HP, will revert to Foot Soldier mode instead of dying.