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Krysto's Half-Bakery: The Future is Now!
Hey there, I'm Krysto2002, and I'm about to try my hand at customs!
Although I lack the ability to photoshop in figures or their hitzones, I will not allow this to stop me. My customs are available for ANYONE to use, in fact, I encourage your feedback! If you like my figure ideas, go out, make the figures, print the cards, make necessary adjustments, give ideas; just be sure to send me pictures of customs you make with my cards, I'd love to see them. Hope you guys like them! I want your , maybe even if you feel generous, any improvements are appreciated, on ALL cards. Thanks for reading! (UPDATE!) - After downloading Gimp I can begin the slow and meticulous project of finding images that suit my customs. Some already have images!!! So come and take a look. The early customs are all pirate the,ed, while the later posts are theme free. My next theme (coming soon) will likely be soulborgs! Please post a-plenty, and come back often. Here's a compendium of all of my customs, for more on them, delve deep into my posts! Pirate Series
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Valkrill (uses Utgar)
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Demons of the Deep
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The night is crystal clear and the seas sparkle with the glow of the half moon, floating listlessly far above... The gentle lap of the waves has lulled the sailors aboard the Seascab to a deep sleep, the inevitable cause of their undoing. As swift as the sea itself, a swarm of shadowy figures part the waves without a sound, clinging to the ship with their glistening, oily claws. There is a muffled gasp... and the ship is silent yet again, set adrift without a crew. The inspiration for this squad comes from a bit of Seafaring Mythology, which often relates to monsters dragging unlucky sailors to their doom, so I envisioned a squad of mutant demons, probably shark-like, draped in seaweed and lumbering out of the water. Amphibious was a no brain-er, but the second ability could use some work, especially with numbers. These guys were meant to emulate Braxas in a unique and intimidating way, allowing them to excel at attacking from the water, with an effective insta-kill, which although easily avoidable on the opponents' end, can still wreak havoc when used right. Of course the debate arises about flying/amphibious figures being affected by the ability, but then I thought: even if a fish were dragged underwater, when ganged up on by sharks, they won't last long. Recommended Proxy: 3x Sahuagin Raider per Squad Captain Morgan
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The waves rise and fall, storms roll and ships sail. Days pass... years pass... but from below the waves, they are all the same. Sergei Morganne, since known as the accursed Captain Morgan to sailors of the seven seas, a waverider from the far north. His heart as cold as the shores of his homeland. But this scourge has long since passed... or has it? He still roams the reefs, leading other condemned pirates to loot the seas forevermore. But as all wretches, he must return to the sea from whence he came... dead or alive... The accursed Captain Morgan! He refused to pass on in search of his true love (oooh, a prediction. I bet it's Kee-Mo-Shi, no wait... that would be weird...), but is forced to return to the sea, even after death. This guy is a mini-Thanos, but he lacks a lot of what Thanos has. His ability requires water and could lead to interesting straties, but his low life and defense means, like any other spirit, he is fleeting, and not 100% reliable. Lavaethan (needs pic)
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A scaled maw parts the waves for a brief moment... searching the sea for victims... A small clipper is bobbing a short distance ahead. Like Charybdis from the myths of old, Lavaethan rears his six heads and strikes at the ship's masts. In a roiling mass of coils and foam, the ship is splintered to flotsam in moments... and the waves are calm again. Well, this is the "monster" faction of the my ongoing pirate theme, which I've actually almost finished (*gasp*). I wanted a sea monster or a kraken to fill in as the hero here, but then I thought about Scylla. This suddenly came to mind. I built this guy to be somewhat level to Q9, if anything he needs to lower his point cost, but at 5 defense and 8 life, this guy is a veritable tank. Like Q9, he can attack rapidly, but like a hydra he loses power as he takes a beating. While he can reach 8 attacks of 3, his range is significantly shorter and his move makes this difficult. However, his ability to boost to 7 defense in the water (sacrificing his attack bonus in most cases) makes him more of a tank then ever. PLEASE NOTE: The ability "hydra heads" should read 8 times, not 7, this is a typo which I will soon fix. Recommended proxy: Fen Hydra Davey Jones' Wretches
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The minions of Morgan, cursed pirates who swore to sail the seas for all eternity, they have been summoned to Valhalla only at his whim. Fetid, rotting and diseased, even when on land they spread like a blight, spreading their rot and degradation across the land. I'm not too sure about these guys at the moment, as I'm considering adding the classic "Zombies Rise Again" to their abilities. Now at first these guys appear to be weak, especially since they are slow, like zombies should be. On the other hand, their bonding offers a great variety of heroes to bond with, including official figures such as Sudema, Cyprien, Marcu, Iskra and Sonya, as well as my custom Capt. Morgan. Their insta-wound affects a variety of figures many of which could really use some free wounds. If anything, they should fall t 75 or 70 pts, but this is a 3 figure squad. Recommended Proxy: Phantom Knights or Zombies or Shades. Utgar (uses Einar)
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Pirate Swashbucklers
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There wasn't too much inspiration for this squad, rather it was based on realism and designed as a parallel to the 10th Regiment and Marro Stingers. While this is actually a 3 man squad (as the imaginary "pack" it's from has them and 2 heroes, who you'll see in a bit...) it doesn't lack power at all. Though they have no bonding, there is a pirate army infrastructure that works rather well, but we'll get to that later. These guys were an interesting concept to me. Obviously, being seafaring men, they had to have water synergy, but if they could swim, how could they fire their weapons? (I still question this with 4th mass, 10th reg, Ashigaru, etc.) So I decided to give these guys stinger-like stats, fair and not too strong, but still tough, as they are a 3 man squad a the same cost of a HIGHLY efficient 4-man squad, so they had to have something 10th Reg. and Stingers didn't. Stingers take a risk to get strong, Reg. cost more, but have lower stats. So I rounded off their stats, gave them positive AND negative abilities, and it turned out well. Their imaginary pistols have an accurate representation of their range, and have to take time to "dry off" if they get wet. If you don't quite understand the last ability (it isn't too clear) I wanted to make it so that these guys can move OUT of water faster, especially standard situations where you need to climb up 1 level to get out. This ability effectively allows them to get out faster than other figures, but at the cost of ranging if they stay in the water too long. Lastly, the cutlass concept emulates 10th Reg in that they can attack up close for higher damage, but perhaps 2 as a base attack would be better. Recommended Proxy: Guilty McCreech, James Murphy, Johnny 'S' Sullivan -or- Krav Maga Agents. Captain Mahri (needs pic)
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The name suddenly hit me, I remembered I have an MMO friend who is pretty much the greatest pirate I know, so I gave this captain his name. The bonding structure with this guy allows you to bond with a hero (coming soon) that also allows you to take turns with squads/common heroes. His value needs considering, this number is really just thrown in there. It seems appropriate, but I'm not 100% sure. As a captain, this guy can dish out a whopping 6 attack in melee and DOESN'T have the gunpowder effect, because A) it took too much space and B) this guy is more skilled than the average pirate, either he can avoid wetting his gun, or knows how to dry it. Pirate Whip Master (needs pic)
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This is one of my old customs, the purpose of which is to stir your squad figures into action, moving them or, on a roll of 19+, giving you a full free turn. While many might argue he's overpowered with his ability, you must remember he needs to either use an order marker or a free turn with his captain in order to work, which reduces his effectiveness. Of course, if you use him twice, your pirates will RIP any of your opponents to pieces, but that's a whole 2/3 a round you need to use for 3 attacks, so it's a sacrifice you need to consider. On his own, he's still a great brawler! Imagine a stocky, well fed pirate, one of the Captain's favored crewmates. Down in the Galley amongst the oar-slaves or whomever is rowing, he patrols the aisles, snapping his dreaded whip at anyone who dares stop or fall out of line! Recommended Proxy: Valguard, James Murphy or any human of your choice (even a Tarn, use good judgement). Pirate Brawler (needs pic)
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Lastly is the Pirate Brawler, a figure that I had fun figuring out. This is a battle-ready pirate whose seen many battles. He's far more experienced than any other pirate, but just as vulnerable. As such he attacks faster and harder and can hit farther with greater accuracy, but at 50 pts, he's a pricey common and may not live to earn his points, though it's always worth a shot (or two)! Jandar
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Admiral Francis Blake
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This guy is a lot less of a brute than usual. In fact, he can still reach 6 attack in melee and can shoot harder and farther, but he costs more and lacks a high defense. His stats need heavy revision. Imperial Soldiers (needs pic)
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Please note, I forgot to add in the "from an adjacent figure" for Parry and Riposte. These guys are a cross between Samurai and 4th mass. This is in fact a 4 figure squad, but unlike the 4th/10th, these guys cost more (20/15 points to be exact) but in the event of a whiff on an opponent's attack, they have a 50/50 chance of wounding back a figure. These guys also fit the pirate theme by offering a bond with their captain, which again can be any of 3 heroes(or more, if you choose to make more, that's up to you). These guys are pretty much equal to their 4/10 brothers, but being on the higher end offer (perhaps) better performance. Recommended Proxy: 4th Mass OR 10th Reg, take your pick! Imperial Lookout (needs pic)
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The Imperial lookout is another common hero and I can tell you without a doubt he's unbelievably overpowered, which is why I need your help making him less such. The concept is this: On board any vessel, there is always a lookout in the crow's nest. This is him! After years of climbing to dizzying heights, his skill of climbing and marksmanship has made him a deadly-reliable ally. I think he should be more expensive and uncommon, but that's just me. Also lookout warning needs a higher roll, so please give me a clue as to what, I'm thinking 17-18...(?) Scarlet Blake
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Ullar
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Syella The Hydromancer (needs pic)
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While lacking the beauty of other merfolk, Syella has mastered the ancient art of hydromancy, allowing her to summon forth water to the battlefield, an ability that can REALLY come in handy in plenty of situations. Drop a space of water so your drudge or water elementals can tunnel to a strategic location, wet a choke point to stop advancing foes and to cool down fire elementals! Aside from that, Syella has also learned to navigate underground waterways, giving her the ability to lead fellow merfolk magically through the depths, even to water spaces SHE has summoned! Merfolk Enchantresses (needs pic)
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What pirate set doesn't have mermaids? I don't know! Well this one does, and much like JK Rowling described, in truth, beyond their appearance they are cold-hearted fighters. On water they excel like a mermaid should, but still have a decent ability on land and with their tridents, they encircle their foes and strike without mercy, tormenting enemies with their beauty, as few can resist. Classic Customs (Dragons, Soulborgs, the works!)
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Jandar
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Xenocron
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"...a soul flitted into existence... the large metal frame shifted slightly... a new hunter was born. Without a second thought, the massive robot reached and took hold of a pair of weapons laid by his side. He had never seen nor used them, but they were familiar, as if they were a part of him. As with all omnicron models, he had been programmed with knowledge of his planet's history. He saw fire, wreckage. He heard screams and blasts. He smelled the charred world burning. Within his inhuman carapace, a deep hate burned, a righteous, seething hate of the evils that plagued his home. It was his purpose, to hate, and by extension, to kill. Despite his peaceful nature, he knew what violence he could and must cause. As he took his first step into the blazing sunlight, his armor glistening, a new light filled his sensors. A bright, blue, shimmering light..." Using a revolutionary new technology in Cyberswords, a larger, more powerful Omnicron hunter is designed and unleashed to combat other soulborg foes. With some similarities to previous Scout/Hunter designs, Xenocron is built to hunt and kill its target. Being Omnicron by nature, Xenocron forgoes the heavy and bulky armor for greater agility. When tracking down his foes, Xenocron is known to activate a boosting mechanism, allowing him to silently and quickly stalk his foes. Unlike previous models, Xenocron is just as deadly in melee as he is at ranged attacking. Protocon
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I'm giving this guy a review/background first, as for some reason, I just loved the idea. This is Protocon, a prototype to future Omnicron models. "...in a dark factory, a small blue interface flickered online. A small group of Mariedians clustered around the panel, glaring intently at the many complex symbols scattered across it. 'Hmmm, diagnostics seem fine, let's begin the first test run." With a few keystrokes, an older, more wizened scientist in the group activated a large gleaming figure in a testing room. Its many complex systems whirred to life and the being's artificial soul flickered into existence. Suddenly its mind was flooded with images, atrocities of Alpha Prime's ongoing war. He took pity on the Mariedians, their once great civilization was beginning to crumble from its own superiority. He knew at once it was his purpose to protect these people. Built to aid allied soldiers in the resistance, Protocon is outfitted with heavy armor and an advanced targeting system designed to give on-the-fly tactical information to allies. Later omnicron technologies run exclusively on the same uplink channel, granting them a unique tactical advantage: they see what he sees, and are all the more powerful for it. In addition to his non-combat systems, Protocon is armed with an enhanced punch, allowing him to slam foes with a high risk high reward. It's harder for him to hit his target, but at the same time he is more likely to do greater damage. Lastly are the two small homing missiles embedded in his torso. Designed to lock on to and eliminate any target, they can easily do massive damage, though unfortunately are highly limited in quantity. Protocon can only fire two of these miniature WMDs, but only gets one chance (twice). Omnicron Regulators (needs pic)
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Note: Should read common squad NOT hero, this is a small mistake it will be fixed when I give this card a pic Gordyrr - the Golden Dragon in all his awesomeness!
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In the far northern mountains of the untamed planet Icaria, the sun rises and casts its light on the apex of the highest peak. There, the warm rays pierce the cold air and dance back into the stars themselves, sparkling off the iridescent scales of a small clan of Golden Dragons. But a black scourge rides on the wind; the family is in danger! A single egg is thrown from the nest, free from the bloodshed that ensued. Miraculously, it survived by the Magic of Jandar, who took the yet unborn Dragon into his forces. Gordyrr owes Jandar his life, though declined his offer to go free, for he seeks eternal revenge on the brood responsible for the death of his own. Despite his age, he is still large for a Dragon, and Jandar knows that he will someday grow into a massive beast; though a guardian by nature. While he takes it upon himself to protect his allies, he will always remember... "Mimring! I will slay you, I swear it on my flame!" Jandar isn't all about white dragons! This guy fits Jandar's application perfectly, a guardian of all of your figures and a righteous attacker to boot. While he lacks the defense piercing power of Zelrig, his attack can still do some damage though likely only to low defense figures. In total, he can dish out 6 dice to a small area, but only in small servings, so he would probably be best against low defense heroes or squads. The protective ability he "wraps" about your allies, much like Torin, except this covers special abilities and costs 80 points more. As for the figure, this guy uses D&D Gold Dragon #07 from Deathknell, though don't quote me on this. Fits well on a 1 hex base Gendyrr
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Aramon of Weston
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Defenders of Weston
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Ullar
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Copper Wyrmling
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Vedrox
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Vydar
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Artifice
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Utgar
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Mocking Ooze - dedicated to flameslayer93
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Einar's Roman Legion marches on, traversing the diverse terrain of Valhalla. On this morrow, they are crossing a desolate wasteland. Their commander the brave Marcus Decimus Gallus himself! With such a hero on their hand, they trek bravely ahead, unaware of the evil lurking below. From the spreading cracks of the dried sod, a small deep purple sludge slips out, emitting a deep gurgle. Without second bidding, it sets upon the nearest Legionnaire, consuming him bodily and mindlessly, a sudden shock to the overconfident troops. On instinct, the surrounding men form a tight wall to block the creature's assault. Flinging itself forcefully at the barricade, the slime is impaled on one soldier's outstretched spear. With an unearthly wail, the thing rips the spear from the soldier's grip and noisily sucks it in. Admitting defeat, the slime simply slips through the cracks from whence it came, satisfied with its meal... Needs some adjustment stat and point-wise, but otherwise I'm set on the abilities. This guy oozes down the field and sucks up your high cost squaddies, but against heroes, he has a secret weapon! He can duplicate their stats, so Q9 would be utterly useless when attacking these guys, as they suddenly gain 7 defense! On the other hand, high risk heroes with only 1 defense will find these guys pushovers. Imagine what happens when a viper attacks one... Deathwalker 6000 (needs a pic)
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In comparison to later models, the 6000 series of Deathwalkers ran off a far more volatile and radioactive power source. Unlike the following series that took the DW's explosive core to a new level, this model was designed for combat, though its systems are clearly outdated. Its creators were far from satisfied from its performance on the field; the weapons system was sub-par and the close combat weaponry was archaic and could simply be described as lacking any form of lethality. To their surprise however, the designers found the detonation to be quite the opposite - it succeed perfectly in wiping out the facility entirely... Deathwalker 10000
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The spark from this heartless being's soul sent forth a surge of black energy across the surface of Alpha Prime. Its pure evil resounded across planes of existence. It was then that Utgar found his newest addition. Sadly for its creators, the being only stood before them for but a minute, for in an instant it was warped through time and space to Valhalla, where like the other Deathwalkers before it, its unstable reactor met an untimely end. But before its inevitable demise on Valhalla, DW10K, as it was known, wreaked unimaginable havoc, stomping across the land, leveling forests and mountains, as well as all that resided within them. This guy is a DW, plain and simple. He's high risk high reward, with massive defense, but at the risk that, with one hit, he could be torn to bits. Sadly, he takes up almost half your army and in all essences is a tank. He tramples down your foes and leaves them crying, then as he enters his "siege mode" he prepares for his dreaded ammo barrage that can attack up to 8 times, each time losing range and gaining attack power as he unleashes his arsenal, ending with a massive 8 die roll on an adjacent figure. He is a huge turret, but one bad roll and all that's left is the other 280 points of your army. He would be a 2-hex figure btw. CARD UPDATED, this is the CHCG24 version! Blast-Drones (needs pic)
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Following the obvious lack of inconsistent detonations in the 7000 series, designers of the BD program intended, quite simply, to keep trying. With the belief that repeated trials would yield more consistent results, they found quantity far outstripped quantity and a series of walking land-mines soon proliferated. With a chiming sort of clank, they make what could almost be described as music... before they explode. Swarm Gruts
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The Swarm Gruts!! These guys cost more per figure than the average orc squad and being raiders don't get the bonuses of their bonding champions (except Nerak, who enhances ALL orcs). I wanted to try something new, a 5 man squad, which is unheard of. Zombies can move 6 and attack with 3, and Drones can inconsistently get 6 or 9, but these guys consistently get 5 activations, but cost more per figure than the average Blade Grut. To sum up their insanity, they also have a 50/50 chance of wounding friendly figures by accident, so be careful... As for background: A guttural scream pierces the tranquility. A deep rumble, like thunder soon follows. The Grut swarm has been summoned to Valhalla! Far less trained then the more elite Gruts, these highly expendable warriors were known for conquering entire orc clans in the days of old on Grut. Their plan was simple: send wave after wave of their soldiers and overwhelm their foes with a literal flood of soldiers. Gaunt and disease stricken, these are filthy mongrels among other grut orcs. This does not, however, make them any less deadly. Recommended Proxy: Blade Gruts Aquilla
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Blood Raptor
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The dawn of our planet, a blooming variety of life. This was the time of giants, but far below, on the mist shrouded stomping grounds of the golaiths, small reptilian forms slide in and out of the shadows. With a harmonic call, other raptors from the pack close in on a rotting carcass. They brawl and skirmish over the choice bits of meat until a nearby rustling catches their attention. Another creature has stumbled upon their meal, in search of food for itself. It is many times larger, and far stronger... the beast lets out a grunt to warn the raptors it means business. Not to be denied, they slowly encircle the competition. With another hooting call, they set upon their challenger without mercy, and within minutes have stripped it to the bone. Feral in nature, though pack hunters through learned experience, Aquilla values their ingenuity, and the spoils of battle reward it. The scent of blood reminds them, a meal is near. A cheap swarm hero that bonds with AGs, what more can you ask for!? By the way, this guy uses Bloodseeker Drake from D&D, it's only about $0.50 with Auggie, so test them out, and don't forget feedback, they might just be better off at 25 points. Hammertail Anklyosaurus
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Shardspine Stegosaurus
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Einar
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Einar's Centurions
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Thud - thud - thud - The thundering beat echoes for miles. Einar's Roman Legion is again on the march. Scattered among them are the elite, the most skilled and powerful legionnaires at Einar's command. They inspire the men about them, they lead them into battle! Using one of the oldest and most famous of their maneuvers, they quickly fall into ranks and form a shield wall, sticking out their swords and spears, forming a human pincushion. Enemies may throw themselves at the wall, only to face the soldiers' spears. But the elite are stretched thin, recent casualties prevents large bands of Centurions from being deployed without risking major losses. Valkrill
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Dust Elemental
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Taorok
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Tergoth
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Gag Customs - may/may not make you
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Gag Number 1
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Gag Number 2
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And the most hilarious of all: GAG NUMBER 3!!!
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Is it male? Is it female? Why was it made? Wis it a joke? An insult to mankind? Was it some sort of twisted experiment?! I DON'T KNOW! This abomination cheers on the howling hordes of Marro into a frenzy with little effort, not to mention it makes a great gag! Redwall
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Utgar
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Slagar, the Cruel
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Asmodeus Poisonteeth
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So for Asmodeus, I decided to go for a pre-existing, easy to find figure and came across "Deathrattle" from D&D's Savage Encounters. You can get them ultra-cheap from Auggie, as buying them from WotC would be an insult. Although this figure is slightly (highly) inaccurate in quite a few ways, it is close enough for me. Even the rock on the figure's sculpt can be taken as being from his quarry home. He's based on MBS as a figure, and shares the same price for the following reason: A) he's small, so he doesn't have MBS's immunities B) He's melee, MBS is ranged C) He's slower D) To make up for his being worse, he's ULTRA poisonous, with his own special poison markers, that do exactly what wikipedia says adder venom does (I'd rather not know first hand, it's rather gruesome). To keep things simple, adder venom directly attacks the nervous system, eventually shutting off your lungs. The smallest dosage can kill, so only 1 hit should be necessary to take down say... Captain America. The poison is permanent, so the hero by all standards will die, but of course Asssssmodeusssss must get there first before, like MBS being torn to shreds. He also has bonding with A.gruts... Maybe 60 points is better, I don't know. But in the long run, if you look at him, he really won't do much without a bit of luck. Cluny the Scourge
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Cluny the Scourge himself! As a hero, this guy parallels Kato Katsuro, but is cheaper and can move himself in addition to his units. He sacrifices his attack for free turns, but on the other hand, in single combat he can nullify defense, add wounds and even instakill. Ferahgo the Assassin
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Ferahgo the Assassin, whose blue eyes hide his cold and killing nature. He parallels the Ogre Warhulk as a figure, but is also more versatile and has more defense, though less life as well. Einar
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The Long Patrol
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Are they better than WoAs? That's for you to decide. The cost more but on the other hand are much, much faster. Throw in Marcus and you have a custom/official blend that's ready to kill! I saved the fancy abilities for the heroes. If you're wondering about the silhouettes, they're gimp'd over copies of a sketch of Sabretache from one of the books. With a little photo-editing magic, they are passable as 3 different figures... not really... but it will do. So if you feel like proxying these guys with goblins (you monster), go out and give 'em blood and vinegar for me! By the way, you need to shout Eulalia every time you roll the dice... for effect... Basil Stag Hare
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How could I leave Basil out? Well I'm asking myself the same question regarding everyone else, but I'm still trying to figure out abilities that do such heroes justice. That and I'm looking for good artwork to pop in the windows. Basil is primarily a fighter, hand-to-hand if he can. His greatest strength is his defensive offense. His mastery of martial arts allows him to easily turn any opponent's attacks against them, literally. High offense heroes should watch out! Not only does he use his shields to block, but he also uses yours! In addition to all this, he has a nice little ability to keep from being mobbed. By performing a simple dodge, he is known for causing enemies to accidentally attack one another, an ability I think is somewhat well rounded. Of course with ranged attacks and explosions... Ullar
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Sunflash/Skarlath Dedicated to Corzan
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Lonna Bowstripe
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Lonna Bowstripe, from Loamhedge, a massive Badger, later to become lord of Salamondastron. He is extremely proficient in Archery and is known to be able to strike a bulls eye from about 100 yards (that's 300 feet!). With arrows alight, he rained death upon all who faced him. He is also a gifted seer, an ability I will return to soon... Lady Amber
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Intrinsics
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Badgers
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Squirrel
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Sometimes, you just have to start over.
Last edited by krysto2002; December 31st, 2010 at 10:01 PM. Reason: Added some bios! Read them or else! (J/K) |
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