Board Thread:Roleplaying/@comment-30384301-20170605093250/@comment-30384301-20170607082139

Vergel Nikolai wrote:

PeaVZ108 wrote:

Vergel Nikolai wrote: //OK, I'm joining in...

Air Assault is fine.
 * Name: Edward Skyleaf
 * Species: Skyshooter
 * Tribe: Pea Tribe
 * Personality: Adventurous, risky, team-friendly
 * Almanac Entry: He was a veteran para-trooper, having 35 confirmed kills. However, he somehow lost his license somewhere.
 * Health: 90
 * Strength: 50
 * Accuracy: 120
 * Skill Points: 70
 * Agility: 40
 * Speed: 50
 * Weapon Handling: 50
 * Lift: 30
 * Defensive Skill: Air Assault - Gradually inspire an ally in combat. Increases an ally's speed and accuracy by 40% for 2 turns. Costs 20 SP
 * Offensive Skill: Suppressing Shots - Deals moderate damage to 3 enemies and reduces their speed by 30% for 3 turns. Costs 30 SP
 * Special Skill: Aerial Reinforcements - Calls down 2 lesser skyshooters, called Parashooters (play for "paratroopers") with medium HP and low attack. They have no abilities and last for 5 turns. Costs 40 SP
 * Superpower Skill: Bombing Run - Calls out a Carrot Bombing Plane to rain down explosive carrots at all the enemies, dealing heavy damage to all of them. Costs 60 SP

Suppressing Shots shall reduce speed by 25% instead.

For Aerial Reinforcements, you should state the stats of your Parashooters.

Bombing Run's heavy damage will be x2.5 your attack power.

Before you join, modify your Aerial Reinforcements skill. //Can you just make the stats yourself? But here...

Parashooters

Health: 50 Strength: 25 Accuracy: 50 Skill Points: 0 Agility: 25 Speed: 50

//Since they are just summons, weapon handling and lift.will be useless to them. And they have no abilities, only attack. So, now what? If there is missing, you could just modify it yourself. //Nope, they are fine. They don't need skill points though. That's it, you're in!