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Aug 18th, 2017
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  1. Strategic Mastermind - The White King is an excellent strategic master, knowing how to find and exploit weaknesses in almost any strategy. Of course, his strategy isn't flawless either, but he knows how to hide the holes in his strategy well.
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  3. Master Tactician - Once the White King hits the battlefield, he is just as capable. He knows the tools of tactics, and how to apply them. As well as prevent them from being applied to him.
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  5. Queen - The White King's wife. She fights alongside him in battle, and knows powerful teleportation magic, allowing her to move rapidly and attack enemies from up close even if she was far away before and will be far away again after the attack.
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  7. Bishops - The White King's trusted advisors. They too join the fray, and have some magic of their own. That is, they can make themselves immaterial and slip through thin walls or other weakened defenses.
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  9. Knights - The White King's dedicated horseback warriors. As warriors, they fight in battle alongside their king. They don't have magic of their own, but their horses are magical, and are capable of making giant leaps.
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  11. Rooks - The White King's mobile fortifications. A pair of wooden siege towers that, while slow, have cannons atop them. Using these cannons, they have incredible range.
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  13. Pawns - The rank and file of the White King's army. Using large shields they can't see in front of themselves, and they jab with their spears to the sides if they do see a target. They hope to be considerered valiant enough to earn the King's favor, which is why they keep marching forward.
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  15. En Passant - The Pawns are dedicated stabbers, and if someone moves past them rapidly, they know how to intersect and stab as the enemy moves.
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  17. Promotion - The King has magic of his own. He can promote any of his Pawns to a different rank, including even promoting them to secondary Queens. He can't make them his equal, and he can't promote anyone he's already promoted. This process is instantaneous, but can only be performed on Pawns that have shown sufficient valor.
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  19. Castling - The other magic the king possesses is tied to the Rooks. Once a battle, he can cast a spell that will cause him and a Rook to change places, often using this to hide behind a rown of Pawns to protect him.
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  21. Recruitment - When a soldier falls in battle, this is a tragedy. But it's not an unovercomable one. The White King has a large country, and is able to draft soldiers from within his territory. This can sadly not be done while the King is fighting, as even with his country's magical training, Pawns still need a few days worth of training before they are ready to fight.
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