Introducing Agnar

From: Brian Laxson <b1laxson_at_...>
Date: Fri, 09 Jun 2000 01:49:40 -0000


Hello all,

Just introduce myself, Brian Laxson. Currently I'm one of those happy folks in Jeff Kyer's game and I play the Humakti named Agnar.

I've been throwing around ideas about general guidelines for Humakti regiments. I'm thinking each regiment would have a magical affinity with a few/some/all of the feats below based on size.

Affinity: Regimental Power
(alternate name: Military or name of regiment's founding hero)

Feats:
March - for covering long distances, moving with guards, avoiding ambushes, moving swiftly, keeping cohesion over difficult ground.

Camp - boost magic defense of the camp. Involves rituals like digging trenches. Used for alertness of guards, penalty on those attacking camp, adding to significant skill of those in the camp like the blacksmith. At really high levels could invoke a regimental spirit to look over the camp.

Fight <regimental enemy> - resist their powers, hurt them

Maneuver Unit - The typical and almost exclusive tactic in the era is the charge. With maneuver unit they could do things like flanking maneuvers or regroup a cavalary unit after a charge.
(Historically cavalary was a one shot weapon that tended to not
bother helping those still fighting but head over to the enemy camp to loot.)

Morale - Assist leadership and attitude of the regiment both on and off the field

Aid Comrade - Suitable for regiments that work closely together, like pike formations. May also provide healing/restoration to fellow regiment members.

Brian Laxson
aka Agnar Distractor of Lunar Bodyguards

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