Orloth, Wind and The Doctor present the Starcraft Forum RPG: Embers of Peace
The Premise:
Telling stories is fun, but what is even better is when we can get together as a group and combine our storytelling prowess to tell a more epic, funny, villainousness, heroic, tragic, dramatic, etc. story. Even better, even the writers never know where it is going to go because someone else might have a completely other idea. This is what a forum RPG is.
Omens of Doom, the previous RPG, was first and foremost an experimental RPG with the aim of identifying what works and does not work. Embers of Peace aims to improve upon its predecessor and offer a more creative experience without straying too far from the original design.
Therefore, this time around, the RPG will be set in a non-canon sector called Eurim, centuries after the WoL storyline. While it will be a game, it would be primarily story/lore driven. A player would create a character(s) and initial force using the point system provided and would then start playing. Participants would post their actions in the form of narrative (creative writing) and would thus interact with the NPC factions and other players.
Like in the previous RPG, players will have command over one flagship (a really big something, think Hyperion, Super Carrier, Zerg Behemoth or Leviathan, the Purifier, something of that caliber) as well as an army and heroes of their own design(within lore restrictions please). In the style of the Wings of Liberty campaign, players will need to buy or procure all of their tech and will be able to customize even the standard units to fit their play style.
This is the Game Master account shared by the two GWs and the GM:
The Doctor who is in charge of all things Terran (except the education system, he’s given up hope there)
Wind who is in charge of all things Protoss (Except the few protoss that are part of Doom Bonecrusher’s crew)
Orloth who is in charge of all things Zerg (Except for... Uh... Actually, no exceptions here.)
The rules:
Rule Number 1: This is a game. Play it to have fun, or don't play at all. Have respect for your fellow players and those Game Mastering.
Rule Number 2: The GM (Game Master) is the final arbiter on all rules and systems. He creates and interprets the rules of play and settles disputes. In order for him to be effective, his word must be final. He may also assign deputy GMs or Game Wardens to assist him in this process.
The current Game Wardens are Wind, who is in charge of the Protoss NPC Factions, and TheDoctor, who is in charge of the Terran NPC Factions
Rule Number 3: As this game is set in a Starcraft-related Universe, please stick to the lore of the 'verse. As I have not read all of the novels, I lean heavily on The Starcraft Wiki site, and am therefore open to lore debates. However, once decided upon, such a point must remain consistent.
The characters:
The possibilities are endless, and characters are not restricted to playing good guys. In fact, villainy is encouraged as long as the rules of the game and your fellow players are respected. Here are a few considerations for making your character:
Terran characters have it easy, as the myriad factions and political tensions allow characters with various background to be invented: You could be an Aranov Consectorate commander, a high ranked officer of the Quantum Legion, one of Doom Bonecrusher’s Pirates, an Outsider Rebel, a freelance mercenary, an Aurulean acquisition-and-retrieval fleet, or one of the few Tirion or Magrathean fleet commanders.
The high tension and hostility between the different protoss factions allows protoss players to take one of multiple sides, including their own. They can serve under the mighty Ancestral Imperium, the small but determined Order of Erana or be independent of other protoss. No matter what choice is made, the politically fragile situation is bound to drag both the player and the other factions into a conflict that may very well mark the beginning of a second Aeon of Strife.
As a member of the zerg swarm, a player is but one of many broods, each striving to be the best in the eyes of the almighty Overmind. Since the Swarm’s defeat at the hands of the Coalition’s Arken, the Overmind has been mysteriously quiet, leaving the various Cerebrates, Brood Mothers and Infested Prophets to squabble amongst themselves for territory or choice breeds. Even more, the swarm’s recent defeat caused many broods to be left leaderless and feral, and new minds might arise to rule them.
A character's (or characters' if you want multiple) starting stats are derived using these charts.
DPS is equal to damage divided by attack speed. As there are advantages and disadvantages to both a fast and slow attack speed, this may be decided by the player as long as it is stated when the character is presented. In addition, one may buy situational attack damage (+ vs a unit type, a stronger attack while in melee, or an attack that effects only one plane) for half price.
Abilities function as a miscellaneous column, and include all normal abilities, as well as things such as flight and detection. Abilities will be balanced on a case by case basis by the GM. However, a few guidelines to follow: 1)If it is already present in the game, it will likely be approved. 2)Simpler is better.
Lastly, a character's modifiers (armored, light, biological, mechanical, etc.) should be defined. In addition to the standard Modifiers, all hero characters should have the 'Heroic' Modifier, which grants a 50% reduced duration on crowd control abilities used against your hero, and a 50% reduction to any ability or effect that negatively effects your hero’s energy. The heroic modifier also gives you the option, at your own discretion and subject to GM or GW approval, to have your character not die when reduced to 0 hit points. This plot armor extends only so far as it can reasonably be explained.
For instance, most protoss combat suits are equipped with a teleporter that activates when the wearer is critically injured. So a Protoss Infantry hero could have been teleported to safety at the last possibly second, and then after some R&R be ready to rejoin the fray. Other examples might include Escape Pods for piloted vehicles, Emergency Life Support Systems, Escape Tunnels or a zerg's ability to revive dead organisms.
However, this second life comes at a price. Every time it is used you must either spend 10% of your character's point total (the points spent on that character) or reduce your character's point total by that amount.
The Ship:
Flagships are humongous and mighty and displaying them using usual game stats may be a tad tricky. Beside that, many of them are big enough to be the site of a ground fight, rather then just be another unit on the field. However, this also makes them vulnerable targets in any large scale battle causing them to exist on the fringes of combat, acting as centers for command and control. As such, the flagship's stats are simply a number between 0 and 10 with 0 being nonexistent and 10 being the best of the best. This is relative to all other flagships. A higher number simply means that the ship is better equipped in that category.
The six stats are defined as follows:
Weapons: Is how well armed your ship is, and includes everything used to do damage to your enemy, even the Yamato Cannon, and a Carrier's Interceptors.
Armor: Is how tough your ship is. A higher armor means that your ship can take a beating. Be it through an impressive shield array, an impenetrable carapace, or a heavily reinforced hull, or a combanation of the three this stat represents how much of a beating your flagship can take before core systems fail.
Manueverability: represents how nimble you are in a fight, and also to a lesser extent, how good you are at hiding (as much as a mothership can hide). This stat allows your ship to get traverse within a system and always be where it is needed.
Security: Is how well off your ship is in terms of detection, both internal and external. Many flagships have advanced sensors for sniffing out distant or cloaked units and internal turret emplacements to ward off intruders. A high Security allows you to see your enemy coming, and protects your people from espionage, or waking up with a knife in the back.
Speed: represents how much faster then light your ship can travel, an important consideration for any traveler of the void between the stars. Though there are many ways in which faster then light travel is achieved, they are all expressed with this one stat.
Cargo: reflects how much your ship can carry in terms of equipment, supplies and manpower. For every point in Cargo, you have 100 supply worth of trained and ready-for-action forces ready to be deployed at the Barracks/Gateway/Hatchery or 100 points worth of raw materials to use in trading with other characters or factions. Once lost, those forces will need to be replaced at a friendly port for the cost of points. However, no matter how large a Cargo stat your flagship has, you will only be able to field 200 supplies worth of forces at any given time.
However, as powerful as your flagship is, it is expensive to maintain. Just ordinary maintenance can sap your force of funds very quickly, but combat damage can be especially expensive to repair. If a Flagship is used in combat too much without proper downtime and maintenance, the GM or GWs may subtract points from your flagship's score to reflect damage and neglect. These scores can only be recovered through buying them with Points.
Your Army
Armies are the backbone of the Starcraft Universe. Without an army to command, it just wouldn't be Starcraft.
The point costs of tech can be found here or calculated using the Army Calculator. The price to buy the ability to create a unit is M/25 + V/12.5 + S where M is Mineral cost, V is the gas cost and S is supply. Upgrades cost the same amount and are permanent. Points spent in units unlock the ability for you to use those units in battle. Points spent on upgrades permanently research that upgrade.
Once you have the ability to build that unit, you still need to build it, and hire a guy to pilot it. Building, Hiring, Training, etc. costs 1 point for every 10 supply of units to a maximum total number based on your flagship’s Cargo score (see the flagship stats above). Worker units do not need to be purchased, and do not count against a flagship’s maximum supply, however any fight assumes equal macro and micro capabilities between players.
Which units and upgrades are available depends on which NPC faction you are trading with. Information on each faction can be found below.
Currency
All units, upgrades, tech and hero stats are bought with an arbitrary currency of points. These points may represent virtually anything in game, be it the honor and respect of your fellow protoss brethren, the DNA of your fallen enemies, or cold hard cash; and are the basis by which everything gets balanced.
A starting character may start with 300 points to spend among the three catagories: heroes, flagship, and army. It is highly suggested that you spend about 100 points in each category to start with, but by no means required. The cost of everything is here, and may yet be subject to even more balancing as time goes on and problems are revealed.
The points act as a way to balance starting characters and as a means for progressing and building your characters as you venture forth. Points are generated from mining or controlling a planet, and can be traded around freely. Points are spent in the same manner, by explaining your expenditure in your story and then bugging the GM or GW to edit your character appropriately.
Most points will be generated by Major Factions, as they are the ones that control the most planets, and will be offered to players in exchange for jobs, or as rewards for good service. However, it is also possible for a player army to mine a planet, generating one point per in character post made in the thread; or to start a colony for 100 points, also generating one point per post but allowing the player’s army to leave the site.
Combat:
While the main goal here is to tell a story, combat is an important part of the 'verse. Therefor, rules of engagement need to be in place.
Every flagship (barring hard times) has the ability to deploy a ground base which then uses the basic resources to deploy combat units from the flagship which are then used to defeat the enemy or complete the objectives up to a maximum supply cap of 200. This number is a representation of the equipment you can keep fueled at one time, or the psionic control you may wield over your minions, or any other lore explanation for the in-game cap of 200 supply.
In a flagship to flagship fight, the need for resources is removed and both sides may choose an army of up to 200 supply to have active, representing fighters, boarding parties, defensive troops, etc. Additional troops may be redeployed based on what is available in the ship’s cargo, but only 200 supply of units may be active at one time. If a ground operation is currently in effect, that may cut into the supply available at the flagship.
In addition, a flagship’s scores may reflect on how the battle proceeds. As a general rule of thumb, a flagship’s weapons score reflects how much damage the flagship can dish out, and armor reflects how much damage a ship can mitigate, absorb or nullify. Therefore, comparing your weapons score to your opponents Armor score, and visa versa can be used to determine how much of an arms advantage exists in the fight. Maneuverability and Security share a similar relationship. Maneuverability may provide a positional or stealth advantage while Security negates it by seeing it coming.
In any combat scenario, the entire situation should be mutually agreed upon by all participants before any in-character posts are made. This is to prevent the In-character thread being cluttered by strategic discussion. Once the course of the fight is decided upon, it is then posted by one player. In some cases, this process may be repeated as necessary. As always, the GM or anyone assigned Wardenship by the GM has final say over the outcome of the fight.
Addendum:
This is the Chargen. This Thread is used for Character Creation, discussing plots and settling disputes. GLHFGG.
Recent History
The forces of the Terran Coalition, a loose band of Terran colonies in the Eurim Sector and the Ancestral Empire of the Protoss held an uneasy truce for many years, each prefering to simply ignore the other, rather then force a confrontation. In this manner, both races enjoyed prosperity, far removed from the events of the far away Koprulu sector.
But the zerg had not forgotten them. Without warning, the swarm appeared in Eurim and started laying waste to the sector. Led by the Overmind, seemingly resurrected by some unknown means, and fueled by some mysterious power, the zerg swarm seemed unstoppable.
It took the combined efforts of Dr. Dr. Dr. Dr. Prof. Prof. (Etc.) Neal Smith of the Quantum Legion and Praeter Erana, then of the Protoss Imperium, to build the Arken, a weapon powerful enough to break the Overmind’s advance. Since then the Sector has stabilized into a relative calm. While the forces of the Overmind have not made any overt advances into new territory, they have not given up any systems they conquered when they first appeared, instead appearing to battle amongst themselves for supremacy.
Meanwhile, both the Terrans and the Protoss are plagued with new problems. The zerg threat had caused the terran colonies to band together far more then they had previously, but now that the threat seems to have been paused many are wondering whether the Absent Minded Dr. Smith and his Quantum Legion should really be left in charge, but do they dare challenge him when he has the keys to the Sectors most powerful super weapon?
The Ancestral Empire of Protoss did not look kindly on the actions of Praeter Erana. She handed the Terrans deadly technology in helping them build the Arken. For her crimes against the Imperium she was sentenced to death, but following the sharp reaction of the Imperium’s citizens, her execution has been stayed indefinitely. In the meantime the Imperium has been fractured and weakened. Many protoss have broken off from the Imperium and formed their own faction, increasing the size and strength of its opposition.
Planets are labelled in this format:
Planet Name - Owning Faction - Planet Level
Planet Levels:
M: Metropolis. Houses up to 5 armies and is very well defended. Very high population.
I: Industrial/Infested. Houses up to 3 armies and is relatively well defended. High population.
C: Colony. Houses only 1 army, not that well defended. low-medium populations.
"Housing up to X armies" Doesn't mean that more armies can't be present - If you attack a colony, expect nearby fleets to help defend it.
Factions
Faction names have been colored, and yes, some factions have the same color, but they are from different races, and no, races are not mentioned on the map. Colors can be considered the regular team color of that faction (Exception being the pirates, they are black, but that wouldn't have been readable)
Terrans
Ara - Aranov Consectorate Arr! - Pirates (White) Mag - Magrathean Empire Out - The Outsiders QL - Quantum Legion Tec - Aurulean Technocracy Tir - Tirion Republic
Protoss
Anc - Ancestral Imperium Era - Erana's Order Exi - Exiled Tribes Tam - Tama Tribe Wan - Wandering Tribes
Zerg
Fen - Fenrir Brood Fen - Fenguar Brood Grack - Gracken Brood Nir - Nirogg Brood Them - Themos Brood The Overmind - Rather obvious
Additional info on the map:
Zeus' Fury A massive lightning storm. I haven't done the research I wanted to yet, have to prepare for my podcast later today, but I've got an idea for what is causing it. I'll edit this once I've got the details. In short, expect the white star in the middle to be rather dangerous. You can't travel through those hexes - well, you can, but you won't make it out alive. If you get yourself a very high armor stat and talk to some scientists though, you might be able to get through...
Caelorum A very unique (And tbh, probably impossible. Very impossible.) system, and a rather beautiful sight. Caelorum I and Caelorum II are two rather strange stars that are constantly devouring each other. About every 250 years, they will have succesfully swapped out their entire mass and will consist of a single color. Most of the time one has a purple shell and blue core, and vice versa for the second star. Unfortunately, this creates a rather irregular and insane gravity well, and radiation can also be found in heaps. The radiation interferes with all signals, so it's impossible to find the center of the system - any calculation made would have a possible deviation of thousands of kilometers due to the irregularity of the systems radiation and gravitation.
The gravitation itself can also mess up your day - Let's say you actually manage to pinpoint the system and exit warpspace right on the edge of it, there's a good chance you'll find yourself trapped in a sort of tentacle of gravity and hurtle towards the star at a speed that you should hope no cops see you travelling at.
Steyra Nebula A green nebula, looks attractive from the outside. Looks attractive from the inside as well, providing your face hasn't been torn of by the Zerg inhabiting it.
Var'Shiri Nebula A rather dark and intriguing nebula, and very unexplored. It interferes with communications a lot, so very little ships have travelled far into, and most haven't come back. Some think there are dark things hiding inside it destroying the ships, while others blame the missing ships on the Pirates of Karibia that inhabit a system somewhere in there.
Davy Jone's Locker An asteroid field that spans a rather large area. A lot of the asteroid are just asteroids, but it's also partially a ship graveyard. No one is entirely sure where most of the ships are from. Not much exploration has been done in the empty space of the Locker, not because of some irrational fear of monsters, unless you call the Bonecrusher Pirates monsters, which is entirely acceptable. It is said that they have their base of operations somewhere in there, but no one is stupid enough to go looking for them. (No, I'm not underestimating human stupidity here.)
The Great Wave A supernova remnant located between the Ilyr, Sindiris and Hades systems. The shockwave is still travelling at a speed high enough to crush a spaceship passing through it as if it were a cardboard coffee cup a kilometer deep in an ocean. Warp-travelling through it only makes the death of the crew quicker, if such a thing is possible.
Scientists theorize though that with the right armor and technology and a well calculated route of short jumps, it should be able to breach the shockwave and reach the system it originated from.
In order to stop the Zerg, the Terrans have formed a Coalition, led by the Quantum Legion, owner of the Worldship Arken, armed with a Graviton Cannon, a weapon powerful enough to blast a hole into a planet.
But not all colonies have joined the Coalition, and now call themselves the Outsiders after having been united by Ray Kane, a man with a personal score to settle with the Coalition for abandoning his homeworld to the zerg. In addition to that, now that the zerg seemingly have stopped their advance into the sector, some people feel like the Quantum Legion isn’t supposed to be in charge any longer.
Quantum Legion
Dr. Neal Smith is in charge, but stays in his lab on the Arken mostly. the stunning Keeva Lane usually communicates on his behalf. As a powerful Ghost/Spectre combination, the high ranked people fear her. The fact the she knows Darth Waiter well doesn’t help make people feel more secure in their own heads when she is around. The fear is pretty irrational though, as she is a rather kind and reasonable person (especially for an ex-assasin). The Quantum Legion is in charge of the Coalition for multiple reasons, including that they would win any democratic vote due to focusing more on helping the people than military power, and because they would win a leader-only vote because they are the only faction everyone believes isn’t selfish, and last but not least because they own the Arken.
Lead by Lord Domovoi Aranov, this faction protects most planets of the Terran Coalition and serves as one of the two main military factions. It is in good standing with all the other factions.
Aranov doesn’t like the military passivity of the Quantum Legion. The Technocracy shares Aranov’s views, they’d rather have him in charge than the Legion. But Aranov would never harm the Legion or Coalition - He has sworn to himself to be a better ruler than his father and cares deeply for not only his people, but all terrans, with the exception of Doom Bonecrusher and anyone who tries to kill him.
He also really dislikes the Pirates. Partially because they are pirates, and partially because they rival him as a military faction. The fact that insulting them doesn’t seem to have any effect doesn’t make him any happier. Tech Sold:
Marine
Marauder
Viking
Siege Tank
Thor
Medic
Battlecruiser
Tirion Republic
They mostly just focus on building machines and supplying the Coalition with gear. They don’t care much for diplomacy, but they dislike the Technocracy because it thinks it’s superior to them, and they like the QL because they are superior to the Republic, but don’t act that way, and also develop new technology and share it. They get along very well with the Magratheans. While they don’t really like the pirates, they are good for business, so they get along.
Tech sold:
Goliath
Hellion
Siege Tank
Thor
Vulture
Viking
Dropship
Wraith
Air and Mech non-caster upgrades (up to level 2)
Magrathean Empire
Generally nice people, mostly civilians, they rely heavily on the military support of the pirates and Aranov. They like the QL as they really aren’t fans of wars and other things that would happen under the rule of Aranov, which is also the reason they prefer the Pirates over him. The little military they have consists mostly of infantry.
The Magratheans weren’t too affected by the zerg attacks as they live in systems rather far away from where the battles happened. They also don’t mind the protoss, and treat them with the same friendliness they get from them.
They think rather highly of themselves. Their leader has a good relationship with Aranov since he shows them the respect they think they deserve, which is why they support Aranov over the Quantum Legion. They also see the Legion as a rival as they are the only ones producing and designing more advanced tech than them.
They really dislike the pirates, and will oftentimes reject the help of pirates unless really needed.
Tech Sold:
Science Vessel
Ghost
Spectre
Medic
Medivac
Banshee
Nuclear Missiles (equivalent of 5 supply each) All upgrades (Except for Raven and Battlecruiser upgrades)
The Pirates
The Pirate Empire fell apart with the death of Adm’rl Damn Bonecrusher, some time before the zerg attacks. His son, Cap’n Doom Bonecrusher, rebuilt the empire again though, and built up a good relationship with the Quantum Legion, good enough to have the pirates officially included in the Coalition and are actually a major part of their military. While the pirates prefer being freelance and don’t like the fact that five of the biggest factions are now off-limits for raiding, they do like the paychecks they are getting.
Of course, not all pirates are loyal to Doom Bonecrusher. He only controls about two thirds of the pirates of Eurim, the rest are still freelance, or work for the Outsiders.
Tech Sold
None.
Other things sold:
Their loyalty
Surplus relatives
The Outsiders
The Outsiders, a faction created and led by Ray Kane, are a large group of fringe worlds that united knowing that the Coalition wouldn’t be able to defend such weak and far away planets. Most of them now wish the undoing of the Coalition, and Ray Kane is organising attacks on their planets. The Pirates and Aranov are proving quite a challenge to him though.
Tech Sold
Everything available in BW (That also means sc2 upgrades like Combat Shields aren't available)
Special note on upgrades sold:
Only the Auruleans, Outsiders and Quantum Legion sell level 3 upgrades and caster upgrades, other factions will only sell up to level 2 of the specified upgrades and upgrades for non-caster units they sell. (Combat Shields, Stim, Wraith Cloak, Concussive Shells, Siege mode, etc.) Buying caster and higher level upgrades will require you to be at a good standing with the selling faction.
Also, I did not forget to leave out sold upgrades for the Aranov Consectorate - They simply don't sell any.
Special/Custom Units:
All units available in WoL (Including the campaign) and in BW are available here, but apart from your starting tech, you have to purchase the tech from from specific factions. (which means that you must also be on speaking terms with the faction you wish to buy from)
HotS and custom units are not available from the start - But you can go and ask one of the factions and help in their development.
From the moment they arrived in Eurim, the protoss have been a divided people. Instead of uniting them, the wish to rebuild their once great civilization resulted in a conflict of ideologies and interests. Following a short civil war, the Ancestral Imperium of Protoss established itself as the dominant protoss faction, with the Nerazim Tama Tribe and the Wandering Tribes as its only opposition.
However, a series of insurgent attacks by unsatisfied protoss parties prompted the Imperium to impose harsh measures against its own populace in an effort to neutralize the threat. This proved to be a fatal mistake: many of the subjugated protoss saw this as a threat to their own freedom and openly rebelled, giving the Imperium no other choice but to drive them out, leading to the formation of the Exiled Tribes which are, to this day, the second most powerful protoss faction.
Prior to the zerg invasion, the protoss enjoyed a relatively peaceful period during which conflicts with themselves and the terrans were constant but small-scale. However, the arrival of the zerg threw the race into chaos as each faction fought against the invaders separately. It took the efforts of one praetor Erana to strike an alliance between all factions and cooperate with the Terrans to end the threat. This culminated in the Battle of the Arken, a decisive victory against the zerg.
However, following the victory over the zerg, the Ancestral Imperium had praetor Erana arrested for cooperation with enemy factions and the terrans. The protoss-terran alliance fell apart as quickly as it was formed and the Imperium’s populace was driven apart by the formation of Erana’s Order, a renegade group of protoss sworn to end the rule of the Imperium.
Since then, tensions between the protoss factions have been higher than ever. The Imperium is still powerful but paralyzed by its own people’s views and is finding it more and more difficult to fight its growing opposition. Contact with the other two races has been almost non existent for the past two years marking a period of relative isolation in recent protoss history.
The Ancestral Imperium of Protoss
Lore:
Led by the Ruling Council, Ancestral Imperium is a conservative, aristocratic and xenophobic oligarchy based heavily on the beliefs of the first Protoss Empire. It is easily the largest protoss faction and Its beliefs, laws and government are stem from the race’s roots (hence the adjective Ancestral). Its government believes that the first Protoss Empire marked the Golden Age of protoss and is working towards restoring such an ideal state.
Due to the protection offered by its military power, most protoss are part of the Imperium and, in light of the recent Zerg invasion and growing Terran power, share its views. This includes racial segregation and hostility towards Nerazim (whom the government tolerates only because of their abilities on the battlefield).
The Ancestral Imperium has enough power to take over the other protoss factions, given ideal circumstances. However, the recent imprisonment of Erana following her close cooperation with terrans to repulse the zerg threat has divided the Imperium. Many supporters of Erana have left the Imperium and formed their own faction. Those who stayed no longer fully support the Imperium and this has contributed to growing internal tensions. This, and the possibility that the smaller protoss factions will unite if the Imperium proves to be hostile, has kept the Empire paralyzed.
Tech: Zealots, Dragoons, High Templar, Dark Templar, Archons, Scouts, Phoenixes, Carriers, Mothership, Arbiters, Colossi, Immortals, Observers, Warp Prisms, Tempests.
The Exiled Tribes
Lore:
Composed of the Areos, Vat’ra and Undri Tribes, the Exiled Tribes are the second largest and second most powerful protoss faction. Much like the Imperium, they are ruled over by a central Council composed of representatives from each Tribe.
As their name suggests, these tribes were “exiled” (hunted and driven out) in the early days of the Ancestral Imperium due to conflicting views and a large Nerazim population. Ever since then, the Exiled Tribes have remained opposed to the Imperium, at first hiding and fleeing from its forces and then engaging in open conflict once the Imperium’s might began to sway and the Tribes’ own was established. While they are opposed to the Imperium, the Exiled Tribes are not necessarily friendly towards terrans. In fact, their initially precarious economic situation forced them to raid terran settlements and this in turn established hostilities between the two sides. One defining characteristic of the Exiled Tribes is the equality of Khalai and Nerazim in society and the way they coexist.
Tech: Zealots, Stalkers, Sentries, High Templar, Dark Templar, Archons, Corsairs, Scouts, Void Rays, Carriers, Immortals, Observers, Warp Prisms, Colossi
The Tama Tribe
Lore:
A purely Nerazim tribe, the Tama Tribe adheres to the traditional methods of Nerazim rule. There exists a single ruler who ensures that the different parts of the tribe work together in times of crisis. Generally peaceful, the Tama avoid conflict and are on good terms with the Exiled Tribes while passively opposing the Imperium. They have been known to cooperate with terrans and were the first protoss faction to join them in the war against the zerg.
The current ruler of the Tama Tribe is Patriarch Myr. Despite their purely Nerazim culture, the Tama Tribe has made the most headway in combining Khalai and Nerazim powers, albeit from a Void-oriented approach. This research has culmianted in the ability to train Twilight Psions, templar that wield the power of the Khala and the discipline of the Void.
Lore:
The Wandering tribes are a small collection of protoss tribes that care little for territory and power and spend their time wandering and exploring the stars. Peaceful but capable of military action, they are not deemed a threat by the Imperium or Exiled Tribes and are therefore left alone and isolated. They are the only protoss who did not participate in the war against the zerg and rarely if ever come into contact with terrans (and protoss, for that matter).
Composed of the Xa’en, Dragul, Synir and Eruen tribes, the Wanderers have no hierarchy or central ruler and rarely organize themselves. They are masterful explorers and the only known protoss faction that tolerates the creation of Dark Archons.
Tech: Zealots, Stalkers, High Templar, Dark Templar, Archons, Dark Archons, Reavers, Void Rays, Scouts, Corsairs, Observers, Shuttles, Arbiters.
Erana’s Order
Lore:
By far the youngest protoss faction, Erana’s Order is made up of those supporters of praetor Erana who left the Imperium following her imprisonment. It is a small faction and owns only a very small amount of territory but it is by far the most united, organized and experienced protoss faction around. It has close ties to the Terran Coalition and is on friendly terms with both the Exiled Tribes and the Tama Tribe.
It openly defies the Imperium and actively fights its forces, engaging in sabotage and raiding. However, despite its advantages, Erana’s Order is beginning to become plagued by low morale and crippled by dwindling numbers.
Tech: Zealots, Dragoons, Stalkers, Sentries, High Templar, Dark Templars, Immortals, Colossi, Scouts, Phoenixes, Corsairs, Observers, Warp Prisms.
Effect: Removes all of target's energy and deals damage equal to energy removed.
Targets: Ground and air, single.
Range: 10
Maelstorm (100 energy):
Effect: Stuns all organic units in AoE for a short duration.
Targets: Ground and Air
Radius: 1.5
Duration: 5
Range: 10
Mind Control (150 energy):
Effect: Permanently takes controls of target non-heroic unit. Drains caster's shields. If a transport is targetted, all non-heroic units inside it will be mind controlled. DOES NOT MAKE TECH AVAILABLE FOR PLAYER!
Targets: Ground and Air. Single.
Duration: Permanent.
Shields Lost: All.
Range: 9
Effect: Drains all of a targets energy and 100 shield and renders it unable to move, attack or cast spells.
Targets: Air and Ground. Single. Non-heroic.
Range: 10
Duration: 4 seconds.
Void Echo (100 energy):
Effect: Damages one target and then hits the closest nearby target. Repeats for a total of three targets hit.
Targets: Air and Ground. Single.
Range: 9
Damage: 40
In the Battle of the Arken, much of the Swarm was destroyed, and many of it’s dominate cerebrates were slain, to be replaced by Infested Terrans of Incredible Psychic Power, and Feral Beasts bred from the turmoils of the lengthy campaign. While the remaining Cerebrates are increasingly anxious about this power shift within the swarm, the Overmind allows the usurpers the free reign to show their worth. Little do the inhabitants of this sector know, that the Overmind already accomplished all his goals well before he was stopped from conquering the sector, and now readies the swarm for the events that are to come.
The swarm is not one unified force, but many Broods, all competing for evolutionary superiority. The most recent campaign showed many weaknesses to the Brood’s evolution, in addition to providing a vast array of new genetic material to work with. In the calm since the war ended, new breeds have been made, as the Broods war against each other to display their superiority. It is a constant battle for not just physical strength, but also strategic knowledge, and often, guile and treachery. The law of the jungle reigns supreme as the Overmind watches, oddly quiet, as if waiting for something. That unifying order of the Overmind’s voice has not been heard for some time now, only his ever watching eye. What the ageless creature is waiting for, has yet to be made clear.
The Gracken Brood ~ Assault and Siege Specialists
The Cerebrate Draal is perhaps the oldest of the Cerebrates, second only to his counterpart within the Nirogg Brood. As such, he possesses a careful patience and tactical understanding, along with an insurmountable will to succeed. His brood reflects this, by being bred to be the best in lengthy conflicts. The Gracken Brood represents the unstoppable force that is the swarm. Among Draal’s most prized breeds is the mighty Ultralisk, a unstoppable beast who can single handedly break a terran seige, and when bred in mass spells the end to any ground army.
Zemreh has always been a bit flighty and erratic, prefering to create chaos rather then go for the straightforward kill. This has often put him at odds with his counterpart within the Gracken Brood, but recent events have forced the two Elder Cerebrates into a close alliance within the Swarm. Still, their many disagreements could end the alliance quite suddenly and without warning... The Nirogg Brood wields the Devourer to become unquestioning masters of the stars and sky, and the Brood Lord to take full advantage of this air dominance.
The Brood Mother Shaharaz is considered to be an unpredictable beast by her peers, but underneath her savagery rests on a wild cunning and a savage intellect. Shaharaz brought the Fenrir Brood back together after the death of the Cerebrate Lokin, and leads the hounds of war with ruthless efficiency. Fenrir focuses on being everywhere at once, like a wolf pack cutting off retreat and then overwhelming their opponent. As such they favor many cheap and disposable units. The Swarm Host, a recent mutation of the Infestor, fits with this design perfectly, while the Defiler keeps combat within close quarters, where the Hounds of War work best.
The Themos Brood ~ Masters of Deceit and Treachery
The Cerebrate Baal was a devious creature, and had a strange tendancy to Infest terrans and turn them loose as his ‘Prophets’. However, when Baal met his end at Dras Lana, one of the Prophets took power. This Infested Terran, calling herself Lilith after the ancient Temptress of Legend and claiming the title of Nightmare Queen, now commands the Themos Brood. She is known for turning allies against each other, and completely circumventing a well planned defense. She makes use of the Lurker and the Nydus Worm, as well as many other burrowing evolutions, to turn the very earth against her opponents.
As another Prophet of the Cerebrate Baal, Orloth, the self titled Lord of Shadows, was Lilith’s main contender for dominion over the Themos Brood. After his defeat, he fled to the outskirts of Terran space to rebuild his power base. He lives now by the simple fact that none of the other broods can spare the forces to squish him without risking a counterattack from a rival Brood, and the Terrans haven’t yet figured out that he is occupying one of their abandoned mining outposts. Orloth’s new Fenguar Brood utilizes the Viper to help manipulate the battlefield, leveling the odds for this fledgling Brood.
All units from the WoL ladder game are allowed. For everything else, look here.
Cerebrate (Custom ~ Alternative to the Queen)
Cost: 150 minerals (plus drone)
Requires: Spawning Pool
Modifiers: Armored, Biological, Ground, Structure
Health: 300
Armor: 1
Energy: 25/200
Abilities:
~ Fervor (25 energy): Grants 50% haste to units in a 2 radius of targeted location for 10 seconds. Includes movement, attack speed and mining speed.
~ Spawn Creep Tumor (25 energy): As Queen. In addition, the Cerebrate generates creep out to radius 8.
~ Mental Link (75 energy per second): The Cerebrate transfers energy to target zerg energy using unit.
Viper (HotS ~ Lair level Battle Control Specialist)
Cost: 100 minerals / 200 gas / 3 control
Requires: Lair
Modifiers: Biological, Ground, Light, Psychic
Health: 120
Armor: 0 (+1 per FC)
Energy: 50/200
Mov. Speed: 3.75
Abilities:
~ Ocular Parasite (50 energy): The viper grants detection to an allied non-massive unit. The viper can target other vipers or itself with this ability. It can only be used once.
~ Abduct (100 energy): The viper targets a unit and pulls that unit to the viper's location. This allows it to pull allies to safety, or pull enemy units out of position. The ability can pull units up and down cliffs.
~ Blinding Cloud (75 energy): The viper spits a green cloud lasting 15 seconds. Ranged units in the cloud have their ranged reduced to one. Units can move out of the cloud to fire normally.
Lurker (BW ~ Burrowed Ambusher)
Cost: 50 minerals / 100 gas / 3 control
Evolves from: Hydralisk
Requires: Lurker Den (Morphs from Hydralisk Den)
Modifiers: Armored, Biological, Ground
Health: 200
Armor: 1 (+1 per GC)
Mov. Speed: 3.375
Armament: Subterranean Spines (must be burrowed)
~ Damage: 15 + 15 vs armored (+2/2 per RA)
~ Targets: Ground (Linear splash to max range)
~ Range 6 (9 with Seismic Spines)
~ Cooldown: 3
Abilities:
~ Burrow: As all zerg. Does not require research.
Scourge (BW ~ Suicide Flyer)
Cost: 25 minerals / 75 gas / 1 control per 2 scourge
Requires: Spire
Modifiers: Biological, Flying, Light
Health: 25
Armor: 0 (+1 per FC)
Mov. Speed: 3.75
Armament: Plasma Metamorphosis
~ Damage: 110
~ Targets: Air
~ Range: 1
~ Special: Suicide attack; Kills the Scourge
Crone (BW ~ The original Queen)
Cost: 100 minerals / 100 gas / 2 control
Requires: Infestation Pit
Modifiers: Biological, Flying, Light, Psychic
Health: 120
Armor: 0 (+1 per FC)
Energy: 50/200 (75/200 with Gamete Meiosis)
Mov. Speed: 3
Abilities:
~ Parasite (75 energy): Attaches a parasite to target unit or critter. Infecting player sees everything the infected unit sees. Infected detectors reveal cloaked and burrowed units. Infected cloaked or burrowed units are always visible to the infecting player.
~ Ensnare (75 energy): All units within radius 2 of the targeted area will have their movement and attack speed reduced by half for 15 seconds. Cloaked units caught in the area will also be revealed for the spell's duration.
~ Spawn Broodling (requires upgrade) (150 energy): Instantly destroyes target ground unit, creating two broodlings. Archons, Dark Archons and Robotic units such as Probes, Reaves and Collosi and units with the Heroic modifier may not be targeted. Broodlings last a maximum of 180 seconds.
~ Infest Command Center: Converts a badly damaged terran command center into an infested command center. A queen moves over a flying or grounded building and disappears for a short time. Control of the building only changes when the infesting queen reappears. The now-infested command center is restored to full health.
Swarm Host (HotS ~ Burrowed Summoner)
Cost: 200 minerals / 100 gas / 3 control
Requires: Infestation Pit
Modifiers: Armored, Biological, Ground
Health: 120
Armor: 1 (+1 per GC)
Mov. Speed: 3.375
Abilities:
~ Spawn Locusts: Spawns 2 Locusts. 25 second cooldown. Must be burrowed.
~ Burrow: As all zerg. Does not require research. Locust
Modifiers: Biological, Ground, Light
Health: 110
Armor: 1 (+1 per GC)
Mov. Speed: 2.4
Armament: Claws
~ Damage: 14 (+2 per MA)
~ Target: Ground
~ Range: 1
~ Cooldown: .83
Special: Timed Life: 15
Devourer (BW ~ Air Superiority Flyer)
Cost: 150 minerals / 50 gas / 4 control
Evolves from: Mutalisk
Requires: Greater Spire
Modifiers: Armored, Biological, Flying
Health: 250
Armor: 2 (+1 per FC)
Mov. Speed: 3
Armament: Corrosive Acid
~ Damage: 15 +10 vs armored (+1/1 per FA)
~ Target: Air
~ Range: 6
~ Cooldown: 3
~ Special: Acid Spores: The Devourers attack applies Acid Spores to all units within radius 1 of the Devourer's target. A unit affected by spores will be revealed (if cloaked), have its attack cooldown increased by 1/8 per spore, and take 1 point of additional damage from every attack for every spore attached. A maximum of 9 spores may affect a target at any one time. Acid Spores lasts 10 seconds.
Defiler (BW ~ Mobile Cancer Factory)
Cost: 50 minerals / 150 gas / 2 control
Requires: Defiler Mound
Modifiers: Biological, Flying, Light, Psychic
Health: 80
Armor: 1 (+1 per GC)
Energy: 50/200 (75/200 with Metasynaptic Node)
Mov. Speed: 2
Abilities:
~ Consume: Consumes a friendly Zerg unit, taking its life and giving the Defiler 50 more energy.
~ Dark Swarm (100 energy): Shields units within radius 3 of target area from ranged attacks. Ranged attacks with splash damage only deal minimal splash damage. Firebat and lurker attacks, and damage from cast abilities, are totally unaffected.
~ Plague(requires upgrade) (150 energy): Sprays all units and buildings within radius 2 of target area with spores that inflicts 25 damage per second for a maximum of 295 damage. 'Plague' will not kill or destroy affected units and buildings leaving at least 1 hit point. Plague does not drain shields but will affect the hit points underneath regardless of shield strength. Affected cloaked units will be revealed.
~ Burrow: As all zerg ground.
Race: Terran
Affiliation: Bonecrusher's pirates
Name: Sajuuk Bentus, Viking Pilot, Leader of the Vagyar Raiders, a pirate group
Background: As a young lad Sajuuk grew up in a back-water fringe world. Said world was hit by a pirate raid. However, unlike most of his people, Sajuuk willing let himself be captured, saying he wanted to join the crew.
This was allowed, mainly because Sajuuk beat up a thug who claimed "this spinely kid has no ablity to fight or be a pirate." Sajuuk began his carrer in the pirate world under the eye of Captain Rommel. Eventually Sajuuk proved his worth in quick strike tactics, and by 23 he had his own crew and ship. The next five years was spent welding his crew together. He raided and plundered for Bonecrusher, and was fiercly loyal to both Bonecrusher and Rommel.
Five years later Rommel went out on a raid, and his ship didn't come back. Since then, when Sajuuk isn't raiding for Bonecrusher or doing a merc contract, he is looking for clues to what happened to Rommel to avenge the pirate.
While being very loyal to Bonecrusher, he isn't high up in the pirate higharchey, due to his mouth. He isn't afraid to point out when he thinks others are wrong, including Bonecrusher. Sometimes it is only the fact that Bonecrusher knows he is loyal that keeps Sajuuk alive. His crew is also very loyal to him, and as long as they obey his orders he is loyal to him. Most of the officers in his crew are from all the way back to his first command, are on good terms with him.
Stats: Drives a viking
Health 500 20
Energy 0 0
Mov Speed 3 8
Armor 2 6
Sight 10 3
DPS 40 27
Range 7 11
AoE(area) 0 0
Abilities 2 5
Total 87
Ablities: Flight: his viking can fly
Transform: His viking can transform.
Vaygar Raiders Army:
The Vaygar Raiders are designed to hit hard and fast. As a result most of the units are very fast.
Units:
Marine: 3
Reaper: 7
Hellion: 6
Vulture: 5
Diamondback: 22
Medivac: 14
Viking: 14
Banshee: 17
Raven: 22
Nitro Pack: 6
Infernal Preinighter: 16
Orbital Command: 6
Banshee Cloak: 24
Ship: Battlecrusier Nubaal:
The Nubaal is Sajuuk's ship, one he has captained for years now. This battlecruiser focuses on stealth and speed, rather than weapons, to get the job done. The Nubaal rarely engages in space combat, it is more for raids.
BUT I re-read the rules after posting that the first time, which made me remember something:
1.) Characters attributes have to be defined (Light, Armored, Biological, Mechanical, Robotic, Psionic, Heroic (There's also "Hover" but no unit in game uses that one afaik))
2.) Character weapon has to be defined (Damage and attack speed, possibly a name as well)
3.) workers don't count towards your total supply, which means you can remove those 24 SCVs from your list and replace them with something else
So you, approved once you fix those minor things
I'll post details about defined Terran characters soon. Skyrim stole my life.
(With defined terran characters I mean the stats of Cap'n Doom Bonecrusher, Darth Waiter(Ok, he isnt exactly terran), Domovoi Aranov, Keeva Lane, and possibly some more people, and their fleets)
Race: Terran
Affiliation: Xel_Naga Kultist
Name: Michael Hawk or WIZARD
Background: He was a survivor from the UED conquest. He like Kockatiels(wtf i couldnt spell it normally cuz it blocked it >.>) and has one named Cocabird which sits beside him like a pirate does. He wears a black cloak with a badass hood like a dark wizard and he does whatever the Xel_Naga decree him to do. But lately the Xel_Naga have been afk so he has free time to do other stuff.
Stats: The Xel_Naga have granted him immunity to solar radiation and able to survive without oxygen all the time (Xel_Naga Technology). He has no spells at the moment.
Health 666
Energy 666
Move Speed Regular Walk/Run
Armor 0
Sight Human Sight
DPS No attack
Range
AoE(area)
Abilities
Total
Ablities: Human Style
Transform:
I kinda need help on the stats, my character isnt a fighter he is just a cultist. he is out to venture dark caverns and dark evil places because he has the affinity to do so
ill post my character as soon as I find out what protoss groups have which units
You could still propose your character in terms of what you would like to have and background. Most units should be relatively easy to acquire. Where you might run into difficulties is in the rarer or more high tech unit types.
Please remember that as this is a forum, and as two of our Wardens live on the opposite side of the world, dialogue can take some time. The best way to speed up the process is to post too much information and let the Wardens prune down, rather then leaving the Wardens guessing as to what you want/need.
TLDR: Post a character idea, get the ball rolling, refinement and setting adaptation is easier if the process is already started.
on 21/11/11Quote by WIZARD
Race: Terran
Affiliation: Xel_Naga Kultist
Name: Michael Hawk or WIZARD
Background: He was a survivor from the UED conquest. He like Kockatiels(wtf i couldnt spell it normally cuz it blocked it >.>) and has one named Cocabird which sits beside him like a pirate does. He wears a black cloak with a badass hood like a dark wizard and he does whatever the Xel_Naga decree him to do. But lately the Xel_Naga have been afk so he has free time to do other stuff.
Stats: The Xel_Naga have granted him immunity to solar radiation and able to survive without oxygen all the time (Xel_Naga Technology). He has no spells at the moment.
Health 666
Energy 666
Move Speed Regular Walk/Run
Armor 0
Sight Human Sight
DPS No attack
Range
AoE(area)
Abilities
Total
Ablities: Human Style
Transform:
I kinda need help on the stats, my character isnt a fighter he is just a cultist. he is out to venture dark caverns and dark evil places because he has the affinity to do so
/In his best imitation of a car salesmen/
Mr. Wizard! I think what you need is one of the Coalition's brand new CMC-400 Model Powered Combat Suits. All CMC line suits come standard with a comprehensive life support system and your basic protection against Radiation. But wait, there's more! This full suit of armor also comes with full NBC shielding, providing full protection against knives, lazers and even small arms fire, and has been battle tested against the most ferocious of zerg beasts and has stood strong against the protoss' mightiest warriors. It's integrated communications system and Heads Up Display means you don't need to go anywhere to get your favorite shows on your helmet; and a full environmental control system and integrated waste recycling insures you don't need to leave the safety and comfort of your armor for any reason. You think that's all, just you wait. Each model CMC-400 Model Powered Combat Suit also comes with your very own C-14 Rifle, so you can shoot anybody who wants you to leave it! What do you think of that! All this can be yours for the low, low price of only 100 credits, but don't let the price tag fool you, you'll be getting the CMC-400 Model Powered Combat Suit, which inclueds: A comprehensive life support system, NBC shielding, Integrated Communication system, Heads Up Display, full environmental control, waste recycling and your very own C-14 Rifle for only 100 credits. But Wait! Order now and we'll also thow in your very own set of Grav-boots, specifically designed to allow you to sit comfortably on all the orbital platforms in the sector! Order Now!
/sarcasm off/
But seriously, while I like the idea of a Xel'Naga Cultist, (more so if his powers and jobs come from some artifact that is making him crazy then if the Xel'Naga are actually helping him out, as Xel'Naga artifacts have been known to do interesting things to the human mind, and Xel'Naga have been impossible to find) as per a standard character for this RPG, you will want to buy a means to get around (some form of starship) and possibly a following and therefor an army(if you really wanted to you could theoretically sink most of your points into a single hero unit, so an army is technically optional). If you are serious about playing, please post again with how you will spend the 300 points you will get for character creation.
ill post my character as soon as I find out what protoss groups have which units
You could still propose your character in terms of what you would like to have and background. Most units should be relatively easy to acquire. Where you might run into difficulties is in the rarer or more high tech unit types.
Please remember that as this is a forum, and as two of our Wardens live on the opposite side of the world, dialogue can take some time. The best way to speed up the process is to post too much information and let the Wardens prune down, rather then leaving the Wardens guessing as to what you want/need.
TLDR: Post a character idea, get the ball rolling, refinement and setting adaptation is easier if the process is already started.
on 21/11/11Quote by WIZARD
Race: Terran
Affiliation: Xel_Naga Kultist
Name: Michael Hawk or WIZARD
Background: He was a survivor from the UED conquest. He like Kockatiels(wtf i couldnt spell it normally cuz it blocked it >.>) and has one named Cocabird which sits beside him like a pirate does. He wears a black cloak with a badass hood like a dark wizard and he does whatever the Xel_Naga decree him to do. But lately the Xel_Naga have been afk so he has free time to do other stuff.
Stats: The Xel_Naga have granted him immunity to solar radiation and able to survive without oxygen all the time (Xel_Naga Technology). He has no spells at the moment.
Health 666
Energy 666
Move Speed Regular Walk/Run
Armor 0
Sight Human Sight
DPS No attack
Range
AoE(area)
Abilities
Total
Ablities: Human Style
Transform:
I kinda need help on the stats, my character isnt a fighter he is just a cultist. he is out to venture dark caverns and dark evil places because he has the affinity to do so
/In his best imitation of a car salesmen/
Mr. Wizard! I think what you need is one of the Coalition's brand new CMC-400 Model Powered Combat Suits. All CMC line suits come standard with a comprehensive life support system and your basic protection against Radiation. But wait, there's more! This full suit of armor also comes with full NBC shielding, providing full protection against knives, lazers and even small arms fire, and has been battle tested against the most ferocious of zerg beasts and has stood strong against the protoss' mightiest warriors. It's integrated communications system and Heads Up Display means you don't need to go anywhere to get your favorite shows on your helmet; and a full environmental control system and integrated waste recycling insures you don't need to leave the safety and comfort of your armor for any reason. You think that's all, just you wait. Each model CMC-400 Model Powered Combat Suit also comes with your very own C-14 Rifle, so you can shoot anybody who wants you to leave it! What do you think of that! All this can be yours for the low, low price of only 100 credits, but don't let the price tag fool you, you'll be getting the CMC-400 Model Powered Combat Suit, which inclueds: A comprehensive life support system, NBC shielding, Integrated Communication system, Heads Up Display, full environmental control, waste recycling and your very own C-14 Rifle for only 100 credits. But Wait! Order now and we'll also thow in your very own set of Grav-boots, specifically designed to allow you to sit comfortably on all the orbital platforms in the sector! Order Now!
/sarcasm off/
But seriously, while I like the idea of a Xel'Naga Cultist, (more so if his powers and jobs come from some artifact that is making him crazy then if the Xel'Naga are actually helping him out, as Xel'Naga artifacts have been known to do interesting things to the human mind, and Xel'Naga have been impossible to find) as per a standard character for this RPG, you will want to buy a means to get around (some form of starship) and possibly a following and therefor an army(if you really wanted to you could theoretically sink most of your points into a single hero unit, so an army is technically optional). If you are serious about playing, please post again with how you will spend the 300 points you will get for character creation.
well my character wanst supposed to delve into weaponry but i guess if i have to i got to.
i would prefer to carry a melee weapon such as a power fist like fallout 2.
Energy cell ammo.
thats sounds pretty neat
Telemose is the excutor of the 6th Great fleet of The Ancestral Imperium of Protoss. He strongly disagrees with Erana's idea that The Protoss needed the help of the terrans to stop the zerg. Telemose has better relations with the Dark Templar then most for it was his fleet who came to the protection of one of their worlds even though under the strict order not to. Due to this error, Telemose was going to be exiled but being one of few Preservers and the Executor of one of the great fleets, that decision was just not possible. Therefore, Telemose is respected by his fellow captains and crew though he has a few enemies in the ruling council. The ruling council had some sort of revenge though as they condemned his fleet to protecting to core worlds which had nothing exciting. Due to this, Telemose had more than adequate time to hone his skills.
Psionic Lance: Telemose fires 3 lances of pure, concentrated energy at the enemy doing 45 damage in total
Void Blade: This blade, unlike Psi blades, was created only for Telemose as gift from the Dark Templar for his help. This blade does 45 damage.
Abilities for character:
Wrath of the Ancients: Telemose calls upon the long dead souls of his protoss brethren to aid him in battle. Summons 6 immortals ,that cannot be targeted, in a hexagon formation, facing inwards. The Immortals cannot hit anything outside the hexagon. They do 20 damage every 1.5 second and lasts 3 seconds.
125 energy
30 second cool down
Knowledge of the Ancients: As a preserver, Telemose has thousands of memories in combat. Telemose calls upon those memories to aid him in battle which gives him a buff.
Damage: +15 to each attack
Armor: +2
Range: +1
Health: +400 shields
AoE: +1
lasts 30 seconds
150 energy
2 minute cool down
Void Step: With knowledge of the Dark Templar, Telemose quickly strikes a single foe 4 times in quick succession doing 75 damage each, while the unit becomes stunned for that time. Has a range of 8.
15 second cool down
Ship: Assault Carrier, Flagship
Name: Breaking Dawn
Breaking Dawn is one of 20 Assault class carriers. They are 4 times longer than the normal carrier and can carry more deadly interceptors. These ships also boast a deadly array of weapons including Plasma Repeater Guns. The Breaking Dawn was special in the fact that it was almost completely used as an front line battle ship. The Breaking Dawn can take immense damage that would almost certainly destroy any other ship, and survive.
Advanced Interceptors: These interceptors are much more deadly than their carrier cousins for they have upgraded weapons, speed and are stored easier so The Breaking Dawn can store up to 25 of these.
Void Cannons: Main ship to ship weapon. This weapon takes a few seconds to load, and then fires an immense blast of plasma at the enemy.
Plasma Repeater Guns: This weapon is mainly used as a point defense gun for it has short range but has a deadly firing speed.
Ship Abilities:
Offensive:
Plasma Barrage: Much like the ability from star battle. Fires 8 projectiles at the enemy doing 75 damage each
Defensive:
Overcharged Shields: The Pillar of Auir temporarily overcharges its shield batteries, creating an almost impenetrable wall.
Not a very protossy name with that e at the end. Protoss names usually don't have those.... soft o's (?) in them (e.g. the sound found in the words like those and rose). Would already sound better if you removed that e at the end. Change it, keep it, up to you.
Telemose is the excutor of the 6th Great fleet of The Ancestral Imperium of Protoss.
Preserver and executor? That's rather unusual, seeing as in canon lore, preservers were deemed too precious to use in battle and weren't exactly trained to fight either. But I think I can make an exception. This is not canon lore, after all.
He strongly disagrees with Erana's idea that The Protoss needed the help of the terrans to stop the zerg. Telemose has better relations with the Dark Templar then most for it was his fleet who came to the protection of one of their worlds even though under the strict order not to.
Which faction were the dark templar in? Who did he defend them from, the zerg?
Due to this act of disobedience, Telemose was going to be exiled but being one of few Preservers and the Executor of one of the great fleets, that decision was just not possible. Therefore, Telemose is respected by his fellow captains and crew though he has a few enemies in the ruling council. The ruling council had some sort of revenge though as they condemned his fleet to protecting to core worlds which had nothing exciting. Due to this, Telemose had more than adequate time to hone his skills.
Well now... if they had to punish someone, the Council would probably send them on highly dangerous missions outside of protoss space. But this works too, if the Council knows Telemose well enough to know that he will be bored
Wrong point total (114). Check the stat calc sheet, you'll see that real point cost is 129. Unless I'm forgetting something.
EDIT: Actually... you only bought 3 abilities (15 points) which would make the character point total 114. Dunno why you wrote 4 abilities and 30 points here...
Apart from that, what are his modifiers (biological, light, armored etc.)
Character Weapons:
Psionic Lance: Telemose fires 3 lances of pure, concentrated energy at the enemy doing 45 damage in total.
Targets? Does the attack count as 15x3 where armor is subtracted from damage three times or as a single attack?
Void Blade: This blade, unlike Psi blades, was created only for Telemose as gift from the Dark Templar for his help. This blade does 45 damage.
You are aware that psi/warp blades aren't weapons as such, right? That is, protoss are quipped with braces that channel their own psi energy and create a blade. Therefore, to create a void blade, one would need to use void energy. You could say that the dark templar taught Telemose how to use the Void or you could say that the blade-brace simply converts Telemose's energy into Void energy.
Abilities for character:
Wrath of the Ancients: Telemose calls upon the long dead souls of his protoss brethren to aid him in battle. Summons 6 immortals ,that cannot be targeted, in a hexagon formation, facing inwards. The Immortals cannot hit anything outside the hexagon. They do 20 damage every 1.5 second and lasts 3 seconds.
125 energy
30 second cool down
I'll just have to say no to this one. I'm sorry, but the ability seems to gimmicky and it's hard to tell whether it's balanced or not. Do the summons form a collision barrier which prevents anything inside the hexagon from going out?
Feels like something out of Warcraft, not Starcraft. Please replace it.
Knowledge of the Ancients: As a preserver, Telemose has thousands of memories in combat. Telemose calls upon those memories to aid him in battle which gives him a buff.
Damage: +15 to each attack
Armor: +2
Range: +1
Health: +400 shields
AoE: +1
lasts 30 seconds
150 energy
2 minute cool down
That's pretty darn overkill. 150 energy for buffs to 5 stats (and rather big buffs in some cases). +400 shields for 30 secs is too much. I do not see a point in the range buff and don't see how knowledge of combat would increase armor. I would eliminate 3 of the stat buffs and then balance out the two that are left (you can have more than 2 stat buffs if you want, but that would mean that they would have to be weaker.
I won't consider energy cost/increased cooldown/lower duration as balancing in this case, keep them as is.
Also, how does the +15 attack affect Psionic lance? Does each shot get 15 more damage for a total of 45 extra damage or does each shot get 5 extra damage for a total of 15 extra damage? Would the range increase affect void blade? (I hope not).
Void Step: With knowledge of the Dark Templar, Telemose quickly strikes a single foe 4 times in quick succession doing 75 damage each, while the unit becomes stunned for that time. Has a range of 8.
15 second cool down
75x4=300 damage. That plus stun with such a big range is quite OP... I would remove the 8 range and make it apply only to melee attacks while reducing the damage of each strike to something non-outrageous. Possible fix would be to make it 20 damage each with a 2 second stun after the attack. Or more damage but no stun.
Also, energy cost?
Ship: Assault Carrier, Flagship
Name: Breaking Dawn
Breaking Dawn is one of 20 Assault class carriers. They are 4 times longer than the normal carrier and can carry more deadly interceptors. These ships also boast a deadly array of weapons including Plasma Repeater Guns. The Breaking Dawn was special in the fact that it was almost completely used as an front line battle ship. The Breaking Dawn can take immense damage that would almost certainly destroy any other ship, and survive.
Advanced Interceptors: These interceptors are much more deadly than their carrier cousins for they have upgraded weapons, speed and are stored easier so The Breaking Dawn can store up to 25 of these.
Void Cannons: Main ship to ship weapon. This weapon takes a few seconds to load, and then fires an immense blast of plasma at the enemy.
Plasma Repeater Guns: This weapon is mainly used as a point defense gun for it has short range but has a deadly firing speed.
Ship Abilities:
Offensive:
Plasma Barrage: Much like the ability from star battle. Fires 8 projectiles at the enemy doing 75 damage each
Defensive:
Overcharged Shields: The Pillar of Auir temporarily overcharges its shield batteries, creating an almost impenetrable wall.
You are aware that we are no longer letting flagships have abilities or define damage, right? Sure, you can give the flagship defined weapons, but ultimately, its combat capabilities are reflected by its stats. You will not be allowed to use abilities to win fights against superior numbers/flagships.
Flagships are about stats, not abilities.
Army:
Zealot 6
Stalker 11
Sentry 12
Observe 8
Carrier 38
Phoenix 16
Cannon 6
Warp Gate Tech 6
Points: 93 Wrong point total. Actual total is 103.
Total Points Used: 329
Wrong point total. Actual point total is 324 (your calculations seem to be all over the place. You wrote less points for tech, more points for character and somehow ended up with a total greater than it actually is.
You also didn't spend any points on purchasing supply. Remember that it's 1 point for 10 supply which means that you would have to spend another 40 points on supply if you want the below unit set up.
This project has sorta been back burnered until such time as we have enough players to start. I would like to post the in character thread once we get three players set up and ready to go. By my count, this is what we have now:
aduck: needs to finalize some stuff but is mostly set. Haven't seen him since Doc posted revisions.
WIZARD: I'm honestly not sure if your post was in any way serious, but as your proposed character is terran then you need to discuss the details with Doc.
Chaos Lord: In process, but haven't posted since Wind posted his critiques.
I'm pretty sure most of the Internet is off playing Skyrim and/or SWTOR Beta Weekends. Whenever they come back, I will be here. Would like to see some zergy players, but whatever. No biggy.
ok... been busy... with...stuff... yeah lets go with that......... ok my guy was pretty well... yeah so I will probably be waiting and seeing which race is lacking characters then ill join that one so were all happy, I already have 3 new characters, 1 for each race, thought and calculated up. so Im just waiting
1 question, I can just have 3 heroes right? well theoretically can I?