I have no idea who Razrac is, but I'm celebrating already. NEW PEOPLE!!!
Welcome to the RPG, hope you decide to stay with us :)
I have no idea who Razrac is, but I'm celebrating already. NEW PEOPLE!!!
Welcome to the RPG, hope you decide to stay with us :)
Razarac is the Fenrir commander responsible for the mess that currently is the Karinth system (which is my biggest point drain at the moment). He was a zergy character back in the previous incarnation of this game that I wrote into this incarnation (with Brown's permission).
"You're only about the fifth-scariest person I've met today. Don't knock it, that's really better than it sounds." ~ Harry Dresden
"There's always hope, because it's the one thing nobody's figured out how to kill yet." ~ Galen
Here we go! I finally managed to write up my second character. 4 points over the cap, but eh. Let me know what you guys think. And oh yeah - I made a second account so it'll be a bit easier to tell the two seperate characters apart.
Race: Terran
Faction: The Magrathean-Tirion Collective (Shorthand: The Collective)
Main Heroes: Captain Moranno Tenara and First mates Synna Akirano, Joshep Barage and Verron Cinnet
History
The Tirion Republic has remained a fairly passive Terran faction since the battle of the Arken, focusing more on supplying the Terrans of the Coalition with industrial goods and a place to live rather than bolstering a large military. The result of this is that the Republic has had to rely almost completely on the forces of other Terran factions to meet their military needs. While in general the Republic is ok with this, recent events have led the its president, Doug Lass, to look for a way to improve the Republic's military presence in the sector. This triggered his attempt at setting up a project that was to be known as 'The Tirion Bullet': a small surgical strikeforce to carry out the will of the Republic without having to wait for and rely on the other members of the coalition.
Early in development of The Tirion Bullet however, it became clear the Republic did not possess a number of important assets to make such a plan work; for all the industrial goods they had, they severely lacked both infantry and manpower in general. Not wanting to ask the larger military factions for help yet again, Lass contacted Arthur Dent, the leader of the Magrathean empire, and posed his problem. Dent, in turn, was very enthousiastic upon hearing from the Republic. Though the Magrathean empire had no real desire to set up an army, he welcomed the Tirion approach to the problem with open arms, and recognized that what the Empire lacked for such a project were industrial goods.
What was initially a call for recruits by the Republic quickly turned into a joint effort by both factions. Where the Tirions would provide the goods and technology required, the Magratheans would supply the recruits and manpower. The new division would perform their operations from both a newly built flagship called the Link and a base on a planet in a safe, nearby system. The Magrathean-Tirion Collective was born.
Captain Moranno Tenara (0 points)
Born into a middle-class family as a son to teacher Belkin Tenara and his gardener wife Joanna Fryn, Moranno never seemed destined for anything special. Though he appreciated the professions of his parents, his aim was always to join the (small) Magrathean military. While most Magrathean's end up in Aranov's standing army, Moranno felt his duty was to the Empire that raised him, and not a far off consectorate.
Rising in rank quickly in the Magrathean military was not a hard accomplishment for the dedicated due to the Empires' small and inexperienced army. Moranno's sense of duty, dedication and excellent leadership caused him to eventually land a position as colonel at the young age of twenty-four, putting him directly below the military's leading generals.
With the creation of the Magrathean-Tirion Collective one of the army's generals put forth the young colonel as a candidate for spearheading the initiative. The other generals took a liking to him and it wasn't long before he was told he would get to rule his own ship. Though the young captain still unsure of his own capabilities, Moranno has vowed to lead the Collective to the best of his ability and serve both his own people as well as those from the Tirion republic.
First mates Synna Akirano, Joshep Barage and Verron Cinnet (0 points)
Though the Tirion republic agreed to the Collective being led by a Magrathean, they did insist that the three next highest ranks would be filled by Tirions who could vote to veto the captains decisions outside of life-threatening situations or emergencies. Thus, Synna Akirano, Joshep Barage and Verron Cinnet were place aboard The Link.
The thirty-two year old Synna has been a promising figure in the Tirion military for quite some time, serving in various duties on the bridges of a variety of Tirion support ships, though never as captain. She seized the opportunity when it came up, thinking she could give more valuable input to such a relatively inexperienced captain than to the commanders of vessels who did nothing more than boring supply runs.
Though neither of his colleagues are incompetent, Joshep Barage has, at age fifty, without a doubt the most experience of the three first mates. Having served as a bridge officer in the Battle of the Arken and a captain in the years that followed, the old Tirion seems determined to show the younglings on the Link a trick or two.
The last of the first mates, Verron Cinnet, owes his position entirely to the wealth of his family. At the staggering young age of nineteen, Verron is completely inexperienced with military life and retains his position purely because of his rich parents who see this project as a stepping stone in their sons career. Though not a bad man at heart, Verron can be a tad arrogant and demeaning and he's about to find out his entitlement doesn't hold in his current position.
The Collective's army (100 points)
Composed of Tirion technology and manned by mostly Magrathean infantry, the Collective's army is unspecialized and mostly based around having a solid force that can perform a head-on assault. Its lack of air support and upgrades are its main weaknesses, though a solid mass of units is available to get the job done.
Tech (80 points total)
-Marine (3)
-Marauder (8)
-Hellion (6)
-Siege Tank (19)
-Medivac (14)
-Stimpack (12)
-Concussive Shells (6)
-Siege tech (12)
Army (200 supply, 20 points)
-Marine X 60
-Marauder X 25
-Hellion X 10
-Siege Tank X 10
-Medivac X 20
The Link (104 points)
As an enormous hulking minotaur-class Battlecruiser, the Link has been outfitted with all the goods the Republic readily possesses. An impressive laser battery, reinforced hulls, the latest in warp technology and some of the most powerful sensors in the coalition (bested only by Quantum Legion and Aurulean Technocracy vessels) make the ship an impressive sight. Add override protocols to prevent the ship from being hijacked and hidden floor and wall turrets and it becomes a force to be reckoned with. Its main weakness is its lack of maneuverability: due to its incredible size and weight, a more powerful impulse engine or advanced cloaking system would be needed to make the ship more flexible. In tune with the colours of both the Magrathean Empire and the Tirion Republic, the ship has been painted a dark green colour with bright red details.
-Weapons 3 (9 pts)
-Armor 4 (16 pts)
-Manueverability 2 (4 pts)
-Security 5 (25 pts)
-Cargo 5 (25 pts)
-Speed 5 (25 pts)
Blatant as in the reverse of subtle. You're not supposed to tell people who your Ghost writer is (and he is generally not allowed to take credit). Hence, it means it's a Secret. Genie's out of the bottle, now. The characer looks good from here. I assume that extra 96 points will go toward a colony (and we can dock you the first four points of income) as discussed?
Ahh, you were thinking a full on anonymous account? That would've been interesting too. Shame I didn't catch the idea, sorry about that.
And yes - the remaining points will go to the colony. I plan on starting off the storyline by having the Link leave from wherever it started and make its way to a specific planet (where I instantly have a bit of a mission - don't want to reveal too much here yet, but you can ask Maity for details). The docking of the first 4 points actually makes perfect sense here too, as I plan on having 1-2 posts that revolve around the colony/base getting set up.
I'm just waiting for Maity's final confirmation (he's been slacking all day =O) and possible input by Wind, though I'll probably be gone until thursday anyway with christmas and such.
Happy holidays, if I didn't wished 'm to you yet :)
Everything sounds good to me, no hero characters so no balancing required.
Only one tiny thing that bothers me:
"While most Magrathean's end up in Domovoi's standing army"
I think it should say Aranov's, Domovoi Aranov's or The Aranov Consectorate's - I just feel as if the first name alone isn't very "appropriate"
Orloth, what are you talking about? I had no idea this "Mozared2" was actually our well known Mozared, until you pointed it out and he admitted it. No idea at all.
The character has my approval, since that is apparently needed.

Characters:
Lance Alarum
Born to the noble house of Alarum, Lance was expected (and forced) to pursue a career in the Consectorate's military, much like his older brother, Alexander, and sister, Natasha. However, he was not expected to power through his schooling and join the prestigous Zagrov Academy of War at a pace that made his brother - and most every other cadet - look like a toddler learning how to walk.
At age 14, he was the youngest ever person to enroll in the academy. At age 18, the youngest ever to graduate. And at age 19, following eight months of service, he is the youngest ever commander in the history of the Consectorate's military.
While the more envious of his peers (and superiors) like to attribute his success to nothing more than the wealth and influence of his family, anyone who knows him is aware of the truth: Lance Alarum was born to command, and while he still lacks the experience needed to do so effectively, it is only a matter of time before his near-unprecedented talent can be put to full use.
However, few are able to look past Lance's brilliance and see the unprepared adult within: he is a person with a mind, and like any other mind, he is able to doubt, admire, hate...
Name: Cassandra
Last Name: Argel
Identification: M-094
Age: 25
Codename: Emily
Pacification method: Partial brainwash.
Status: Assigned to Aranov "Alarum" battlecruiser as second-in-command (NOTE: First official assignment). Commander: Lance Alarum.
Implants: WLO-3
MRA
OSL-9
Details (60 points):
Quote:HP: 250
Energy: 200
Mov. Speed: 2.6
Armor: 1
Sight: 10Weapon: C-12 Canister Rifle
Damage: 42
Cooldown: 1.4 seconds
Range: 8Abilities:
Snipe(25 energy+5 energy/sec): Snipes a single target for 50 damage. Can choose to charge ability, spending an additional 5 energy per sec and gaining an additional 15 damage per second. Maxmimum 200 damage and 75 energy cos after 10 second charge up.
Range: 12Permanent Cloak (Toggleable): Cloaks, becoming invisible unless detected. Can stay cloaked indefinitely.
Flagship: The Alarum (100 points)
A bulky but maneuverable battlecruiser recently "donated" to the Aranov Consectorate by the Alarum family. The shiny behemoth has been placed under Lance Alarum's command, though its crew was brought in from other areas of the military and is not completely new.
Weapons: 3
Armor: 4
Maneuverability: 5
Security: 4
Cargo: 3
Speed: 5
Tech (120 pts):
Marine
Marauder
Siege Tank
Medivac
Viking
Raven
Stimpacks
Concussive Shells
Siege Tech
Orbital Command
Missile Turret
200 Supply (20 pts):
50 Marines 50
20 Marauders 40
10 Siege Tanks 30
15 Medivacs 30
20 Vikings 40
5 Ravens 10
Took you long enough to finally post, so I'll make this quick.

OK I’m a few days late, but I have promised to post this thing for a while now.
Rakah/Marrhe/Khinu (102 PTS)
Faction: TBA
Backstory:
Rakah was an up and coming trainee in the Imperium’s officially “Non-existent” Shadow Ops, and could have, showing signs of being one of the best members they ever trained.
Fate however, had another plan for Rakah, and during a mission to some newly discovered ruins to see if there were anything of worth there, Rakah was infected with a strange psionic virus that attacked her mentally rather than physically, driving her insane.
The virus spread across the Khala and every other Khalite on the mission quickly succumbed to madness, forcing the Dark Templar in the group to kill their now deranged Khalite brethren, who were on a killing rampage throughout the ruins, hunting down each other and the dark Templar.
Raka herself were defeated by her own mentor, who, instead of killing her, incapacitated her and cut of her Psionic Tendrils, turning her into a Dark Templar, with her connection to the Khala severed, her danger to the other Protoss were limited.
Rakah was brought back to the Shadow Ops base in order to see if they would find a cure for the virus and restore her to normal, and after months of research Rakah seemed to calm down and was moved to a recovery center to rest and recover.
A few months after being placed into recovery, there was a massacre there, leaving no survivors, Rakah herself disappeared as well as a number of Terran prisoners and an experimental Mothership ship called Hand of Darkness...
Stats:
Name: Rakah
Modifiers: Biological, Light, Psionic, Heroic
Health: 1000 (500 life 500 shield)
Energy: 200
Mov Speed: 2
Armor: 4
Sight: 8
Weapon: Psi Bullet
Range: 3 GtA & GtG
Damage: 15
Cooldown: 1
Abilities:
Persona Shift: Marrhe
Rakah's 2nd personality Marrhe fights Rakah for 2 seconds then usurps control of her body, altering her physical specialties. (This is a transformation ability) retains the same % oh HP from personality to personality.
Persona Shift: Khinu
Rakah's 3rd personality Khinu fights Rakah for 2 seconds then usurps control of her body, altering her physical specialties. (This is a transformation ability) retains the same % oh HP from personality to personality.
DT Cloak: Permanently cloaked.
Veil of Madness:
Rakah only takes 50% damage from abilities of heroes and are immune to the damage of non-hero abilities, all other effects still happen as normal.
Marrhe:
Name: Marrhe
Modifiers: Biological, Light, Psionic, Heroic
Health: 150 (50 life 100 shield)
Energy: 200
Mov Speed: 2
Armor: 0
Sight: 12
Weapon: Psi Cannon
Range: 12 GtG & GtA
Damage: 30
Cooldown: 1
Abilities:
Persona Shift: Rakah
The Original personality Rakah fights Marrhe for 2 seconds then usurps control of her body, altering her physical specialties. (This is a transformation ability) retains the same % oh HP from personality to personality.
Persona Shift: Khinu
Rakah's 3rd personality Khinu fights Marrhe for 2 seconds then usurps control of her body, altering her physical specialties. (This is a transformation ability) retains the same % oh HP from personality to personality.
DT Cloak: Permanently cloaked.
Veil of Madness:
Marrhe only takes 50% damage from abilities of heroes and are immune to the damage of non-hero abilities, all other effects still happen as normal.
Khinu:
Name: Khinu
Modifiers: Biological, Light, Psionic, Heroic
Health: 200 (100 Life 100 Shields)
Energy: 200
Mov Speed: 7
Armor: 1
Sight: 8
Weapon: Psi Gun
Range: 3 GtA & GtG
Damage: 30
Cooldown: 1
Abilities:
Persona Shift: Rakah
The Original personality Rakah fights Khinu for 2 seconds then usurps control of her body, altering her physical specialties. (This is a transformation ability) retains the same % oh HP from personality to personality.
Persona Shift: Marrhe
Rakah's 2nd personality Marrhe fights Khinu for 2 seconds then usurps control of her body, altering her physical specialties. (This is a transformation ability) retains the same % oh HP from personality to personality.
DT Cloak: Permanently Cloaked.
Veil of Madness:
Marrhe only takes 50% damage from abilities of heroes and are immune to the damage of non-hero abilities, all other effects still happen as normal.
Flagship: (130 PTS)
Name: Hand of Darkness
Apperance:
Hand of darkness lives up to its namesake as it is a midnight black crystalline Mothership roughly in the shape of a gigantic hand, the main cannon are situated in the “palm” of the ship and thrusters are on each finger and the place where the “arm” should have been.
The Hand’s favorite tactic is to “Grab” hostile ships then opening fire with the main cannon, then sending boarding parties through the “fingers” to get into the hostile ship should it still be intact enough to salvage.
Hand of Darkness
Weapons 4
Armor 4
Man 8
Security 3
Cargo 3
Speed 4
Army: (68 TPS)
Marines
Stimpack
Medivac
Siege Tech
Siege Tanks
Missile Turrets
Bunkers
Standing Army:
As of right now, none, Rakah escaped with trained noncombat ship personel to take care of the systems that the Hand of Darkness' AI could not interface with.
Not much to say apart from "Approved"! :)
@TheAlmaity: Go
KK, will write up a post sometime tomorrow, bit er..... busy atm -^_^-
I have written a nice long explanation of what tech and supply represent and why factions still need to operate planetside mining bases in order to deploy troops. I wrote form a purely protoss perspective but the same idea applies to terran armies and, more loosely, to zerg broods.
Apart from that, a protoss RPG appendix is also in the works. It is mostly done and will be completed soon^tm.
Happy Easter.
BrownFuryII Regular ShmoeHello!
I think I might get back into this too! I'm just not sure if I should continue Razrac or go for somethin new. :)