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 Almaity 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.)
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 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.
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.
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.
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.
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.
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.
This is the Chargen. This Thread is used for Character Creation, discussing plots and settling disputes. GLHFGG.
Planets are labelled in this format:
Planet Name - Owning Faction - Planet Level
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)
Ara - Aranov Consectorate Arr! - Pirates Mag - Magrathean Empire Out - The Outsiders QL - Quantum Legion Tec - Aurulean Technocracy Tir - Tirion Republic MTC - Magrathean-Tirion Collective (Played by Mozared2)
Anc - Ancestral Imperium Era - Erana's Order Exi - Exiled Tribes Tam - Tama Tribe Wan - Wandering Tribes
Fen - Fenrir Brood Fen - Fenguar Brood Grack - Gracken Brood Nir - Nirogg Brood Them - Themos Brood The Overmind - Rather obvious
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.
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.
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.)
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.
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:
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.
Air and Mech non-caster upgrades (up to level 2)
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.
Nuclear Missiles (equivalent of 5 supply each) All upgrades (Except for Raven and Battlecruiser upgrades)
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.
Other things sold:
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.
Everything available in BW (That also means sc2 upgrades like Combat Shields aren't available)
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.
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.
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.
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
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 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.
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.
Maelstorm (100 energy):
Effect: Stuns all organic units in AoE for a short duration.
Targets: Ground and Air
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.
Shields Lost: All.
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 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 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.
Cost: 150 minerals (plus drone)
Requires: Spawning Pool
Modifiers: Armored, Biological, Ground, Structure
~ 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
Modifiers: Biological, Ground, Light, Psychic
Armor: 0 (+1 per FC)
Mov. Speed: 3.75
~ 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.
Cost: 50 minerals / 100 gas / 3 control
Evolves from: Hydralisk
Requires: Lurker Den (Morphs from Hydralisk Den)
Modifiers: Armored, Biological, Ground
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
~ Burrow: As all zerg. Does not require research.
Cost: 100 minerals / 100 gas / 2 control
Requires: Infestation Pit
Modifiers: Biological, Flying, Light, Psychic
Armor: 0 (+1 per FC)
Energy: 50/200 (75/200 with Gamete Meiosis)
Mov. Speed: 3
~ 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.
Cost: 150 minerals / 50 gas / 4 control
Evolves from: Mutalisk
Requires: Greater Spire
Modifiers: Armored, Biological, Flying
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.
Cost: 50 minerals / 150 gas / 2 control
Requires: Defiler Mound
Modifiers: Biological, Flying, Light, Psychic
Armor: 1 (+1 per GC)
Energy: 50/200 (75/200 with Metasynaptic Node)
Mov. Speed: 2
~ 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.
I haven't finished my character yet, but it seems that the beginning is too easy. 300 points to spend straight from th start is just a little much, right? I woul prefer 150-200, but that may also be a part of my tastes. Do points left over from character creation carry over into the actual game?
Uh... You do know that those 300 points have to be divided onto characters, flagship and army tech (i.e. "permission" to use units and upgrades)?
Divided equally, that puts 100 points into the flagship, which would mean that it would have roughly 4 in all stats if divided equally again, a 100 point hero is fairly good but some people would like to make multiple seperate heroes, and even then most of my GM heroes cost roughly 200 points each and those are good, but not extremely good.
Marines, marauder and medivac tech + lvl 1 weapons and armor + stimpack and concussive shields cost 79 points, add 20 points needed to buy 200 supply of units to that and you're at 99 points in your army.
To answer your question, any surplus points are kept. Also, if you still find 300 points to be too much, remember that colonizing a planet costs 100 points so you might as well try that :p
EDIT: The Flying Drunkman, the flagship owned by the leader of the pirate faction, Cap'n Doom Bonecrusher, and it's army cost 815 points altogether, and that doesn't even have maxed upgrades and doesn't include the 2 hero characters on board. The second and third ship in his fleet cost 432 points each. The average NPC fleet costs 230ish points, without hero characters. Just to put things in perspective a bit.
It's a difficult balance point to find between starting at a reasonably weak level for a new character and being strong enough to be able to realistically have an affect on the world (even if it is a small one). As it is, you start with enough points to have a reasonable chance of winning against a single standard enemy army, but you will have to use all of your tools to do so. You will need to rely on your allies and strategy to win larger fights at the beginning.
Also keep in mind that you will need to buy (or at least understand why you are not buying) an Army, a Flagship (to house said army and to get around the sector) as well as your particular hero units. So far, 300 points has suited for starting characters. We may get to a point that we have enough high level characters in the 'verse to accommodate starting at a lower point total, but for now I think we're sticking with this number.
Your points will remain and can be banked indefinitely, they just don't do you much good in that form except to bribe others.
... Looks like Doc has you, I'll post this anyway seeing as how it has a little more info...
Kelanin no' Karanur, High Templar scientist and diplomat
Affiliation: The Exiled Tribe
Kelanin was born during the great escape from the Imperium and the creation of the Exiled Tribes. So he could never feel the real pain of being hunted down and so he never could create hatred against the empire or other beings. Always lived in mental peace Kelanin couldn't understand why they were driven from their homeland. That was his reason to study psychology in his young age; to understand a person's spirit and mind.
After a short period of time the Zerg appear in his life, spreading terror and dispair under his tribe, while still fighting against the Imperium. Kelanins parents died through the zerg and the yet unleashed fury of his heart got channeled on the massive amount of beings. The discovery of his psyonic powers should change his fate forever. Some survivors found him unconscious and still embracing the corpses of his parents in front of their house. They took Kelanin to the local executor Karashin who introduced him to the path of ascension.
After finishing his training started to study again, now the zerg, their behaviour and their DNA. And even while researching his executor ordered him to join scouting and exploring missions on abandoned zerg planets. It was a perfect opportunity to gather fresh examples. But it turned into a trap set up by Terran mercenaries who could capture Karashin. But Kelanin could flee to his homeworld.
New things couldn't wait and the ambassador of he Tama Tribe arrived shortly after this incident. Ambassador U'lun needed a new contact to the Exiled Tribe since the disapperance of the former one. U'lun informed Kelanin to replace Karashin that he wished for him as his replace for the position of the diplomat to the Tama Tribe. Kelanin accepted this rude offer reluctantly, maybe because he wanted to know why he was the chosen one the replace his master and maybe because he wanted to know why the ambassador asked for a new contact so quick.
With his new position Kelanin moved to the Exiled Tribe's Capital where he has been expected. He got a new home, a new enviroment and new duties. But these duties bored him fairly soon and he restarted his studies about the zerg. The military provided him new samples regularly and sometimes even living testing objects. His reseaches weren't unnoticed and the universaties started to show interest to him. They fund his studies and even supply him with a research team. His greatest success is his zergling pet Grogir who is completly free from any mental distraction.
Now as the capital's high scientist and diplomat to the Tama Tribe Kelanin researchs and gathers various life forms from all the space nearby while flying to planets ruled by the friendly Tribe. And even fulfilling all of his duties Kelanin will never forget that only one man made all of this possible to him, his Master Karashin.
100 damage over 4 seconds with 2 radius
Mental Chain will jump to an enemy nearby dealing half damage again (120->60->30). Can only jump up to 3 times.
Shield: up to 100
Drains some of Kelanins Shield, dealing 2.5 damage per point of drained shield (up to 40 damage) to nearby enemies around Kelanin.
Cooldown: 15 seconds
Note:You cannot control how many shield points are used. If you have more than 100 shields, 100 shields are automatically used up.
Stuns all enemies in an 2 radius circle for 3 seconds and deals 40 damage.
@Zanryu: My comments and modifications. Abilities first.
Energy: 75 100 damage over 4 seconds with 2 radius
120 damage to a single target.
Mental Chain will jump to an enemy nearby dealing half damage again (120->60->30). Can only jump up to 3 times.
Energy: all remaining
Drains all the left energy from Kelanin and deals 1 point of damage to enemies nearby for each point of energy drained.
After the damage Kelanin create a shield around himself with 5 points for each affected enemy. Additionally he recovers 2 points of energy for each affected enemy over 5 seconds.
Cooldown: 15 seconds
~If you want to keep Energy Explosion, I will have to modify/nerf it significantly. As it stands, it has the potential to clear a large chunk of army and ensures that Kelanin lives to tell the tale. I suggest you choose another ability as this one already overlaps with psionic storm
Stuns all enemies in an 1.5 radius circle for 3 seconds and deals 30 damage.
Apart from that, you still have to give your hero modifiers (light, biological etc.), split his HP into shields and health (e.g. 400 HP, 450 shields) and define his weapon (you have a DPS of 40. Now you have to decide whether it's a 40dmg attack with a 1sec cooldown or something with different damage and cooldown. Also, give a name to the attack [e.g. Psionic Assault]).
I am also against the idea of a warp prism serving as a flagship. It is usually no more than a fragile, unarmed and small robotic crystaline energy transport. Flagships tend to be very big ships that can house armies. While you can have a smaller flagship, an armed warp prism is not an idea I am fond of.
As for the background story: Having a zergling pet is fine as long as it acts as a normal zergling and cannot be used in combat (unless it is bought as a character). Orloth also reserves the right to mess with it as he sees fit.
Also, I would have Karashin be captured by the Imperium. Terran pirates have absolutely no reason to go around capturing protoss executors, especially now that they are part of the Coalition.
Well, thanks for the suggestions of course. (even when I copied Psi-storm from SC2)
I've added the weapon, the changes you've mentioned and replaced Energy Explosion with Shield Explosion.
The ulterior motive with the zergling was to create additional content like "something that can be captured by thiefs" or something in that way. It's simply potential story substance.
The problem I have with the flagships is fairly in the same direction. The protoss have only two big ships: the mothership and the carrier. I've thought that both is simply boring, because sneaking on a planet wouldn't be easy with a giant mothership. (same goes for the carrier) The zerg have the same problem. Only the leviathan can serve as a self-defending air-transport-"vehicle". Not to mention the terran battlecruiser.
Ah, good. Cause I may be using it in plenty of other ways as well. >=D
Flagship's don't fit into the normal unit models. This is one of those moments where we tweak with the rules to make it work and rule that you have "Super" Battlecruisers or Carriers or what have you that are built to be huge mobile command stations. That is why we slim down their stats, in order to realistically carry what they can carry, they would be way out of the league of any of the standard game units. Therefor, we simply place them in a different, related but not always relevant, weight category.
That doesn't mean a Flagship has to be Huge, Zeratul's ship would be an example of one that is pretty compact and stealthy. But they often are. In addition, because of their cost and battlefield role, they are often custom built, so it is certainly reasonable to fashion your own ship type that suits your purposes.
All that said, using your Flagship to circumvent the rules of combat is generally frowned upon. You should still expect to have to build a base and gather resources on ground missions. Therefor, you should not expect to be able to use your flagship to drop your units directly where you need them.
Edit: My zerg armies make use of the Leviathan, Behemoth, and Swarm Lord to transport their armies, as well as a number of Infested Battlecruisers from the War, and a few 'Spores' or globs of biological material that crash into planets releasing zerg DNA and vital proteins into the atmosphere. The parameters of a flagship are simply that it belongs in the Flagship weight class and that it can transport troops at faster then light-speed. Everything else is open to imagining and interpreting as you see fit (subject to GM approval).
As Orloth said, flagships are most of the time custom built. It doesn't have to be a carrier or mothership, and it also can't really be used as a proper unit so it wouldn't be able to actually fill the purpose of a warp prism. Feel free to think up something yourself. Seeing as you've got a good weapons score, maybe you should focus your design to reflect that?
And another thing, talked to Vjetar/Wind but its 2 AM for us so he left and I said I'd post on his behalf: The ability changes he proposed were the entire abilities. Instead of adding a debuff that is consumed, Mind Implosion should instantly deal damage, and Mental chain should act as a chain lightning, instantly hitting all three units (He didn't mention units having to die, so I'm assuming it'll jump even if the unit lives).
Oh, and I see you have 2 cargo, but only 50 supply of units. You could just lower the cargo to 1 and buy 30 extra supply with the extra points you get from that - you can upgrade your flagship once you have the money to do so, so the lowered cargo isn't permanent.
Will put more effort in this when I have a little bit more time - either tomorrow evening or in a couple of days.
For now, two quick questions:
1. For how long will character creation be open, approximately? Or is there no time limit and could I join in with the story already underway?
2. Lore mentions these events taking place 'far removed from the events of the Koprulu sector'. Does this mean that for all purposes we should avoid any of the existing Starcraft characters? I wasn't exactly planning on creating Jim Raynor's long lost brother, but would it be possible for my character to, say, have met and maybe even worked with Tosh at some point in his life?
On another note - I've never done this before, so be sure to point out any errors I might make when I type up my character.
1. Character creation will always be open. As this is for the most part a sand box setting, characters can come and go as they please at any time.
2. For purposes of Lore, the Events of the Starcraft games happened in a different part of the galaxy, at least a century prior. They happened, but don't have a whole lot of baring on what is happening now. Members of the Terran and Protoss factions are descendants of more far flung colonization or ships that ran away from the events of the Koprulu sector. This is done so that we can both honor and not contradict the existing and in progress story of the games. References can be made, but keep them as obscure and obtuse as possible.
...a young templar prodigy named Zhar Arkae was once a strong and noble warrior of the Ancestral Imperium, but it was not easy. One night, he was asked to kill a rogue templar. After keeping close watch, he knew he could not defeat this templar alone...unless he gained his trust first. This would give him the advantage, but would take longer. He asked permission from his higher council and the council hesitated on giving him permission. With his charm and disguise, he easily pretended to be of the majority of the populous. He then, over time, gained this templar's trust, but when the time came, he could not kill his target. The reason is because he had grown a liking for the templar. He had learned that his name was Vale Urgos, a twlight templar master. Twlight templar were rare, because it was against law to combine both powers because they believed you would become too powerful. They were right. When it came time to kill Vale, Zhar told Vale why he was really here and that he couldn't do the job. Vale had to think quickly. He decided to go to the Exiled Tribes. He used Zhar as his escape route by holding him in a death grip with a psi blade to his kneck. He managed to reach his ship and they escaped as quickly as they could...
...over time, Zhar once again gained Vale's trust and he became Vale's apprentice. After a year of learning the ways of the high and dark templar, Vale then taught him how to combine them. However, this caused an accident and Vale was killed in Zhar's attempt to combine both energies. In his shame, he fled the Exile Tribes's homeworld and fled into deep space, sometimes returning to worlds for a short time. He is now drifting in the center of Eurium.
Similar to spi storm
Over a radius of 5, 10 twlight bolts strike the ground in random areas. These have a radius of 1/2 AoE and deal 30 damage to each target struck.
Cooldown: 2 posts
Transports Zhar to a location he can see nearby. (Up to a maximum of 20 range)
Transforms Zhar into a personal Archon for a short time. This doubles his DPS and triples his health. It takes 1 post to become archon (Meaning I post that I transform then next post I can actually use my archon self) and the ability lasts for 3 posts afterwards.
Over a radius of 5, 10 twilight bolts strike the ground in random areas. These have a radius of 1/2 AoE and deal 30 damage to each target struck.
The problem with this ability is that we have no fair way to randomize these bolts or anything else that is random. That's why we don't allow abilities that rely on chance. You'll have to modify this ability so that it does not rely on chance before I can properly balance it.
Cooldown: 10 seconds.
Transports Zhar to a location he can see nearby. (Up to a maximum of 10 range)
Transforms Zhar into a personal Archon for a short time. This doubles his DPS and triples his health. It takes 1 post to become archon (Meaning I post that I transform then next post I can actually use my archon self) and the ability lasts for 3 posts afterwards.
This is a no-go. Both lorewise and in terms of balance. Tripling health to 1500 and doubling DPS to 160 while retaining all speed, even at the cost of 400 energy and a 1 post charge up is... *sigh* power overwhelming. Either remove it completely or face an extremely big nerf. Lorewise, archons are supposed to be very unstable, last-resort units. An archon consisting of only one individual, even one using both Khala and Void powers would have a lot of trouble staying alive... just look at Tassadar
Apart from that....
You only have 3 abilities yet purchased 6 ability slots. Like Zanryu, you still have to add modifiers to your character and split up health into HP and shields.
Shield: up to 100
Drains some of Kelanins Shield, dealing 0.75 damage per point of drained shield (up to 75 damage) to enemies in a 1.5 radius.
Cooldown: 15 seconds Note:You cannot control how many shield points are used. If you have more than 100 shields, 100 shields are automatically used up.
As for a ship, you don't have to go with the standard carrier/mothership models. Terrans can go for custom ship design so protoss and zerg should also be able to. You could also use an arbiter. Your ship's abilities are dictated by its stats, not its type. A very high maneuverability is what would allow you to enter a planet's orbit undetected, not a small size.
So far we've got primarily hero based players. While this is perfectly fine, I'd like to emphasize how this is not the most viable of set ups in big confrontations. It is perfectly fine for more RP-ish behavior such as politics or diplomacy or exploration but don't think that a very good hero will save you in big battles.
Rory was born and raised within Davy Jone's Locker and his habit of reverse engineer every piece of tech he laid hands on was not appreciated by his dad Deadmeat Cannonfodder who wanted him to start raiding and pillaging like he did, his father did, his grandfather did and his Great grandfather did and who actually earned the surname of Cannonfodder by spending all his money on whiskey and whores and went to board a Super freighter in a dropship, the freighter didn't attack the vessel because of this and he was able to dock but was to drunk to fight and was quickly taken care of.
Luckily Deadmeat was so often away raiding and pillaging so Rory got a decent name and could go after his hobby of engineering without someone stopping him. One day Deadmeat returned home towing a half destryed Super freighter because he hadn't brought enough cargo ships to bring home the loot himself, after he had gotten what he wanted out of the freighter he just left it there to rust. Rory soon began salvaging and repairing the ship, every time he saw a opportunity to sneak out he went to sell diffrent weapons or pieces of armor he built and buy scrap metal to make more and repair the ship. Seeing as he was one of the few pirates that had the skill to actually build some of the more complicated weapons and armor he soon made a small fortune.
Rory had no plans on selling the frieghter when he got it operational he was going to try and get away from the savage life of a pirate away to the battles that matter against the zerg or the protoss and be paid for protecting people instead of making a living of other peoples misery.
After getting the communications sytems working he began tuning in radio and tv transmissions from other factions and one in particular caught his interest: The Outsiders, he knew that the Quantum Legion and it's allies would laugh at his patched together freighter but Ray Kane and his people might atleast allow him to acquire some mercenaries. He soon began stocking up supplies and material and said goodbye to his mother and he asked her not to tell anyone about his departure. All alone in a Super freighter he traveled to one of the fringe worlds occupied by The Outsiders, he presented himself with his mother's maiden name Lockhart and after recieving a few jokes about how his freighter is even keeping itself together they allowed him to stay, that is if he remembers to pay his rent. Staying with The Outsiders Rory constructed a modified 5-4 Armored Infantry Suit equipped with the Quad K13 "Jackhammer" grenade launcher of his own design, he also began recruiting an army of mercenaries to fight along his side. Now fit for battle, Rory is ready to take any work that comes his way.
I don't understand entirely how the damage modifier works, but my hero's weapon deals more damage to light targets and less damage to armored. He also has a special twilight dragoon which he uses if he dies. He keeps everything, but if he dies a second time, he's dead dead and I need to make a new character. :(
Similar to psi storm
Over a radius of 5, a twilight bolt strikes the ground. This deals 50 damage to all enemies struck.
Cooldown: 10 seconds
Transports Zhar to a location he can see nearby. (Up to a maximum of 10 range)
Feedback (RPG form)
Drains 20% of the target's energy and deals 1 damage for every 2 points of energy lost.
Creates a shield around Zhar. Zhar takes a maximum of 10 damage per hit. Lasts 20 seconds.
Chain Psionic Lightning
The target and 2 nearby hostiles take damage. The target takes 100 damage. The second enemy takes 50 damage. The third enemy takes 25 damage.
Energy: 25 initial and 1 per second
Zhar becomes invisible. He can only be attacked directly if detected. Abilities may still be cast though. Abilities that deal damage automatically disable this ability.
One last thing...when does the rpg actually start?
Well, according to what you wrote below, he never really was part of the Pirates (At least not the major faction, led by Doom Bonecrusher. He's no idiot and would make sure any talented person would be put to good use :p Ofc, it could also be that your character joined the Outsiders before Doom came to power. But nevermind, this is sort of irrelevant :p I just expected that "formerly pirates" meant he actually was part of them, and not just his family or whatever :p
Deals 25 damage with 2 radius and removes all armor for affected units for 10 seconds.
Sorry, just couldn't suppress the grammar nazi inside me.
Stuns all units for 4 seconds in a 2 radius deals 50 damage.
Seeing as Zanryu is getting a weaker variation of this spell for lower energy cost, I'm willing to let this pass. If any of the other GMs is against this, tell me
Ok... I highly advise against going for 1 speed. Speed affects how many posts your character spends travelling from system A to system B, and 1 speed really isn't a great idea. In addition to that, it also means you won't be able to outrun *any* ship that might be following you, and your low maneuverability means you can't hide from anything either.
Ultimately, it's all up to you, but seeing as the Outsiders are a relatively weak faction with pretty powerful enemies, it'd be a lot smarter to have a flagship capable of going undetected and/or outrunning other flagships. Either that or you should have something capable of holding out in a flagship v flagship battle. I highly suggest cutting that cargo stat (as it isn't used) and putting the points into speed and maneuverability. And yea, high cargo would sort of be the roleplaying thing to go for, but being able to hold 700 marines is quite a lot, even for role playing a cargo ship. Yea, this is supposed to be about role playing, but it's also supposed to be a game, and you wouldn't shoot yourself in the leg just to be able to act the role of Dr. House in a play either. A cargo stat of 2-3 would be more than enough to represent a cargo vessel, and generally any cargo vessel trying to get through the Locker would have a better speed and maneuv stat simply so that it wouldn't be a sitting duck in case of a pirate attack :p Ok, I should stop rambling. To summarise: Strongly suggest modification of flagship stats, but it's your decision.
Wherever applicable, sc2 stats are used. That means firebats and medics cost 2 supply each (they were present in the campaign), so you'd need to pay twice as much for the amount of medics and firebats you currently want to buy.
Fix what's mentioned, and everything should be approved :)
Note to self*: Color tags break if they span over multiple paragraphs.
*"Self" being anyone who will ever consider using color tags on this forum
Your abilities don't need to be in 'RPG form'. Build your character as if you would build him on a custom map. Circumstances can be derived from that knowledge.
We will be starting the game as soon as we have enough fully created characters to make a worthwhile start, and once the GMs have the time to discuss and implement the reset in the under-the-table stats we have set up.