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).
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.
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.
I have to start somewhere, don't I? And I don't think the blatancy really matters, does it? I'm just throwing ideas out there - can always abandon the concept if it's too much of a hassle.
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.
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):
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: 12
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.
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...
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.
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.
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.
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.
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.
At the young age of 12, William Castellan showed a true inherent skill for tactical intelligence as he seemed to be able to know what you were going to do before you even did it. Though this “skill” of his only truly showed once he enrolled into a military academy. Though he showed great potential in becoming a Commander, William believed that a true leader should fight with their troops in the middle of a battle, not sit back idly while you watched forces fight on a screen. This idea of his and coupled with his, some of his commanding officers might say insufferable, attitude only landed William the position of Officer when he graduated the academy. Though he started small, William soon made a name for himself when his unit managed to hold out against an Outsider attack that had double his number. His fellow officers had abandoned the position upon witnessing the numbers of Outsiders, though William and his unit, most unwillingly, stayed. Through quick thinking and tactical genius, William made it through the battle with his position intact. Though he lost half his unit that day, he had taken more than 3 times the amount in enemies slain. The battle saw Castellan promoted to Captain and given a larger squad to command. Though grim, this battle was only the first of many that led to his current position.
Later on, during a Coalition campaign against the Zerg threat, Castellan and his unit were assigned the position of Vanguard. Days into the campaign, Castellan was heard transmitting a distress call asking for reinforcements as the Zerg forces swarmed his position. Hours after Castellan’s signal went dark, the sentry’s of the main encampment saw the living tide of zerg bodies approach on the horizon. Though the main group fought valiantly, it took only a matter of hours for the zerg to wipe out the entire Terran ground force. The rest of the forces, safely in space, started an orbital bombardment to try and create a safe zone to land more troops so they could keep pushing towards the planets main hive cluster. Unfortunately, that plan of action took a few days to even clear a landing zone. Once the Terran troops had landed, they noticed an eerie lack of Zerg forces. It looked like everything had suddenly been abandoned. Unshaken, the joint forces continued towards the hive cluster, while encounter not as much as a single pair of zerglings.
As the main group of forces neared the hive cluster, they noticed something very, very peculiar. There were scorch marks and unmistakable craters made by Crucio siege tank weapons. This was also coupled with the sight of hundreds of dead marines, medics and marauders. This revelation bewildered the commanders as there was never any account of the first landing groups forces ever even leaving the base before they were overrun by Zerg. Soon, the troops of the second landing started to see flashing lights on the horizon as well as hear the faint sounds of battle. As the officers hurried their men to the raging battle, they came upon quite an unexpected sight. Apparently Castellan was not dead but in the middle of the hive cluster fighting with toe to toe with the Zerg threat. By the time the reinforcements arrived to the battle, it was already over, Castellan and his remaining men were setting the Zerg structure alight and showering them a hail of gunfire and other ammunition.
Apparently Castellan was not killed by the zerg forces, merely wounded by them. As his forces retreated into the forests as the Zerg swarm moved on, they glanced upon an ancient structure. Castellan was the only one to venture in, at the protests of his few remaining men, and to come out bearing an ancient alien weapon. Calling it the Dawn Blade as it would crackle with yellow electricity when wielded; Castellan came out of the temple with a seemingly new found vigor and will to fight on. Not only had his wounds seemed to have disappeared, Castellan had also seemed to have his already ingenious tactical mind further enhanced. Though not apparent right away, it was noticed by his men and as he led them towards what most saw as a suicide mission. Many of his men doubted him and turned to leave and fend on their own. Those that did not listen were cut down mercilessly by William Castellan who seemed to move with an unearthly speed. Though brutal, those deaths served their purpose and pushed his men towards what they thought was their deaths. Thought what seemed like a suicidal plan, turned out to have become one of the most tactically genius strategies ever devised. His plan led his remaining men into the Zerg hive and towards the completion of the original objective, to stop the Zerg threat. After this battle, William Castellan was promoted to the rank of commander and was more and more commonly referred to as Commander Farsight, for his ingenious strategy during that battle.
Though rewarded as a hero in public, many higher ranking officials were suspicious of the unexpected victory of Castellan’s. How did he win the battle against impossible odds? Did he somehow make a deal with the Zerg? Was he already infested? These questions led to his superior officers alienating and questioning his every move. Castellan was also being shadowed everywhere he went courtesy of his superior commanders. Commander William “Farsight” Castellan seemed to be able to thwart not only the Zerg, but every enemy of the Coalition at every turn. This only led to more suspicion being drawn about him, until finally it had happened. Commander Farsight’s fame among the everyday citizens were becoming quite a problem. The people were demand that he be treated better by his superiors and his position be raised to an even higher seat of power. This shocked many of the Coalition leaders and the order was made for the assassination of William Castellan. The Coalition had hired the deadliest assassins available to them but as his name stated, Farsight avoided every attempt on his life and took the assassins.
Though Castellan had managed to cheat death on multiple occasions, he knew that it couldn’t last forever. He planned to take his ship, The Solar Wyvern and leave as soon as possible. Gathering a group of his most loyal and trusting men, Commander Farsight set off into the stars, away from the Coalition. Before he left though, he managed another so-called impossible task. He broke into one of the The Aurulean Technocracy’s science vessels and steal prototype technology. This feat did not go unnoticed for long though as that little action of his came at the price of the full fury of the Coalition chasing him down.
A week after the event of stealing the technology, Castellan was in deep trouble. He was being out matched not only in forces, but in supplies as well. He could not risk turning up in any port in fear of the Coalition finding him as they were always on his trail. Days later, The Solar Wyvern was finally cornered by a mixture of Coalition troops and bounty hunters. As his ship exchanged fire with the other forces, Farsight knew it took no tactical genius to know that he had come to the end of his line. His ship was already very badly damaged and it was already being pulled into a nearby planet’s orbit. Pulling one last ditch tactic, Castellan ejected all of the escape pods from his ship as it rocketed towards the planet. Most of the Coalition ships were content to sit back and watch as countless numbers of bounty hunters threw themselves towards the burning hull of the Solar Wyvern and its few escape vessels. As the vessel plummeted further and further into the gas giant, even the bounty hunters started to pull out. As he was going down, Farsight saw that his scanners no longer were detecting any enemy vessels. Pulling out his final ace, Farsight ejected a stolen nuclear warhead and warp jumped to the other side of the gas giant. That maneuver, though effective, was quite costly as it completely blew out both of his anti-matter engines. It would be days until The Solar Wyvern was fit for another warp jump but it would matter. Farsight had done the impossible once again.
As the Coalition ships and Bounty hunters looked on, they saw an explosion within the gas giant. Figuring the ship was destroyed, the bounty hunters all left in droves. But the coalition was not so careless, they scanned the Planet multiple times for heat signatures but all they found were signatures following the fallout of the explosion. Not detecting the offline Solar Wyvern, the coalition ships were satisfied and turned for home. A year later, numerous reports of another Ice White marine suit appearing on the numerous battle fields were dismissed as mere false sightings. The Coalition knew that Farsight had fallen on that fateful day and these sightings were either by hopeful individuals or by imposters. Either way Farsight had died. Even though that was what the Coalition thought had transpired. Few knew the truth from self experiences with the man that William Farsight Castellan had lived and the entire Coalition had better watch their backs for a wounded animal fights twice as hard.
In the past year or so, Farsight has appeared on numerous battle fields across terran space. He has always been on the winning side, whether to aid a small uprising of civilians against the Coalition, to mercenary work, to fighting with The Outsiders and sharing his precious knowledge, to fighting alongside the Coalition and to fighting alongside the Protoss or even on rare occasions, the Zerg Swarm. Though make no mistake, Farsight is by no means trying to help the Coalition or any other group, every move he makes is only made because it furthers his own goals. You know what they say; the enemy of my enemy is a problem for a later date, for now they might prove useful.
William “Farsight” Castellan
-Type: Heroic, Biological, Light
-Weapon Damage
Dawn Blade: 40/second
Notes: Ignores armor
Rail Rifle: 60/1.5 seconds
Notes: Reduces move speed by 1
-Abilities
Mind in the Machine
Active
Cost: 50 Cool down: 30
-Takes over a mechanical unit within a range of 10 for 5 seconds.
Advanced Dispersion Shield
Passive
-While shields are still functional, any damage that exceeds 20 is reduced by half.
Master Crafted Weapon
Passive
-Dawn Blade: While the Dawn Blade is active, Castellan deals 5 bonus damage against biological units.
-Rail Rifle: While the Rail Rifle is active, Castellan deals 5 bonus damage against armored units.
Dawn Blade/Rail Rifle
Toggle
Cost: None Cool down: 4
Weapons switch weapons between Dawn Blade and Rail Rifle.
-Weapon Damage
Power Sword: 30/second
Plasma Carbine: 15/0.50 second
-Abilities
Dispersion Shield
Passive
-While shields are still functional, any damage that exceeds 30 is reduced by half.
Power Sword/ Plasma Carbine
Toggle
Cost: None Cool down: 4
Weapons switch between Power Sword and Plasma Carbine.
The Solar Wyvern
The Solar Wyvern was once a ship whose very name sent fear into the hearts of the enemies of the Coalition. It boasted incredible fire power for a ship in it's class. It's shielding and armor were unrivaled in the field of defense and it's engines allowed for both instantaneous speed and unmatched maneuverability. But that was once ago, when Farsight had still been one of the great commanders in the Coalition.
Once Farsight had made his decision to run from his enemies, he immediately made his way towards the shipyards. Unfortuantly, The Solar Wvyern was still under repair from it's last battle and was also being slightly upgraded. Knowing that the Coalition was on his back, he boarded his ship, at the protests of the engineers, and bolted away from the ship yards. As Farsight sat down to asses the Solar Wyvern's situation, he found it in dire straights. The incredible shield generators had been removed for repair and the sensor suite was still destroyed. In the engine room, only 2 out of the 4 anti-matter engines were even running at half capacity. The other two were still in disrepair. The originally deadly weapon array of The Solar Wyvern was also a shadow of it's former self. Only one out of 4 sets of Heavy Rail Guns were functional and the main weapon, the Guass Flux Ark, was not operational as the energy required for even one shoot would have exceeded the energy being produced by the 2 Anti-matter engines. The missile silos were still destroyed while all of the Guass batteries were still destroyed. Luckily, the 4 point defence guns were still fully operational, a stroke of luck in the grim situation.
Having bypassed impossible odds like this before, William "Farsight" Castellan took the challenge and kept on going.
Decades before the Zerg threat had arrived in the Eurim Sector, Addari, a member of the Wandering Tribes, saw a dreaded vision. His vision was the sight of entire planets destroyed and left barren. New Auir, the last stronghold of the once great Protoss Empire, and the last non-barren planet was under attack. Addari saw the planet’s orbital defense systems desperately trying to stall back the enemy. Those defenses took out thousands but still they came. Sleek black ships moving faster than ever thought possible took out the shields of the orbital defense systems in just one volley of attacks. Soon, all that was left of the Imperium’s defenses were a handful of smoldering, burning wreckage.
Soon the invaders started attacking the cities. Brave zealots met the enemy head on and slaughtered hundreds but the tide wouldn’t yield. Even the great protoss engines of war were falling against this infinite onslaught of enemy fire. For every enemy the Protoss took down, 10 more replaced it, being warped in by large monoliths, dropped by the enemy vessels. Eventually, the enemy reached the inner city, brutally killing any living thing as they slowly advanced towards the Citadel. In what was the final moment of the Protoss, and to an extent, life, the Protoss unleashed a dead barrage of Psionic lightning. Each bolt striking true as the invaders fell one by one. It looked like life was not yet ready to be extinguished at the hands of these enemies. Unfortunately, the celebrations were too soon as suddenly, the enemies started to get up, one by one. Machines reassembling themselves and troops regenerating lost limbs. What seemed like absolute victory was only the very start of the end.
Horrified by this vision of things to come, Addari was quick to devise a plan to alter the fate of the sector. He came up with a few theories about the great threat to the sector. It seemed like they would originate from a moon on the very edge of the sector. Armed with this information, Addari knew he had to stop it. After convincing the rest of the Wandering Tribes, he managed to gather a war host and set off into the stars, towards the unnamed moon. By the time he had arrived, he saw that he was already too late. The Great Enemy had already constructed a gateway by which they would bring an army into the galaxy. Seeing that the enemy had not activated the gateway yet and that there was only a small expeditionary force, Addari gave the order to strike. As the Protoss and Alien forces engaged one another, the outcome seemed already to be determined. Even with numbers on their side, the enemy seemed to be able to best them at every turn. Like in his vision, Addari saw what seemed like fallen enemy troops stand right back up and continue fighting. Having been pushed back and having his numbers reduced to a tenth of what he brought, Addari became desperate, more so then what he already was. He gathered 5 High Templar and 5 Dark Templar, the great leaders of the army, in the hope of creating something able to destroy the enemy. The thing he created had many unforeseen consequences. For starters, during the creation of this “twilight” Archon, a psionic shock wave was sent out from the merging, cutting down, ally and enemy alike. Once the merging had finally finished, what was created was a being of immense power. The power, so unstable, seemed to shift in and out of reality like it would dissipate at any given second. The twilight archon, knowing what must be down, cut a path straight towards the alien construct. Each of its powerful attacks would phase through enemy armor only to appear inside of the enemy, ripping them apart. In addition, whenever an enemy would die, energy would resonate outwards turning nearby enemies into star dust as well. Finally reaching the gateway, the twilight archon managed to destroy and stave off the great threat to the sector. Though, during the battle, Addari’s fleet was almost completely destroyed and so the survivors and the Twilight Archon, now known as Telomose, salvaged and refitted an enemy ship with protoss technology so that they may return home.
By the time the crew had reached the Eurim Sector, things had drastically changed. Decades had passed and the campaign against the Great Enemy had become the stuff of legend and myth. A new threat, the Zerg, had invaded the sector and had forced the Protoss and Terrans to align in order to defend themselves against the new threat. Time had moved on from what the few remaining protoss had remembered. Seeing this, Telomose had come to a conclusion. There was never a way to alter fate. What was destined to be destroyed will be destroyed. Whether it is by a great unknown enemy or by the ravenous Zerg swarm or by the people themselves. Telomose, still retaining the memories of the 10 that created him, felt the waste of countless protoss lives in defense of a sector that is already tearing itself apart. Seeing that there is no other way to protect the sector and its inhabitants form one another, Telomose and his remaining forces saw that the only solution was to destroy the inhabitants themselves. For if they were not the ones to do it, the Zerg, the Protoss or even the Terrans would do it for them. Telomose wagered that he and his remaining army would spare the inhabitants of the sector much pain and suffering if he was the one who became the destroyer instead of the inhabitants. Set on this goal, Telemose knew he had to first re-arm himself and gather another army. So for now he bides his time, doing mostly mercenary work as that furthers his own goals. He rarely appears on the battle field and when he does, all many onlookers see is flurry of energy seeming to phase in and out of existence. These reports of Telomose have quickly spread across many worlds but are largely dismissed as a myth. As what creature could ever cut down entire armies in one slash or bring flying units to the ground with not so much as a gesture.
Telomose is an Twilight Archon that wields a sword made out of pure psionic and void energy.
Telomose, the Bringer of Twilight
-Type: Heroic, Psionic
Wrath of the Ancients
Active
Cost: 50 Cool down: 5 Range: 8
-Telemose unleashes a stream of psionic energy at the target dealing 75 damage (+75 vs. mechanical).
Immense Power
Active
Cost: 75 Cool down: 30 Range: 9
-Lifts a unit into the air, and then smashes it against the ground dealing 125 damage and stunning it for 1 second.
Obliteration
Passive
-Should Telomose slay an enemy with Twilight, a psionic shockwave ripples out from the body of the victim, dealing 30 damage to all similar nearby units within a range of 4 of the killed unit.
Phase Shifter
Passive
-All attacks targeting Telomose have a 40% chance to pass through him. In addition, all of Telomose’s basic attacks ignore armor.
The Tesseract Ark
The Tesseract Ark was the ship that Telomose and his crew managed to salvage from the enemy. Many weapons were destroyed but most still remain intact. Coupled with some protoss technology and some ingenious thinking, the Tesseract Ark had become a fully functional ship again. Instead of most ships that rely on a strong, rigid defensive armor or shield to whether the blows, The Tesseract Ark is made out of a material know only as living metal. It has the power to bend and absorb damage instead of just taking the full on force. It also auto repairs damage if it isn’t too great. The Quantum Shielding is a mix between protoss shield technology and the enemies shield technology. Though not as strong as the originals, it does come with a useful effect. The shield doesn’t exist with the ship. Instead, right before a weapon is about to hit the full made of living metal; a bright shielding appears to intercept the blow. This means that the shielding does not impede firing its own weapons as it only appears right before enemy weapon contact is made.
The Tesseract Ark also boasts an incredible array of weapons that can obliterate most foes much larger then itself. The Maelstrom Generator creates a strong electrical storm around the ark. It acts as a point defense system as the field strikes any approaching enemy ship or missile with powerful bolts of green lightning. The photon flux arks are probably the most formidable weapon in the Tesseract Ark’s arsenal. Though taking a while to charge, it has incredible range and destruction abilities equal to, if not surpassing, the Terran Yamato cannon. The fusion cascades are the Ark’s main ship to ship combat system. It fires continual torrents of plasma at the enemy, melting away armor and shield alike. The only con about it is that to be truly effective, the Ark has to be within a very close distance to the target. The final weapon, the quad ion batteries are not anything to be taken lightly. Though they may not pack as much of a punch as any other of the Ark’s weapons, it makes up for it in its range and rate of fire. The ion batteries are able to reduce entire light space craft fleets to molten slag in mere minutes. Its range, half of the flux arc, is still very incredible given the fact that to use the flux ark, the Tesseract Ark has to stop and charge it before firing the deadly weapon.
The Tesseract Ark is roughly as long as a Carrier though more sleek and coloured dark green, almost invisible to the naked eye when flying at night.
Hey! Nice seeing some more interest in the RP :) But I highly recommend reading my first post, especially the "Premise" part. (There's buttons on the right that reveal the text, just in case you didn't notice) It goes over the very basics, but most importantly it mentions that this doesn't take place in the canon SC2 universe
What this means is you need to skim over the existing factions listed in the second post, and possibly some of the general backstory, because this does not involve anything from SC and SC2 - There are different planets, different factions, different characters. The SC universe is fairly vague in a lot of areas in its lore, which makes using the original setting a bit harder as you'd have to sift through wikis just to make sure you don't contradict anything, and creates other issues for the GMs. The advantages of using a new, (even more-)fictional setting are first of all more freedom as there's no chance of us contradicting official lore, and possibly more importantly: we define the lore. If something is vague, you PM the relevant GM and he can tell you the details. If you want to have a big role in some faction, you have more freedom doing so.
Anyway, as for your battlecruiser, it currently costs 80 points. You start with 300, which means if you want to divide them equally among an army, ship and hero character, that leaves you with another 20 points to use on it.
The Flagship is technically seen the only mandatory thing you need to have, but not having an army or at least hero characters that can properly enter a battle somewhat limits your role in the RP (Not saying it's exactly bad, you'll just have to be more imaginative and will have to find other ways to make an impact in the story)
If you have issues with the entire point system and the armies, feel free to message me and I'll help wherever I can. I know it's quite scary/confusing for a start, but trust me, the rest of the RP won't be like that at all. It's like buying a new house with new furniture, and going to Ikea with €2000 to spend on furniture. Yea, you'll have to buy a lot of stuff and spend a lot of money at one point, won't be too sure what to do with it, but once you're done with all that you have your furnished house and can do stuff with it, and if you need something else you forgot earlier or just couldn't afford, you save up for it and buy it later.
Hello!
I think I might get back into this too! I'm just not sure if I should continue Razrac or go for somethin new. :)
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 :)
@Mozared: Go
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).
@Orloth7: Go
Wind reminded me, I just rechecked these posts. Sounds interesting. Whatever Brown decides, I hope to see him in there :)
Welcome back, Brown :) I'm fine with whatever you pick. Can't wait to see some more action here :)
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)
@Mozared2: Go
When I said you could Ghost write a second character, I didn't mean for you to be so blatant about it.
@Orloth7: Go
I have to start somewhere, don't I? And I don't think the blatancy really matters, does it? I'm just throwing ideas out there - can always abandon the concept if it's too much of a hassle.
@Mozared: Go
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?
@Orloth7: Go
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):
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.
Ok, so here’s my new character.
Warning quite long
Flavor Text:
At the young age of 12, William Castellan showed a true inherent skill for tactical intelligence as he seemed to be able to know what you were going to do before you even did it. Though this “skill” of his only truly showed once he enrolled into a military academy. Though he showed great potential in becoming a Commander, William believed that a true leader should fight with their troops in the middle of a battle, not sit back idly while you watched forces fight on a screen. This idea of his and coupled with his, some of his commanding officers might say insufferable, attitude only landed William the position of Officer when he graduated the academy. Though he started small, William soon made a name for himself when his unit managed to hold out against an Outsider attack that had double his number. His fellow officers had abandoned the position upon witnessing the numbers of Outsiders, though William and his unit, most unwillingly, stayed. Through quick thinking and tactical genius, William made it through the battle with his position intact. Though he lost half his unit that day, he had taken more than 3 times the amount in enemies slain. The battle saw Castellan promoted to Captain and given a larger squad to command. Though grim, this battle was only the first of many that led to his current position.
Later on, during a Coalition campaign against the Zerg threat, Castellan and his unit were assigned the position of Vanguard. Days into the campaign, Castellan was heard transmitting a distress call asking for reinforcements as the Zerg forces swarmed his position. Hours after Castellan’s signal went dark, the sentry’s of the main encampment saw the living tide of zerg bodies approach on the horizon. Though the main group fought valiantly, it took only a matter of hours for the zerg to wipe out the entire Terran ground force. The rest of the forces, safely in space, started an orbital bombardment to try and create a safe zone to land more troops so they could keep pushing towards the planets main hive cluster. Unfortunately, that plan of action took a few days to even clear a landing zone. Once the Terran troops had landed, they noticed an eerie lack of Zerg forces. It looked like everything had suddenly been abandoned. Unshaken, the joint forces continued towards the hive cluster, while encounter not as much as a single pair of zerglings.
As the main group of forces neared the hive cluster, they noticed something very, very peculiar. There were scorch marks and unmistakable craters made by Crucio siege tank weapons. This was also coupled with the sight of hundreds of dead marines, medics and marauders. This revelation bewildered the commanders as there was never any account of the first landing groups forces ever even leaving the base before they were overrun by Zerg. Soon, the troops of the second landing started to see flashing lights on the horizon as well as hear the faint sounds of battle. As the officers hurried their men to the raging battle, they came upon quite an unexpected sight. Apparently Castellan was not dead but in the middle of the hive cluster fighting with toe to toe with the Zerg threat. By the time the reinforcements arrived to the battle, it was already over, Castellan and his remaining men were setting the Zerg structure alight and showering them a hail of gunfire and other ammunition.
Apparently Castellan was not killed by the zerg forces, merely wounded by them. As his forces retreated into the forests as the Zerg swarm moved on, they glanced upon an ancient structure. Castellan was the only one to venture in, at the protests of his few remaining men, and to come out bearing an ancient alien weapon. Calling it the Dawn Blade as it would crackle with yellow electricity when wielded; Castellan came out of the temple with a seemingly new found vigor and will to fight on. Not only had his wounds seemed to have disappeared, Castellan had also seemed to have his already ingenious tactical mind further enhanced. Though not apparent right away, it was noticed by his men and as he led them towards what most saw as a suicide mission. Many of his men doubted him and turned to leave and fend on their own. Those that did not listen were cut down mercilessly by William Castellan who seemed to move with an unearthly speed. Though brutal, those deaths served their purpose and pushed his men towards what they thought was their deaths. Thought what seemed like a suicidal plan, turned out to have become one of the most tactically genius strategies ever devised. His plan led his remaining men into the Zerg hive and towards the completion of the original objective, to stop the Zerg threat. After this battle, William Castellan was promoted to the rank of commander and was more and more commonly referred to as Commander Farsight, for his ingenious strategy during that battle.
Though rewarded as a hero in public, many higher ranking officials were suspicious of the unexpected victory of Castellan’s. How did he win the battle against impossible odds? Did he somehow make a deal with the Zerg? Was he already infested? These questions led to his superior officers alienating and questioning his every move. Castellan was also being shadowed everywhere he went courtesy of his superior commanders. Commander William “Farsight” Castellan seemed to be able to thwart not only the Zerg, but every enemy of the Coalition at every turn. This only led to more suspicion being drawn about him, until finally it had happened. Commander Farsight’s fame among the everyday citizens were becoming quite a problem. The people were demand that he be treated better by his superiors and his position be raised to an even higher seat of power. This shocked many of the Coalition leaders and the order was made for the assassination of William Castellan. The Coalition had hired the deadliest assassins available to them but as his name stated, Farsight avoided every attempt on his life and took the assassins.
Though Castellan had managed to cheat death on multiple occasions, he knew that it couldn’t last forever. He planned to take his ship, The Solar Wyvern and leave as soon as possible. Gathering a group of his most loyal and trusting men, Commander Farsight set off into the stars, away from the Coalition. Before he left though, he managed another so-called impossible task. He broke into one of the The Aurulean Technocracy’s science vessels and steal prototype technology. This feat did not go unnoticed for long though as that little action of his came at the price of the full fury of the Coalition chasing him down.
A week after the event of stealing the technology, Castellan was in deep trouble. He was being out matched not only in forces, but in supplies as well. He could not risk turning up in any port in fear of the Coalition finding him as they were always on his trail. Days later, The Solar Wyvern was finally cornered by a mixture of Coalition troops and bounty hunters. As his ship exchanged fire with the other forces, Farsight knew it took no tactical genius to know that he had come to the end of his line. His ship was already very badly damaged and it was already being pulled into a nearby planet’s orbit. Pulling one last ditch tactic, Castellan ejected all of the escape pods from his ship as it rocketed towards the planet. Most of the Coalition ships were content to sit back and watch as countless numbers of bounty hunters threw themselves towards the burning hull of the Solar Wyvern and its few escape vessels. As the vessel plummeted further and further into the gas giant, even the bounty hunters started to pull out. As he was going down, Farsight saw that his scanners no longer were detecting any enemy vessels. Pulling out his final ace, Farsight ejected a stolen nuclear warhead and warp jumped to the other side of the gas giant. That maneuver, though effective, was quite costly as it completely blew out both of his anti-matter engines. It would be days until The Solar Wyvern was fit for another warp jump but it would matter. Farsight had done the impossible once again.
As the Coalition ships and Bounty hunters looked on, they saw an explosion within the gas giant. Figuring the ship was destroyed, the bounty hunters all left in droves. But the coalition was not so careless, they scanned the Planet multiple times for heat signatures but all they found were signatures following the fallout of the explosion. Not detecting the offline Solar Wyvern, the coalition ships were satisfied and turned for home. A year later, numerous reports of another Ice White marine suit appearing on the numerous battle fields were dismissed as mere false sightings. The Coalition knew that Farsight had fallen on that fateful day and these sightings were either by hopeful individuals or by imposters. Either way Farsight had died. Even though that was what the Coalition thought had transpired. Few knew the truth from self experiences with the man that William Farsight Castellan had lived and the entire Coalition had better watch their backs for a wounded animal fights twice as hard.
In the past year or so, Farsight has appeared on numerous battle fields across terran space. He has always been on the winning side, whether to aid a small uprising of civilians against the Coalition, to mercenary work, to fighting with The Outsiders and sharing his precious knowledge, to fighting alongside the Coalition and to fighting alongside the Protoss or even on rare occasions, the Zerg Swarm. Though make no mistake, Farsight is by no means trying to help the Coalition or any other group, every move he makes is only made because it furthers his own goals. You know what they say; the enemy of my enemy is a problem for a later date, for now they might prove useful.
William “Farsight” Castellan
-Type: Heroic, Biological, Light
Alignment: Unaligned
-Hero Stats
Health: 300
-20Shields: 200
-N/AEnergy: 200
-0Move Speed: 3
-8Armor: 0
-0Sight: 12
-10DPS: 40
-27Range: 10
-25AoE: 0
-0Abilities: 4
-30Total Points: 119
-Weapon Damage
Dawn Blade: 40/second
Notes: Ignores armor
Rail Rifle: 60/1.5 seconds
Notes: Reduces move speed by 1
-Abilities
Mind in the Machine
Active
Cost: 50 Cool down: 30
-Takes over a mechanical unit within a range of 10 for 5 seconds.
Advanced Dispersion Shield
Passive
-While shields are still functional, any damage that exceeds 20 is reduced by half.
Master Crafted Weapon
Passive
-Dawn Blade: While the Dawn Blade is active, Castellan deals 5 bonus damage against biological units.
-Rail Rifle: While the Rail Rifle is active, Castellan deals 5 bonus damage against armored units.
Dawn Blade/Rail Rifle
Toggle
Cost: None Cool down: 4
Weapons switch weapons between Dawn Blade and Rail Rifle.
Honor Guard (x2)
-Type: Heroic, Biological, Light
-Hero Stats
Health: 100
-6Shields: 50
-N/AEnergy: 0
-0Move Speed: 3
-8Armor: 0
-0Sight: 8
-0DPS: 30
-13Range: 8
-15AoE: 0
-0Abilities: 2
-5Total Points: 108 (54x2)
-Weapon Damage
Power Sword: 30/second
Plasma Carbine: 15/0.50 second
-Abilities
Dispersion Shield
Passive
-While shields are still functional, any damage that exceeds 30 is reduced by half.
Power Sword/ Plasma Carbine
Toggle
Cost: None Cool down: 4
Weapons switch between Power Sword and Plasma Carbine.
The Solar Wyvern
The Solar Wyvern was once a ship whose very name sent fear into the hearts of the enemies of the Coalition. It boasted incredible fire power for a ship in it's class. It's shielding and armor were unrivaled in the field of defense and it's engines allowed for both instantaneous speed and unmatched maneuverability. But that was once ago, when Farsight had still been one of the great commanders in the Coalition.
Once Farsight had made his decision to run from his enemies, he immediately made his way towards the shipyards. Unfortuantly, The Solar Wvyern was still under repair from it's last battle and was also being slightly upgraded. Knowing that the Coalition was on his back, he boarded his ship, at the protests of the engineers, and bolted away from the ship yards. As Farsight sat down to asses the Solar Wyvern's situation, he found it in dire straights. The incredible shield generators had been removed for repair and the sensor suite was still destroyed. In the engine room, only 2 out of the 4 anti-matter engines were even running at half capacity. The other two were still in disrepair. The originally deadly weapon array of The Solar Wyvern was also a shadow of it's former self. Only one out of 4 sets of Heavy Rail Guns were functional and the main weapon, the Guass Flux Ark, was not operational as the energy required for even one shoot would have exceeded the energy being produced by the 2 Anti-matter engines. The missile silos were still destroyed while all of the Guass batteries were still destroyed. Luckily, the 4 point defence guns were still fully operational, a stroke of luck in the grim situation.
Having bypassed impossible odds like this before, William "Farsight" Castellan took the challenge and kept on going.
-Ship Stats
Weapons: 3
-9Armor: 1
-1Maneuverability: 4
-16Security: 1
-1Cargo: 1
-1Speed: 4
-16Total Cost: 44
Armaments:
-2 Heavy Rail Guns
-4 Plasma Point Defense Guns
Armor/Shields:
-Standard Hull Plating
-Standard Shields
Equipment:
- Anti-Matter engines
Army:
3-Marine
9-Medic
13- Goliath
5-50 supplies ready
-30 Marines (30)
-5 Medics (10)
-5 Goliaths (10)
Total Cost: 31
Grand Total Cost: 302
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And here is my second possible character
Decades before the Zerg threat had arrived in the Eurim Sector, Addari, a member of the Wandering Tribes, saw a dreaded vision. His vision was the sight of entire planets destroyed and left barren. New Auir, the last stronghold of the once great Protoss Empire, and the last non-barren planet was under attack. Addari saw the planet’s orbital defense systems desperately trying to stall back the enemy. Those defenses took out thousands but still they came. Sleek black ships moving faster than ever thought possible took out the shields of the orbital defense systems in just one volley of attacks. Soon, all that was left of the Imperium’s defenses were a handful of smoldering, burning wreckage.
Soon the invaders started attacking the cities. Brave zealots met the enemy head on and slaughtered hundreds but the tide wouldn’t yield. Even the great protoss engines of war were falling against this infinite onslaught of enemy fire. For every enemy the Protoss took down, 10 more replaced it, being warped in by large monoliths, dropped by the enemy vessels. Eventually, the enemy reached the inner city, brutally killing any living thing as they slowly advanced towards the Citadel. In what was the final moment of the Protoss, and to an extent, life, the Protoss unleashed a dead barrage of Psionic lightning. Each bolt striking true as the invaders fell one by one. It looked like life was not yet ready to be extinguished at the hands of these enemies. Unfortunately, the celebrations were too soon as suddenly, the enemies started to get up, one by one. Machines reassembling themselves and troops regenerating lost limbs. What seemed like absolute victory was only the very start of the end.
Horrified by this vision of things to come, Addari was quick to devise a plan to alter the fate of the sector. He came up with a few theories about the great threat to the sector. It seemed like they would originate from a moon on the very edge of the sector. Armed with this information, Addari knew he had to stop it. After convincing the rest of the Wandering Tribes, he managed to gather a war host and set off into the stars, towards the unnamed moon. By the time he had arrived, he saw that he was already too late. The Great Enemy had already constructed a gateway by which they would bring an army into the galaxy. Seeing that the enemy had not activated the gateway yet and that there was only a small expeditionary force, Addari gave the order to strike. As the Protoss and Alien forces engaged one another, the outcome seemed already to be determined. Even with numbers on their side, the enemy seemed to be able to best them at every turn. Like in his vision, Addari saw what seemed like fallen enemy troops stand right back up and continue fighting. Having been pushed back and having his numbers reduced to a tenth of what he brought, Addari became desperate, more so then what he already was. He gathered 5 High Templar and 5 Dark Templar, the great leaders of the army, in the hope of creating something able to destroy the enemy. The thing he created had many unforeseen consequences. For starters, during the creation of this “twilight” Archon, a psionic shock wave was sent out from the merging, cutting down, ally and enemy alike. Once the merging had finally finished, what was created was a being of immense power. The power, so unstable, seemed to shift in and out of reality like it would dissipate at any given second. The twilight archon, knowing what must be down, cut a path straight towards the alien construct. Each of its powerful attacks would phase through enemy armor only to appear inside of the enemy, ripping them apart. In addition, whenever an enemy would die, energy would resonate outwards turning nearby enemies into star dust as well. Finally reaching the gateway, the twilight archon managed to destroy and stave off the great threat to the sector. Though, during the battle, Addari’s fleet was almost completely destroyed and so the survivors and the Twilight Archon, now known as Telomose, salvaged and refitted an enemy ship with protoss technology so that they may return home.
By the time the crew had reached the Eurim Sector, things had drastically changed. Decades had passed and the campaign against the Great Enemy had become the stuff of legend and myth. A new threat, the Zerg, had invaded the sector and had forced the Protoss and Terrans to align in order to defend themselves against the new threat. Time had moved on from what the few remaining protoss had remembered. Seeing this, Telomose had come to a conclusion. There was never a way to alter fate. What was destined to be destroyed will be destroyed. Whether it is by a great unknown enemy or by the ravenous Zerg swarm or by the people themselves. Telomose, still retaining the memories of the 10 that created him, felt the waste of countless protoss lives in defense of a sector that is already tearing itself apart. Seeing that there is no other way to protect the sector and its inhabitants form one another, Telomose and his remaining forces saw that the only solution was to destroy the inhabitants themselves. For if they were not the ones to do it, the Zerg, the Protoss or even the Terrans would do it for them. Telomose wagered that he and his remaining army would spare the inhabitants of the sector much pain and suffering if he was the one who became the destroyer instead of the inhabitants. Set on this goal, Telemose knew he had to first re-arm himself and gather another army. So for now he bides his time, doing mostly mercenary work as that furthers his own goals. He rarely appears on the battle field and when he does, all many onlookers see is flurry of energy seeming to phase in and out of existence. These reports of Telomose have quickly spread across many worlds but are largely dismissed as a myth. As what creature could ever cut down entire armies in one slash or bring flying units to the ground with not so much as a gesture.
Telomose is an Twilight Archon that wields a sword made out of pure psionic and void energy.
Telomose, the Bringer of Twilight
-Type: Heroic, Psionic
Alignment: Unaligned
-Hero Stats
Health: 450
-35Shields: 425
-N/AEnergy: 200
-0Move Speed: 3
-8Armor: 0
-0Sight: 10
-3DPS: 90
-60Range: 4
-3AoE: 0
-0Abilities: 4
-30Total Points: 133
-Weapon Damage
Twilight: 60/ 0.6 seconds
-Abilities
Wrath of the Ancients
Active
Cost: 50 Cool down: 5 Range: 8
-Telemose unleashes a stream of psionic energy at the target dealing 75 damage (+75 vs. mechanical).
Immense Power
Active
Cost: 75 Cool down: 30 Range: 9
-Lifts a unit into the air, and then smashes it against the ground dealing 125 damage and stunning it for 1 second.
Obliteration
Passive
-Should Telomose slay an enemy with Twilight, a psionic shockwave ripples out from the body of the victim, dealing 30 damage to all similar nearby units within a range of 4 of the killed unit.
Phase Shifter
Passive
-All attacks targeting Telomose have a 40% chance to pass through him. In addition, all of Telomose’s basic attacks ignore armor.
The Tesseract Ark
The Tesseract Ark was the ship that Telomose and his crew managed to salvage from the enemy. Many weapons were destroyed but most still remain intact. Coupled with some protoss technology and some ingenious thinking, the Tesseract Ark had become a fully functional ship again. Instead of most ships that rely on a strong, rigid defensive armor or shield to whether the blows, The Tesseract Ark is made out of a material know only as living metal. It has the power to bend and absorb damage instead of just taking the full on force. It also auto repairs damage if it isn’t too great. The Quantum Shielding is a mix between protoss shield technology and the enemies shield technology. Though not as strong as the originals, it does come with a useful effect. The shield doesn’t exist with the ship. Instead, right before a weapon is about to hit the full made of living metal; a bright shielding appears to intercept the blow. This means that the shielding does not impede firing its own weapons as it only appears right before enemy weapon contact is made.
The Tesseract Ark also boasts an incredible array of weapons that can obliterate most foes much larger then itself. The Maelstrom Generator creates a strong electrical storm around the ark. It acts as a point defense system as the field strikes any approaching enemy ship or missile with powerful bolts of green lightning. The photon flux arks are probably the most formidable weapon in the Tesseract Ark’s arsenal. Though taking a while to charge, it has incredible range and destruction abilities equal to, if not surpassing, the Terran Yamato cannon. The fusion cascades are the Ark’s main ship to ship combat system. It fires continual torrents of plasma at the enemy, melting away armor and shield alike. The only con about it is that to be truly effective, the Ark has to be within a very close distance to the target. The final weapon, the quad ion batteries are not anything to be taken lightly. Though they may not pack as much of a punch as any other of the Ark’s weapons, it makes up for it in its range and rate of fire. The ion batteries are able to reduce entire light space craft fleets to molten slag in mere minutes. Its range, half of the flux arc, is still very incredible given the fact that to use the flux ark, the Tesseract Ark has to stop and charge it before firing the deadly weapon.
The Tesseract Ark is roughly as long as a Carrier though more sleek and coloured dark green, almost invisible to the naked eye when flying at night.
-Ship Stats
Weapons: 5
-25Armor: 4
-16Maneuverability: 4
-16Security: 1
-1Cargo: 2
-4Speed: 4
-16Total Cost: 78
Armaments:
-1 Maelstrom Generator
-3 Photon Flux Arcs
-6 Fusion Cascade Turrets
-12 Quad Ion Battery Emplacements
Armor/Shields:
-“Living” Metal
-Quantum Shielding
Equipment:
- 3 Anti-Matter engines
Army:
6-Zealot
11-Stalker
8-Obsever
22-Immortal
16-Phoenix
6-Photon Cannon
20-200 supplies ready
-30 Zealots (60)
-30 Stalkers (60)
-6 Immortals (24)
-25 Phoenix (50)
-6 Observers (6)
Total Cost: 89
Grand Total Cost: 300
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Please critique both of them, thanks :D
@FenixKissKerrigan: Go
Hey! Nice seeing some more interest in the RP :) But I highly recommend reading my first post, especially the "Premise" part. (There's buttons on the right that reveal the text, just in case you didn't notice) It goes over the very basics, but most importantly it mentions that this doesn't take place in the canon SC2 universe
What this means is you need to skim over the existing factions listed in the second post, and possibly some of the general backstory, because this does not involve anything from SC and SC2 - There are different planets, different factions, different characters. The SC universe is fairly vague in a lot of areas in its lore, which makes using the original setting a bit harder as you'd have to sift through wikis just to make sure you don't contradict anything, and creates other issues for the GMs. The advantages of using a new, (even more-)fictional setting are first of all more freedom as there's no chance of us contradicting official lore, and possibly more importantly: we define the lore. If something is vague, you PM the relevant GM and he can tell you the details. If you want to have a big role in some faction, you have more freedom doing so.
Anyway, as for your battlecruiser, it currently costs 80 points. You start with 300, which means if you want to divide them equally among an army, ship and hero character, that leaves you with another 20 points to use on it.
The Flagship is technically seen the only mandatory thing you need to have, but not having an army or at least hero characters that can properly enter a battle somewhat limits your role in the RP (Not saying it's exactly bad, you'll just have to be more imaginative and will have to find other ways to make an impact in the story)
If you have issues with the entire point system and the armies, feel free to message me and I'll help wherever I can. I know it's quite scary/confusing for a start, but trust me, the rest of the RP won't be like that at all. It's like buying a new house with new furniture, and going to Ikea with €2000 to spend on furniture. Yea, you'll have to buy a lot of stuff and spend a lot of money at one point, won't be too sure what to do with it, but once you're done with all that you have your furnished house and can do stuff with it, and if you need something else you forgot earlier or just couldn't afford, you save up for it and buy it later.
@ChaosInfinityLord: Go
That's quite the wall of text. I was kinda busy today, I'll go over it tomorrow :) Nice to have you back.