Alright I made all those changes. I modified the spells and made cloak permanent unless (for roleplaying purposes) he chooses to be visible. I made it cost 10% of all stats for him to revive. He will also lose his cloak ability. (meaning his ability stat will be 5 instead of 6)
The ship will not warp my army...or anything for that matter. I was just saying because my ship is so fragile...but, that's okay.
For your abilities, take away the Health Cost of Overgeneration (I was pointing out Frenzy so that you could use it as a template) and lower the cost of it and Saliva to 50. I changed my mind on this one. Radius 3 is pretty big.
Lastly, tell me more of this mysterious Murkag. Can I meet him? What is he? Behemoth, Leviathan, Swarm Lord, some new evolution?
Once that is done, I just need to find the time to double check the point totals of you and Half (probably later tonight), and then both of you should be approved. Yay!!! I have Zergy minions!!! I am happy.
Unfortunately, I won't be able to comment on your character's abilities today. I've been swamped with work and procrastination so don't have much spare time on my hands. I'll try to look at the stuff tomorrow.
For now, some more general comments:
I like your character and his backstory but I think you should provide more detail as to how Opheilm ended up in Eurim. Eurim is light years away from the Koprulu Sector meaning that a shuttle cannot simply drift into it after a few centuries, especially not by chance.
Also, you might be idealizing Erana but, given Opheilm's previous interaction with Tassadar, I guess that's reasonable.
Now... your ship. I think we've already said this multiple times. Flagships very big or at least moderately sized vessels. Therefore, a scout cannot serve as a flagship. However, if you really want to play the part of a lone wanderer in a small ship, I'm sure I can talk to Almaity and Orloth about... bending the rules a little.
Alright, I am abit confused with the system, think I have it figured out for the most part with others posts. Tell me If I get anything wrong or overpowered.
Race - Terran
Faction - The Pirates
Primary Hero - Grell Sharton
Grell's Backstory - Davy Jones Locker was a column of heap in space, asteroids and ships alike floating in the vast area with only one source of commerce, an asteroid which held much of the higher end blackmarket trade. Pirates of the area began to fight over the scarce resources and defy each other with the lack of control after Adm’rl Damn Bonecrusher's death. The blackmarkets would have sooner fell to the chaos if not for the founder Mr. Kosh. With two of the pirates best captains Swallow & Sparrow. The chaos was settled leaving the region to be one of the only trading area a pirate could go without death coming quickly to them. The small asteroid port shortly grew to small to hold the small market inside, and the pirates soon began to invest in the area bringing about other stable rocks and ship hulls suttable for construction. The pirates soon were able to connect, and altogether begin the construction of an asteroid city, using the bigger rocks that floated and old space hulls that still had enough use to be attached to the notwork of asteroids. Only 4 when he was taken from his homeworld of Sharon, he knew little of the events that were going on around him. He grew up around the building of the vast asteroid city, helping in its construction as he got older. His 'parents' were not fond of him, providing only simple meals and help with finding work for which he made money on, which they took chunks of for themselves. The work, coupled by the fact his family was hated for betraying the wrong people in the city, made life difficult on him. Even through some tough events The asteroid city, soon became known as Domus, and attracted the trade of other empires throughout the region. This brought in mercs, merchants, psonics, and all type of people which he payed in gold or technology for any bit of info of combat or mechanical training he could get. He soon managed to gain enough money to purchase property on the asteroid. Though only a small portion he began his work on expanding the size of the vast piece of rock he had paid for that had just been attached to the far end of the city. Digging deeper into the rock he hit a golden like mineral, which he had never seen before. Banging a small chunk of the rock off, he went to one of the many famous merchants immediately to get the stuff looked at, which put him higher then he could imagine. The Stone imbedded in the rocks he had bought were a rare mineral used in the construction of high grade technology, and the asteroid he had bought was loaded with the stuff. He and the merchant began to negotiate, and soon came to a deal of the whole asteroid, for 4 ships. He made the deal eager to get his reward, yet was horribly surprised to find the trade to be on horrible terms. 3 of the ships were Hercule battleships, made to dish out alot of punishment and take little damage. They looked like an elongated battleship with bulbous surface were guns came out in strategic positions to fire apon enemies from every possible angle with plenty of firepower. What sat infront of him as he looked out the transport ship window were 3 battleships ripped apart from battle. plasma and rocks had shattered and utterly destroyed the ships, making them unlivable and almost useless other than the fact they still had an intact structure. The last ship was an old scrapped battlecruiser design which used speed and maneuverability over firepower itself. Though intact, all the weapon systems on it had either been destroyed or removed making a floating engine more than a ship. Seemingly the only good part about the ships were the reactors and usable equipment they still held, thou there was not much of it, yet it would do. Looking at the mess in front of him an idea came to play. He went to a rich merchant and borrowed a grand million double dollars in cash and hired people to help with a giant repair effort. The three Hercules class ships were cut into pieces that attached to the outdated battlecruiser in a triangle like shape with the front area being connected together into a giant (but nonworking) yamato cannon. Each Hercules held 2 bulbs on the outside, serving for offence and deffence, with a heavy laser cannon mounted on the old battlecruiser to allow firing of a heavy slug accelerating cannon. The new ship was just operational, with the scrapped pieces and weapon systems worked into the ships. Now 2 million double dollars in debt, and with his ship the Gnashed-Wolf he began his journey out of the asteroid field leaving all except few volunteers who are promised payment for there help in looting cargo and working on other similar missions.
Hero Stats:
Markers: Biological, Heroic, Psionic
Health: 500 20
Energy: 210 1
Move Speed: 4.8 22
Armor: 2 6
Sight: 12 10
DPS: 40 27
Range: 8 15
Abilities: 3 15
Total points: 116
Weapon: Argnot Guass Rifle - A weapon that was used by the higher grade mercs for harsh work, this weapon uses high velocity needle shape rounds which are accelerated to high speeds through magnetic pulses. The weapon is also equipped with a decently sized bayonet, laser sharpened to get the hardest and sharpest edge to the blade.
Damage: 20
Weaponspeed: 0.5
Bayonet Damage: 25
Weaponspeed: 0.6
Ability's:
Precision shot: Training with the people who came through the asteroid city payed off, as he learned to aim for the weakest spot of any biological with deadly accuracy. The head of course.
Effect: Causes an enemy who survives the shot to be stunned for 4 seconds.
Energy: 125
Damage: 80
Psionic Tap: The bloodline of psionics hardly falls into the lower ranks of society, yet a small few carry the ability to tap into even the weakest links of this when in life-or-death situations.
Effect: Causes Grell to go into a psionic concentration giving him a boost to his weapon speed by 30% and damage resistance by 20% for 10 seconds. after the
ability is used, reduces weapon speed by 25% and causes his speed to drop down to 2.
Energy: 50
Cooldown: 2 minutes
Requirements: Lost atleast 10% of life and has been attacked within 5 seconds.
Heightened Vision :When you and your family are pirates whom are disliked by the many, you learn to keep an eye out.
Effect: Grell's acute sense of vision allow him to pick up on any invisible enemies that are moving or attack.
The ship Gnashed-Wolf's stats:
Weapons: 8 64
armor: 3 9
Maneuverability: 5 25
Security: 4 16
Cargo: 2 4
speed: 3 9
Total Points 127
Tech:
Marine: 3
Medivac: 14
Viking: 14
Orbital command: 6
Grell's Backstory - Davy Jones Locker was a column of heap in space, asteroids and ships alike floating in the vast area. Pirates of the area began to band together after Adm’rl Damn Bonecrusher's death.
Actually, it was the opposite way around. With no one controlling them, they all started splitting up and fighting for power. They were united again after Cap'n Doom Bonecrusher appeared with a mysterious protoss flagship named the Flying Drunkman, eight templar and parts of Adm'rl Damn's fleet and quickly earned the respect of all pirates and criminals
They soon were able to connect, and altogether begin the construction of an asteroid city, using the bigger rocks that floated and old space hulls that still had enough use to be attached to the notwork of asteroids.
Hmmm... We'd usually prefer if people don't make up big important places for their characters backstory (Like entire planets or asteroid cities), but I actually like this idea :p Reminds me of Omega in Mass Effect. Just wanna say two things:
The "Pirate System" is Karibia, near the bottom right corner.
The Locker is Bonecrusher's personal territory. Since they joined the Coalition, Doom ordered most pirates to stay in the Var'shiri nebula where the most of the Outsiders are, seeing as Doom's personal fleet is easily able to reinforce anywhere in the Locker really quickly
With that said, I kinda like the asteroid city idea. I was planning on having a sort of Merc Port in the Locker, but I could just turn it into a full city like Omega in Mass Effect, using your asteroid city. Thanks for the idea. I'll place it on the starmap once I have time to edit and reupload it.
Bayonet Attack: Using an attached bayonet to his weapon, Grell can perform afew high damage attacks to any units in melee range.
Energy: 75 Damage: 30 weaponspeed .6 Attacks: 4 Cooldown: 12 seconds
This hardly does more damage than your base attack. I've written up an alternative weapon above, seeing as that doesn't cost any extra and doesn't take up an ability slot. If you do want it to be an ability, 40 extra damage over 2.4 seconds is hardly worth 75 energy. Either lower energy cost to 25 or increase damage.
Precision shot: Training with the people who came through the asteroid city payed off, as he learned to aim for the weakest spot of any biological with deadly accuracy. The head of course.
Effect: Causes an enemy who survives the shot to be stunned for 4 seconds. Energy: 125 Damage: 80 Cooldown: 20 seconds
Don't see any reason for this ability to have a cooldown, especially not one that long. So, no cooldown for it.
Psionic Tap: The bloodline of psionics hardly falls into the lower ranks of society, yet a small few carry the ability to tap into even the weakest links of this when in life-or-death situations.
Effect: Causes Grell to go into a psionic concentration giving him a boost to his weapon speed and damage resistance by 30% for 10 seconds. after the ability is used, reduces weapon speed by 25% and causes his speed to drop down to 2. Energy: 50 Cooldown: 2 minutes Requirements: Lost atleast 10% of life and has been attacked within 5 seconds.
Tricky one... Damage reduction might be high :/ Will have a chat with the other GM(s) and see what they think
Heightened Vision (better name wanted): When you and your family are pirates whom are disliked by the many, you learn to keep an eye out.
Effect: Grell's acute sense of vision allow him to pick up on any invisible enemies that are moving or attack. Energy:0.4 (The regeneration rate)
How about just giving your hero permanent detector status?
You've got 22 points left now, which is enough to buy 200 supply worth of units (maxing out your cargo) and have 2 points left over.
To explain: You first buy the unit tech, and then you buy supply. The tech is the relatively expensive thing listed in the spreadsheet and java tech calculator, and that is permanent. Once you have that, you buy supply, 1 point being worth 10 supply (This may change depending on relationship to the faction you're buying from) That supply you buy is then allocated to the unit types you have available (tech) in any way you want.
So let's say you buy medics, marines and vikings. Tech costs 26 altogether, and now you can buy supply: You buy 80 marines, 30 medics and 30 vikings, and that costs only 20 points as that's 200 supply - what actual units you bought doesn't matter. 200 supply of Thors costs the same as 200 supply of marines, you just need to have the tech.
So yeah, last thing you have to do: Buy your 200 supply of units and write down how you're dividing it (i.e. 80 marines, 30 medics, 30 vikings). If you're gonna keep the bayonet as a secondary weapon and get a refund for the ability point, I would suggest medivacs instead of medics, makes your army overall more mobile :) And you should buy the stimpacks upgrade (12 points).
I have a question. Cargo space is like the supply limit of your army, right? But, what if you had transports to carry your forces? And what about ships, they fly. (I guess they have to port somewhere though)
It's probably the supply limit PERIOD, but I just couldn't help but ask.
@markllousk
There's a delete post button on every one of your posts next to your portrait.
(It's only revealed if your cursor is over your post)
Cargo defines how much supply your flagship can carry (Max Supply used at any point in time is 200, just like ingame. A higher cargo stat allows you to carry more in case something gets killed or you want to swap units and so that you don't have to keep flying back to some friendly planets to restock on troops)
Tranports and ships: I'm fairly certain no units apart from the capital ship ones have actual warp drives, meaning they'd have to land inside your flagship to actually travel any significant distance. In addition to that, most of them aren't even assembled when not in use (made up lore BS to justify having to build a base and mine resources on a planet and prevent instant 200 supply army deployments, to make it follow melee rules) to conserve space
Also, travel isn't instant. I'm sure your pilots wouldn't be able to constantly sit in the small cockpit of their ship. They'd either fall asleep and crash (or hit the big red button with their face), die of starvation, die of hunger, or get pissed off and quit :p
So in short, even flying stuff has to be stored somewhere during warp travel, and confining your army to small transports like medivacs and their cockpits for long periods of time would not end well.
Cargo space is the amount of space available for your army, including crew quarters and whatever else is needed, so I think transport vessels could be one of the many physical manifestations of the stat. But arguing about it's physical manifestation is just as useless as arguing the physical manifestation of "points" - They can be raw materials, actual money or even an owed favor. The Cargo stat is similarly undefined I believe.
Alright, I also had this last question. Are we allowed to create backup characters if we decide to like...idk...scrap our current ones later when we get bored of them? (Obviously I'll come up with a reasonable way for them to die first / or since my hero only has 1 revive, when I die a second time I can switch out)
Also, if we can, I'd like to get this character accepted beforehand so I can get started with him quickly. I got almost everything set up. He's terran.
Well, you'll really need to screw up to get your character killed :p So there's no need to really worry about that - We aren't going to go out of our way simply to kill off characters. If your character can survive, he will. There will of course be situations where that wouldn't be possible, so you'll have to do your best to stay out of those :p
But I don't see why you shouldn't be allowed a backup character. I'm not even entirely certain what our rule on multiple simultaneous characters is (You can have only 1 afaik, but that rule can probably be bent/broken at a certain point when we GMs feel like it.), but having one unused one is completely fine (For me at least, and since he's apparently terran, he falls under my jurisdiction). Feel free to post the character here (or chuck me a PM. Posting here would be a good way to keep the thread in the recent 5 though ;) )
Also, I haven't talked to Orloth and Wind/Vjetar (Vjetar translated = Wind) about this yet, but I believe we should be ready to launch the story/in-character thread soon, looking at how many characters we have already.
Private William Gurt Tarkus was a young and ambitious pilot. He wished to reach the very top of his league. In an effort to reach the top, he actually set up traps on the final testing day. After that day, he was considered the best of all of his peers. He was promoted, and from then on he continued to be promoted. Lieutenant? No Sergeant? No...he just kept on climbing. He reached captain and then admiral and stopped. He is a special admiral. Not for 1 terran faction, but of all. He is commanded by no one, but usually takes orders from some of the more powerful factions like the Aranov Consectorate. Because of this, he has gained a lot of power and resources. He has battlecruiser, wraith, medivac, and marine technologies to fight his enemies. His fleet and ship are massive and powerful. But, since he is human, he is vulnerable in combat.
All nearby allies in a radius of 8 constantly gain a leadership bonus. This increases their armor by 1 and their damage by 2.
Revive System
Thanks to Dr. Neal Smith's designs, Admiral Tarkus has the ability to use a chemical compound in a glass tank to heal all forms of life to it's original state. (Got this idea from bacta tanks via starwars :D)
I may have missed something, but that's what I have.
Private William Gurt Tarkus was a young and ambitious pilot. He wished to reach the very top of his league. In an effort to reach the top, he actually set up traps on the final testing day. After that day, he was considered the best of all of his peers. He was promoted, and from then on he continued to be promoted. Lieutenant? No Sergeant? No...he just kept on climbing. He reached captain and then admiral and stopped. He is a special admiral. Not for 1 terran faction, but of all. He is commanded by no one, but usually takes orders from some of the more powerful factions like the Aranov Consectorate. Because of this, he has gained a lot of power and resources. He has battlecruiser, wraith, medivac, and marine technologies to fight his enemies. His fleet and ship are massive and powerful. But, since he is human, he is vulnerable in combat.
He wouldn't really "rise in ranks" if he didn't belong to a factions military ;) Aranov would be the best choice of faction for him I believe, but freelance works just as well.
Not entirely sure whether you realize this: Upgrades are bought seperately and cost as well. Your marines dont have stimpack and combat shields, wraiths cant cloak and cattlebruisers can't yamato. Just wanted to point this out.
Ability
Leadership (Passive)
All nearby allies in a radius of 8 constantly gain a leadership bonus. This increases their armor by 1 and their damage by 2.
Not entirely certain about this one. 2 damage is relatively insignificant for all of the harder hitting units, yet it's probably bordering on OP with marines, zerglings, battlecruisers and zealots, and probably even reapers, phoenixes, void rays and most definitely with carriers. (Yea, it only adds 32 damage to a carrier, nothing significant :p ) A % based bonus might be better. 10% maybe (so it's 0.6 damage for marines, 1.6 for zealots, 1-2 for marauders, 0.8 for BCs (but they shoot 4x a second), 2.5-5 for immortals, 3.5-5 for siege tanks, 7 for thors... Overall, seems reasonable)
Revive System
Thanks to Dr. Neal Smith's designs, Admiral Tarkus has the ability to use a chemical compound in a glass tank to heal all forms of life to it's original state. (Got this idea from bacta tanks via starwars :D)
Will talk with other GMs. It's nice to tell the backup plan in advance so no argument erupts when it's actually needed. We'll see about this, I'd prefer talking this over with the others before giving an opinion.
I may have missed something, but that's what I have.
For your abilities, take away the Health Cost of Overgeneration (I was pointing out Frenzy so that you could use it as a template) and lower the cost of it and Saliva to 50. I changed my mind on this one. Radius 3 is pretty big.
Lastly, tell me more of this mysterious Murkag. Can I meet him? What is he? Behemoth, Leviathan, Swarm Lord, some new evolution?
Once that is done, I just need to find the time to double check the point totals of you and Half (probably later tonight), and then both of you should be approved. Yay!!! I have Zergy minions!!! I am happy.
Race: Zerg Faction: Gracken Brood Main Hero: Drithgar
Background:
Drithgar is a cerebrate who was originaly from another galaxy. He was one of strongest cerebrates among all of the broods, respected among the others. At one time the terrans built a mining base on a moon on the edge of zerg space to mine some kind of rare mineral. Drithgar saw this as a threat and attacked without warning. As soon as the terrans were defeated, Drithgar left a small force to guard it for the time being as a new cerebrate gave birth on the moon. Drithgar being his mentor,
taught him that him the basics of leading an army. However, the new cerebrate soon turned rogue against Drithgar for power. Drithgar didn't saw it as a threat as he could easily overpower him at anytime. The new cerebrate had plotted against him together with another very strong cerebrate. As he stronger cerebrate caused a distraction, the younger one infiltrated Drithgar´s territory and poisend him, causing him to temporarily lose control of his brood. While he had no control, the younger brood took control of little by little. A week later it is decided by other stronger broods that he is banished for not keeping control or face the consuquence.
1. Enhanced Carapace(50 energy):Gives zerg unit plus 1 armor, and return 20% of melee damage received. Lasts 15 seconds.
2. Creep Mortar(75 energy): Drithgar calls down a zerg droppod, upon landing it deals 500 damage spread across all targets in a range of 7 and creates creep in the area.
This flying beast serves as a transport for anything Drithgar needs. He left his galaxy in this behemoth, along with a very small army. While it may not have the strongest weapons, this is beast has grown extra antennae to spot enemys from even further away.
Quick question for all you zergy peoples..... Why cerebrates? I wrote in the option to be an infested Terran as well as a sentient mutant, and everyone seems to prefer the lump of psionic flesh. I don't get it. At least HalfDead's guy is only a cerebrate on a technicality (having more in common with a zerg Hive then an actual Cerebrate).
I don't really understand your story. You throw a lot of information out there, but the only thing that is really relevant is that you held a stable position within the Gracken Brood until some young brat tricked you with poison and caused you to loose that position. Do I have that right? Where are you going with this?
Cerebrates are usually buildings and therefor have movement speeds of 0 as well as the Armored and Structure modifiers. If the unit is not a cerebrate, you can certainly be that speedy, but most Cerebrates are rooted to the ground.
I would like to know what weapon you have in mind. The DPS if to know how much it costs, but it should still be broken down into damage and cooldown from there.
Enhanced Carapace needs a radius of effect, I suggest 2. If you are mobile it needs a range, if you a structure it is ok for it to have a global range.
500 Damage is way too much for Creep Mortor, even if it is spread. I like the idea that you can summon creep on demand, it could be a cool ability, but the damage should be lowered to about 100ish. Or, as another option, it deals no damage and just summons the Creep for 25 energy, or you could have it to full AOE damage at a much smaller radius of effect.
Lastly, I don't think your army totals are right. Once you have purchased the 'tech' for that unit, you only need to buy the units at a cost of 1 point per 10 supply. I'm not sure what you did, but the units you bought should only cost about 5 points (unless my math is off somewhere).
If I was a zerg, I'd want to be unique. Cerebrates...sorry but...they're kind of old fashioned leaders. I'd go with something like a "kerrigan" type leader or something. Actually, I'd like to have been a hybrid. Cerebrates don't get to roleplay much. They're not very fun imo.
@Vjetar:
Alright I made all those changes. I modified the spells and made cloak permanent unless (for roleplaying purposes) he chooses to be visible. I made it cost 10% of all stats for him to revive. He will also lose his cloak ability. (meaning his ability stat will be 5 instead of 6)
The ship will not warp my army...or anything for that matter. I was just saying because my ship is so fragile...but, that's okay.
I think I'm all set.
@Mozared: Go
For your abilities, take away the Health Cost of Overgeneration (I was pointing out Frenzy so that you could use it as a template)
and lower the cost of it and Saliva to 50. I changed my mind on this one. Radius 3 is pretty big.Lastly, tell me more of this mysterious Murkag. Can I meet him? What is he? Behemoth, Leviathan, Swarm Lord, some new evolution?
Once that is done, I just need to find the time to double check the point totals of you and Half (probably later tonight), and then both of you should be approved. Yay!!! I have Zergy minions!!! I am happy.
btw, is mine ok or is there anything that I would need to change?
There you go, Onslaughtbear
Alright, I am abit confused with the system, think I have it figured out for the most part with others posts. Tell me If I get anything wrong or overpowered.
Race - Terran
Faction - The Pirates
Primary Hero - Grell Sharton
Grell's Backstory - Davy Jones Locker was a column of heap in space, asteroids and ships alike floating in the vast area with only one source of commerce, an asteroid which held much of the higher end blackmarket trade. Pirates of the area began to fight over the scarce resources and defy each other with the lack of control after Adm’rl Damn Bonecrusher's death. The blackmarkets would have sooner fell to the chaos if not for the founder Mr. Kosh. With two of the pirates best captains Swallow & Sparrow. The chaos was settled leaving the region to be one of the only trading area a pirate could go without death coming quickly to them. The small asteroid port shortly grew to small to hold the small market inside, and the pirates soon began to invest in the area bringing about other stable rocks and ship hulls suttable for construction. The pirates soon were able to connect, and altogether begin the construction of an asteroid city, using the bigger rocks that floated and old space hulls that still had enough use to be attached to the notwork of asteroids. Only 4 when he was taken from his homeworld of Sharon, he knew little of the events that were going on around him. He grew up around the building of the vast asteroid city, helping in its construction as he got older. His 'parents' were not fond of him, providing only simple meals and help with finding work for which he made money on, which they took chunks of for themselves. The work, coupled by the fact his family was hated for betraying the wrong people in the city, made life difficult on him. Even through some tough events The asteroid city, soon became known as Domus, and attracted the trade of other empires throughout the region. This brought in mercs, merchants, psonics, and all type of people which he payed in gold or technology for any bit of info of combat or mechanical training he could get. He soon managed to gain enough money to purchase property on the asteroid. Though only a small portion he began his work on expanding the size of the vast piece of rock he had paid for that had just been attached to the far end of the city. Digging deeper into the rock he hit a golden like mineral, which he had never seen before. Banging a small chunk of the rock off, he went to one of the many famous merchants immediately to get the stuff looked at, which put him higher then he could imagine. The Stone imbedded in the rocks he had bought were a rare mineral used in the construction of high grade technology, and the asteroid he had bought was loaded with the stuff. He and the merchant began to negotiate, and soon came to a deal of the whole asteroid, for 4 ships. He made the deal eager to get his reward, yet was horribly surprised to find the trade to be on horrible terms. 3 of the ships were Hercule battleships, made to dish out alot of punishment and take little damage. They looked like an elongated battleship with bulbous surface were guns came out in strategic positions to fire apon enemies from every possible angle with plenty of firepower. What sat infront of him as he looked out the transport ship window were 3 battleships ripped apart from battle. plasma and rocks had shattered and utterly destroyed the ships, making them unlivable and almost useless other than the fact they still had an intact structure. The last ship was an old scrapped battlecruiser design which used speed and maneuverability over firepower itself. Though intact, all the weapon systems on it had either been destroyed or removed making a floating engine more than a ship. Seemingly the only good part about the ships were the reactors and usable equipment they still held, thou there was not much of it, yet it would do. Looking at the mess in front of him an idea came to play. He went to a rich merchant and borrowed a grand million double dollars in cash and hired people to help with a giant repair effort. The three Hercules class ships were cut into pieces that attached to the outdated battlecruiser in a triangle like shape with the front area being connected together into a giant (but nonworking) yamato cannon. Each Hercules held 2 bulbs on the outside, serving for offence and deffence, with a heavy laser cannon mounted on the old battlecruiser to allow firing of a heavy slug accelerating cannon. The new ship was just operational, with the scrapped pieces and weapon systems worked into the ships. Now 2 million double dollars in debt, and with his ship the Gnashed-Wolf he began his journey out of the asteroid field leaving all except few volunteers who are promised payment for there help in looting cargo and working on other similar missions.
Hero Stats:
Markers: Biological, Heroic, Psionic
Health: 500 20
Energy: 210 1
Move Speed: 4.8 22
Armor: 2 6
Sight: 12 10
DPS: 40 27
Range: 8 15
Abilities: 3 15
Total points: 116
Weapon: Argnot Guass Rifle - A weapon that was used by the higher grade mercs for harsh work, this weapon uses high velocity needle shape rounds which are accelerated to high speeds through magnetic pulses. The weapon is also equipped with a decently sized bayonet, laser sharpened to get the hardest and sharpest edge to the blade. Damage: 20 Weaponspeed: 0.5
Bayonet Damage: 25 Weaponspeed: 0.6
Ability's:
Precision shot: Training with the people who came through the asteroid city payed off, as he learned to aim for the weakest spot of any biological with deadly accuracy. The head of course.
Effect: Causes an enemy who survives the shot to be stunned for 4 seconds. Energy: 125 Damage: 80
Psionic Tap: The bloodline of psionics hardly falls into the lower ranks of society, yet a small few carry the ability to tap into even the weakest links of this when in life-or-death situations.
Effect: Causes Grell to go into a psionic concentration giving him a boost to his weapon speed by 30% and damage resistance by 20% for 10 seconds. after the ability is used, reduces weapon speed by 25% and causes his speed to drop down to 2. Energy: 50 Cooldown: 2 minutes Requirements: Lost atleast 10% of life and has been attacked within 5 seconds.
Heightened Vision :When you and your family are pirates whom are disliked by the many, you learn to keep an eye out.
Effect: Grell's acute sense of vision allow him to pick up on any invisible enemies that are moving or attack.
The ship Gnashed-Wolf's stats:
Weapons: 8 64
armor: 3 9
Maneuverability: 5 25
Security: 4 16
Cargo: 2 4
speed: 3 9
Total Points 127
Tech: Marine: 3 Medivac: 14 Viking: 14 Orbital command: 6
Total Points: 37
Army:
x100 Marine
x20 Medivac
x30 Viking
Total Point Cost: 20
Total points in all: 300
Edit: This post is a mistake; please ignore.
Race - Terran
Faction - The Pirates
Primary Hero - Grell Sharton
Grell's Backstory - Davy Jones Locker was a column of heap in space, asteroids and ships alike floating in the vast area. Pirates of the area began to band together after Adm’rl Damn Bonecrusher's death.
Actually, it was the opposite way around. With no one controlling them, they all started splitting up and fighting for power. They were united again after Cap'n Doom Bonecrusher appeared with a mysterious protoss flagship named the Flying Drunkman, eight templar and parts of Adm'rl Damn's fleet and quickly earned the respect of all pirates and criminals
They soon were able to connect, and altogether begin the construction of an asteroid city, using the bigger rocks that floated and old space hulls that still had enough use to be attached to the notwork of asteroids.
Hmmm... We'd usually prefer if people don't make up big important places for their characters backstory (Like entire planets or asteroid cities), but I actually like this idea :p Reminds me of Omega in Mass Effect. Just wanna say two things:
With that said, I kinda like the asteroid city idea. I was planning on having a sort of Merc Port in the Locker, but I could just turn it into a full city like Omega in Mass Effect, using your asteroid city. Thanks for the idea. I'll place it on the starmap once I have time to edit and reupload it.
Abilities:
Bayonet Attack: Using an attached bayonet to his weapon, Grell can perform afew high damage attacks to any units in melee range.
Energy: 75 Damage: 30 weaponspeed .6 Attacks: 4 Cooldown: 12 seconds
This hardly does more damage than your base attack. I've written up an alternative weapon above, seeing as that doesn't cost any extra and doesn't take up an ability slot. If you do want it to be an ability, 40 extra damage over 2.4 seconds is hardly worth 75 energy. Either lower energy cost to 25 or increase damage.
Precision shot: Training with the people who came through the asteroid city payed off, as he learned to aim for the weakest spot of any biological with deadly accuracy. The head of course.
Effect: Causes an enemy who survives the shot to be stunned for 4 seconds. Energy: 125 Damage: 80 Cooldown: 20 seconds
Don't see any reason for this ability to have a cooldown, especially not one that long. So, no cooldown for it.
Psionic Tap: The bloodline of psionics hardly falls into the lower ranks of society, yet a small few carry the ability to tap into even the weakest links of this when in life-or-death situations.
Effect: Causes Grell to go into a psionic concentration giving him a boost to his weapon speed and damage resistance by 30% for 10 seconds. after the ability is used, reduces weapon speed by 25% and causes his speed to drop down to 2. Energy: 50 Cooldown: 2 minutes Requirements: Lost atleast 10% of life and has been attacked within 5 seconds.
Tricky one... Damage reduction might be high :/ Will have a chat with the other GM(s) and see what they think
Heightened Vision (better name wanted): When you and your family are pirates whom are disliked by the many, you learn to keep an eye out.
Effect: Grell's acute sense of vision allow him to pick up on any invisible enemies that are moving or attack. Energy:0.4 (The regeneration rate)
How about just giving your hero permanent detector status?
The ship Gnashed-Wolf's stats:
Crew:
You've got 22 points left now, which is enough to buy 200 supply worth of units (maxing out your cargo) and have 2 points left over.
To explain: You first buy the unit tech, and then you buy supply. The tech is the relatively expensive thing listed in the spreadsheet and java tech calculator, and that is permanent. Once you have that, you buy supply, 1 point being worth 10 supply (This may change depending on relationship to the faction you're buying from) That supply you buy is then allocated to the unit types you have available (tech) in any way you want.
So let's say you buy medics, marines and vikings. Tech costs 26 altogether, and now you can buy supply: You buy 80 marines, 30 medics and 30 vikings, and that costs only 20 points as that's 200 supply - what actual units you bought doesn't matter. 200 supply of Thors costs the same as 200 supply of marines, you just need to have the tech.
So yeah, last thing you have to do: Buy your 200 supply of units and write down how you're dividing it (i.e. 80 marines, 30 medics, 30 vikings). If you're gonna keep the bayonet as a secondary weapon and get a refund for the ability point, I would suggest medivacs instead of medics, makes your army overall more mobile :) And you should buy the stimpacks upgrade (12 points).
I have a question. Cargo space is like the supply limit of your army, right? But, what if you had transports to carry your forces? And what about ships, they fly. (I guess they have to port somewhere though)
It's probably the supply limit PERIOD, but I just couldn't help but ask.
@markllousk
There's a delete post button on every one of your posts next to your portrait.
(It's only revealed if your cursor is over your post)
@yukaboy: Go
Cargo defines how much supply your flagship can carry (Max Supply used at any point in time is 200, just like ingame. A higher cargo stat allows you to carry more in case something gets killed or you want to swap units and so that you don't have to keep flying back to some friendly planets to restock on troops)
Tranports and ships: I'm fairly certain no units apart from the capital ship ones have actual warp drives, meaning they'd have to land inside your flagship to actually travel any significant distance. In addition to that, most of them aren't even assembled when not in use (made up lore BS to justify having to build a base and mine resources on a planet and prevent instant 200 supply army deployments, to make it follow melee rules) to conserve space
Also, travel isn't instant. I'm sure your pilots wouldn't be able to constantly sit in the small cockpit of their ship. They'd either fall asleep and crash (or hit the big red button with their face), die of starvation, die of hunger, or get pissed off and quit :p
So in short, even flying stuff has to be stored somewhere during warp travel, and confining your army to small transports like medivacs and their cockpits for long periods of time would not end well.
Cargo space is the amount of space available for your army, including crew quarters and whatever else is needed, so I think transport vessels could be one of the many physical manifestations of the stat. But arguing about it's physical manifestation is just as useless as arguing the physical manifestation of "points" - They can be raw materials, actual money or even an owed favor. The Cargo stat is similarly undefined I believe.
Alright, I also had this last question. Are we allowed to create backup characters if we decide to like...idk...scrap our current ones later when we get bored of them? (Obviously I'll come up with a reasonable way for them to die first / or since my hero only has 1 revive, when I die a second time I can switch out)
Also, if we can, I'd like to get this character accepted beforehand so I can get started with him quickly. I got almost everything set up. He's terran.
@yukaboy: Go
Well, you'll really need to screw up to get your character killed :p So there's no need to really worry about that - We aren't going to go out of our way simply to kill off characters. If your character can survive, he will. There will of course be situations where that wouldn't be possible, so you'll have to do your best to stay out of those :p
But I don't see why you shouldn't be allowed a backup character. I'm not even entirely certain what our rule on multiple simultaneous characters is (You can have only 1 afaik, but that rule can probably be bent/broken at a certain point when we GMs feel like it.), but having one unused one is completely fine (For me at least, and since he's apparently terran, he falls under my jurisdiction). Feel free to post the character here (or chuck me a PM. Posting here would be a good way to keep the thread in the recent 5 though ;) )
Also, I haven't talked to Orloth and Wind/Vjetar (Vjetar translated = Wind) about this yet, but I believe we should be ready to launch the story/in-character thread soon, looking at how many characters we have already.
Background
Private William Gurt Tarkus was a young and ambitious pilot. He wished to reach the very top of his league. In an effort to reach the top, he actually set up traps on the final testing day. After that day, he was considered the best of all of his peers. He was promoted, and from then on he continued to be promoted. Lieutenant? No Sergeant? No...he just kept on climbing. He reached captain and then admiral and stopped. He is a special admiral. Not for 1 terran faction, but of all. He is commanded by no one, but usually takes orders from some of the more powerful factions like the Aranov Consectorate. Because of this, he has gained a lot of power and resources. He has battlecruiser, wraith, medivac, and marine technologies to fight his enemies. His fleet and ship are massive and powerful. But, since he is human, he is vulnerable in combat.
Hero - Admiral Tarkus (Light, Biological)
Health: 100
Energy: 0
Mov Speed: 2
Armor: 1
Sight: 8
DPS: 6 dmg 0.5 atk speed (10)
Range: 4
Abilities: 1
Total: 17
Ship - Peacekeeper (Modified Hercules/Loki class hybrid starship)
Weapons: 5
Armor: 5
Manueverability: 5
Security: 5
Cargo: 5
Speed: 5
Total: 150
Army
Tech
Marine: 3
Medivac: 14
Wraith: 20
Battlecruiser: 46
Total: 83
Units
Marines: 160
Medivacs: 20
Wraiths: 90
Battlecruisers: 20
Total: 50
Ability
Leadership (Passive)
All nearby allies in a radius of 8 constantly gain a leadership bonus. This increases their armor by 1 and their damage by 2.
Revive System
Thanks to Dr. Neal Smith's designs, Admiral Tarkus has the ability to use a chemical compound in a glass tank to heal all forms of life to it's original state. (Got this idea from bacta tanks via starwars :D)
I may have missed something, but that's what I have.
@TheAlmaity:
The idea is brute force. Yes, that was on purpose. (upgrades)
I changed it to 10% (passive ability)
Cool, I guess that means I'll soon have a backup for later. (once you get that last thing sorted out) ;)
Done and done on my end :)
@Mozared: Go
So whats the ETA on starting?
@Ha1fDead: Go
Soon(TM)
We would like it to be this weekend, but... Diablo 3 :p We shall do our best to have everything ready as soon(TM) as possible
For more information on soon(TM), visit this website.
Ok, here's my try.
Race: Zerg
Faction: Gracken Brood
Main Hero: Drithgar
Background:
Drithgar is a cerebrate who was originaly from another galaxy. He was one of strongest cerebrates among all of the broods, respected among the others. At one time the terrans built a mining base on a moon on the edge of zerg space to mine some kind of rare mineral. Drithgar saw this as a threat and attacked without warning. As soon as the terrans were defeated, Drithgar left a small force to guard it for the time being as a new cerebrate gave birth on the moon. Drithgar being his mentor,
taught him that him the basics of leading an army. However, the new cerebrate soon turned rogue against Drithgar for power. Drithgar didn't saw it as a threat as he could easily overpower him at anytime. The new cerebrate had plotted against him together with another very strong cerebrate. As he stronger cerebrate caused a distraction, the younger one infiltrated Drithgar´s territory and poisend him, causing him to temporarily lose control of his brood. While he had no control, the younger brood took control of little by little. A week later it is decided by other stronger broods that he is banished for not keeping control or face the consuquence.
Drithgar(101):
Health: 600
Energy: 200
Movement speed: 6
Armor: 3
Sight: 10
DPS: 30
Range: 5
Abilities: 2
-Heroic, Psionic
1. Enhanced Carapace(50 energy):Gives zerg unit plus 1 armor, and return 20% of melee damage received. Lasts 15 seconds.
2. Creep Mortar(75 energy): Drithgar calls down a zerg droppod, upon landing it deals 500 damage spread across all targets in a range of 7 and creates creep in the area.
Zilhper(91):
Weapons: 2
Armor: 4
Manueverability: 3
Security: 5
Cargo: 4
Speed: 4
This flying beast serves as a transport for anything Drithgar needs. He left his galaxy in this behemoth, along with a very small army. While it may not have the strongest weapons, this is beast has grown extra antennae to spot enemys from even further away.
Army(43):
25x Baneling
10x Infestor
3x Ultralisk
Tech(56.5):
Baneling
Infestor
Ultralisk
Total: 291.5
Quick question for all you zergy peoples..... Why cerebrates? I wrote in the option to be an infested Terran as well as a sentient mutant, and everyone seems to prefer the lump of psionic flesh. I don't get it. At least HalfDead's guy is only a cerebrate on a technicality (having more in common with a zerg Hive then an actual Cerebrate).
@Exaken: Go
I don't really understand your story. You throw a lot of information out there, but the only thing that is really relevant is that you held a stable position within the Gracken Brood until some young brat tricked you with poison and caused you to loose that position. Do I have that right? Where are you going with this?
Cerebrates are usually buildings and therefor have movement speeds of 0 as well as the Armored and Structure modifiers. If the unit is not a cerebrate, you can certainly be that speedy, but most Cerebrates are rooted to the ground.
I would like to know what weapon you have in mind. The DPS if to know how much it costs, but it should still be broken down into damage and cooldown from there.
Enhanced Carapace needs a radius of effect, I suggest 2. If you are mobile it needs a range, if you a structure it is ok for it to have a global range.
500 Damage is way too much for Creep Mortor, even if it is spread. I like the idea that you can summon creep on demand, it could be a cool ability, but the damage should be lowered to about 100ish. Or, as another option, it deals no damage and just summons the Creep for 25 energy, or you could have it to full AOE damage at a much smaller radius of effect.
Lastly, I don't think your army totals are right. Once you have purchased the 'tech' for that unit, you only need to buy the units at a cost of 1 point per 10 supply. I'm not sure what you did, but the units you bought should only cost about 5 points (unless my math is off somewhere).
If I was a zerg, I'd want to be unique. Cerebrates...sorry but...they're kind of old fashioned leaders. I'd go with something like a "kerrigan" type leader or something. Actually, I'd like to have been a hybrid. Cerebrates don't get to roleplay much. They're not very fun imo.