Its mentioned somewhere in the first post that anything that affects a heroes energy only has half the effect :)
Also, if feedback were to be nerfed, it'd be nerfed vs heroes only, not in overall. Feedback should and will always have the same effect as usual against units like ghosts and high templar.
Backstory on Yi'fury: Yi'fury is one of the newest cerebrates to come into existence, shortly after the fall of the swarm. This was accomplished via a new strain in a hive cluster arising, causing a mutagen that allowed Yi'fury to gain consciousness. Yi'fury is, for all purposes, a Hive cluster. His internal organs require a symbiotic relationship with the Zerg he commands, otherwise he would soon wither and die. While he doesn't have physical means of protecting himself, he has allowed several other Zerg structures to attach themselves to his form which are more than capable of defending their host.
Yi'fury is very young, even for zerg standards. Currently, he is one standard galactic year old. Due to this, he is very rash, headstrong, and cruel to his enemies. He would sooner rush into a situation than hatch an evil grand plan, unless given prior council. This has gotten him into many disputes in territory with the other leaders among the Fenrir brood, ultimately leading to his exile to the planet EOM734, where he receives a lesson in patience and cunning.
Hero Stats:
Health: 1000 40 points
Energy: 300 10 points
Armor: 2 6
Sight: 15 28
Abilities: 2 5
Range: 0 0
AoE: 0 0
Move Speed: 0 0
DPS: 0
Dam Type: 0
Dam Hit: 0
Dam Speed: 0
Unit Structure: Armored, Biological, Heroic, Structure
Total: 89
Mind Control: Take control of target group of units. Control success/length depends on the strength of the mind. As such, characters with "Plot Immunity" are unaffected.
Energy: Activation Cost: 20/unit, maintain cost: 0.9/unit. Range: 13. Cooldown: 0. Time in seconds.
Mass Displacement: Yi'fury channels all of his energy into creating an anomaly at target location, causing him to transplant himself to that location. Requires creep and sight.
Energy: Yi'fury's Total Energy
Ship Details: The Husk
The Husk is a term referring to the collective base around Yi'fury. The husk cannot be "Flown" without Yi'fury, and Yi'fury cannot move without the Husk.
Husk Appearance (As reported in: "The Zerg, a Colonial Marine's Perspective"):
"The husk is a massive collection of zerg mass, diameter unknown. Length unknown. Weight unknown. Estimates to contain somewhere between three and fifteen km area. Reports differ. All I know is that when it came, spore colonies massed at our 'cruiser. God, I barely had enough time to get to the escape pods before they breached the hull around the fusion reactor. Parts of the ship....the husk, as we called it....it broke off, man. It broke off and attached itself to the command deck. The captain was up there...he was a good man. Alexai, I think his name was. The creep began to spread after it attached, and that was when we started to head to the pods. This was may'be...ten or fifteen seconds after the initial attack? It covered the hull...but oddly enough it didn't enter the ship. It was doing...doing something...but we didn't wait to find out. We high-tailed it out of there, me and my marine buddies. Six of us. We were all that were left of our ship, who was piloted by a crew of two-hundred. We never found out what happened after the fusion reactor blew, our warp drives kicked in."
I really like your character concept, but I don't see any connection to the Themos Brood in your backstory. Nor does it look like your character would have much reason to ally himself with Lilith, except for the tech that you seem to have without buying. Being allied to a brood does not automatically grant you their tech, it just states what they have ready access to for purposes of future purchases and strategic considerations. You will need to rethink your army selection with this in mind.
The Overmind has deliberately cut himself off from the workings of the rest of the Swarm. You will need to give me a pretty good reason why you and he are bffs.
You need Modifiers, probably Armored, Biological, Heroic, Structure.
A 0 movement speed does not refund you points. Sorry.
Mind Control needs some balancing. I like the idea of it being maintained but it's energy cost does not need to vary based on racial considerations. It does, however need to be much higher then in minutes. I would say have it cost 1 energy per second (or .9, which is the standard decay I think) per controlled creature, keep the initial cost, have it break if controlled units get out of range and make Psionic and Heroic units immune. This makes it usable for strategic defense, without it being game breakingly overpowered.
Also, Teleport: I like that you are having energy be the practical restriction on his movement, but it is always possible to upgrade your energy later in the game, thus nullifying this particular restriction. Therefor, I suggest you change the wording of this ability to cost All of Yi'fury's energy. This nullifies that scaling issue, while also keeping the use of Mind Control or Teleport a strategic choice. In addition, the target destination must have creep on it. Lastly, I think it needs a more zergy name, like Transplant or some biological lingo.
Finally, please fill me in on what you have in mind... either here or via private message. If you are intending to play a villain, I need to be able to give you room to be villainous.
I'm not sure what the other two think, but I'm not sure anyone's characters are fully finalized yet.
Also, your character can have a backup plan for when he 'dies' but that does not circumvent the death rules. Having that Dragoon is good, but you will still need to pay the 10% (either in points or in stat adjustments) to revive a hero reduced to 0 HP.
Please be patient with us on this. We weren't intending to commit to start this up until after we were all clear from school considerations and the Void of time created by the impending Diablo 3 release. Ya'll votes have been heard, but don't be surprised if the start up is a little staggered as a result.
That is a risk of having a large stockpile of energy. It is lessened by the Heroic modifier, but it should still be a consideration.
As I see it, a hero character has three options: Forgo the use of abilities and just go for full stats and passive abilities; this hero will likely be Immune to all energy considerations and can safely state his energy as '0' without anything to worry about. Use abilities, but have them all tied to cooldowns; such a character could also forgo energy, but will often be locked out of actions because they are on cooldown. Use abilities tied to energy; such a character has the maximum amount of flexibility in the application of his abilities, but risks being targeted by 'anti-caster' abilities such as silences and Energy drains (Mitigated by half because of the Heroic Modifier).
All of these are valid. But, power and flexibility should cost. This is how we keep some semblance of balance.
I apologize if I over explained. I have an awful habit of hitting people with a wall of text to explain rather simple questions.
Sounds interesting, let me give it a go. Kinda long post. If its too long, I can shorten it, I think..
Opheilm, Master of Shadows
**
Faction = Erana's Order
Unit Type = Dark Templar**
Background - Pre Brood War
Opheilm is one of the young Dark Templars that was with Zeratul when the latter first met with Tassadar. Initially not trusting the Khalai Protoss, Opheilm was against Zeratul aiding Tassadar as he carries a huge resentment against the Conclave. After witnessing Tassadar's devotion to the future of the Protoss, and his views about both light and dark, Opheilm gradually grew to respect Tassadar as a great leader and as someone who is able to bring the gap between the 2 sides. However, this all changed when Aldaris made the announcement that Tassadar was a traitor and has no longer any say in the Conclave.
Resentment against the Conclave began to fill Opheilm again as he believes that the Conclave were stuck on old ideals that will just lead to their downfall. Regardless, he still greatly respects Tassadar as an individual and continues to serve him. His experiences with Tassadar, Raynor and Fenix has convinced him that both of their races can work together for the greater good.
However, everything changed for him when during the final battle of the overmind, whereby, Tassadar sacrificed himself to destroy the overmind. Not understanding fully why Tassadar would willingly sacrifice himself for these foolish Protoss, Opheilm's resentment for the Conslave grew into hatred as he believes that it shouldn't have been Tassadar that died that day.
Background - Brood War
While aiding the Protoss in the escape to Shakuras, before the Warp Gate was shut down, Opheilm was knocked unconscious by the Zerg, not before managing to kill his attacker. When he woke up, he found himself at Shakuras, battered and injured. While the Dark Templar and protoss refugees were assaulting the Zerg on Shakuras, Opheilm chose to run away from it all. Disillusioned and weary from conflict, he boarded his shuttle and went into cold sleep, drifting into the sea of stars...
Unknown to him, while drifting aimlessly, his shuttle has been sucked into a random wormhole that connects the Koprulu sector to the Eurim sector. Opheilm just continued to be in cold sleep, as though this is what he wants.
Centuries after WoL
The shuttle continued drifting until it was too close to the Planet Khasan and was sucked into it due to its gravitional pull and in part, the poor maintenance of the shuttle. This woke Opheilm up from his slumber. Realizing that he was surrounded by a megalopolis of Protoss settlements, he went ahead and made contact with them, and since he was a Dark Templar, he was given a scouting position in the army. He soon came to understand that The Ancestral Imperium of Protoss is exactly the same as the Protoss Conclave led by the Khalai. This brought back up painful memories and once again, stirred up ambivalent feelings of hatred and loss within him.
It was then he met the Praetor Erana whom reminded him very much of Tassadar. It was through Erana that he managed to find a source of peace in this sector hostile to him just because of his caste. He found Erana's views of racial segregation and the Dark Templar to be very similiar to Tassadar and vowed his alligence to Erana - the same way that Zeratul had once sworn to help Tassadar. Since then, Opheilm has been acting as a slient guardian to Erana, overseeing everything that goes around Erana.
Not too long later, the Zerg invaded and Opheilm proved himself as a Master scout during the war, the battles and experiences that he faced during his time at the Koprulu sector gave him much exposure to the Zerg and their tactics. His timely and accurate reports saved the lives of countless of Protoss and even at times, allowed them to turn the tide of battle, earning him the nickname "Shadow"
Despite his efforts, the overwhelming concentrated numbers of the Zerg still proved to be too formidable against the divided unity of the Protoss. It was then that Praetor Erana managed to get all the different tribes of Protoss and even the Terrans to work together against their common enemy. This brought back memories of the alliance between Zeratul, Tassadar and Raynor. In Praetor Erana, Opheilm saw Tassadar. He envisioned himself as Zeratul and the Terran as Raynor's Raiders. Except that this time, "Tassadar" didn't die after the war.
After the Battle Of Arken
Despite being a Dark Templar, Opheilm was given the rank of Praetor after the war for his heroic exploits. However, on the day where he was awarded Praetor, The Imperium arrested Erana and stripped the rank of Praetor away from Erana. It dawned on him that he was awarded Praetor to fill in the gap in the conclave that Erana once held.
Opheilm realized that being a Praetor, he would have a say regarding racial segregation and other conservative laws that the regime has and he would be able to carry on Erana's views, but he may very well lose a close friend whom he sworn to protect. Against his better judgement, he chose to stay on as a Praetor. Despite being made Praetor and openly voicing out his views, the Imperium's disdain and ostracize against Dark Templar and the Nerazim hasn't changed and slowly, he became disillusioned again. It was at this time he thought of what Zeratul would have done, and he fell to his knees in remorse and mortification.
Erana's Order
During this time, he left his Praetor position and joined Erana's Order, for a chance of redemption. There, he found the solace that he needed and has always dreamed of. There wasn't any Racial Segregation, both light and dark fought for the same cause. Although he initial faced some disapproval from members as he chose to become a Praetor instead of rescuing Erana that day, his abilities and judgement has earned the respect of everyone in the order. His sole motivation for going on now is Erana, whom he sees as a figure of Tassadar. He has since taken on a new oath, and vowed Erana will not die while he is still holds breath.
Personality
Opheilm likes to work alone or work with a selected few people that he trusts. Years of resentment and hatred has taken a toll on his mental state, leading him to be cynical towards others. Although it takes long to earn Opheilm's trust, once its earned, it will not be broken easily. After the events of Tassadar, He disdains taking away the life of both Protoss and Terran, as he has witnessed the mutual cooperation between both sides, however that does not go for Zerg. He fights the Zerg with a fevour unlike any other, and will stop at nothing to kill these abominations.
Blink -
Energy - Nil,
Cooldown: 10 seconds
Studying from his mentor, Zeratul, Opheilm is able to mimic his blink ability to 100% efficiency.
Twilight -
Energy - 0.9 per second
Advanced cloaking techniques enable Opheilm to move around without the "cloak blimp" being seen at the map
Expel -
Energy - 75
Using Psionic techinques, Opheilm is able to push a group of units back to range 6 from Opheilm. This ability shoots out as an AoE cone that extends from Opheilm Massive units are not affected. Cannot affect structures, but air units are effected. No damage is dealt.
Surreal Hallucination -
Energy - 50 (Per Illusion)\
Picking up a few tricks from Tassadar, Opheilm is able to create 1 hallucination of himself instantly. These hallucinations differ in the fact that they possesses the same intelligence and will as Opheilm and lasts twice as longer. These hallucinations are used as more of a messenger then to actually distract enemies
Assassinate -
Energy - 100
Every Dark Templar is trained in the art of assassination. Opheilm is no different. Deals 225(+75 to massive) damage to a single target at melee range. However, Opheilm must not be revealed by any detectors while using this skill.
Heaven's Web
Energy - 75
Cooldown: 10 seconds
Using the technology from the corsairs, Amagumo is able to launch a disruption web which disables structure type units from attacking for 20 seconds. Radius of 3. Range of 9 (MTs have range 8 when upgraded)
Supersonic
Energy - 25
Cooldown: 30 Seconds
Charges : 5
Turns all thrusters of Amagumo to 150% power. Dashes the Amagumo for 10 Range in the timeframe of 1 second. However, this ability has 5 charges in which 1 will be used each time. Replenishing of charges can only be done either through repairs, or by docking at a stargate.
To buy the ability to build observers you pay their tech cost (which is figured by taking their mineral cost divided by 25 (1) and their gas cost divided by 12.5 (6) and their supply cost (1) and adding it all together (8).)(All the unit costs are in the big charts below the character creation charts.)
Once you know how to build a unit, you buy the raw materials and/or man power to create that unit at a cost of 1 point per 10 supply. So for every point you spend you could buy 10 observers.
One more question before I post: what are the standards/restrictions on allying with other players or using PMs? Are they okay as long as the GMs are involved in every conversation?
No worries, I'll make the changes in this post (so that I can more easily encode some of my stuff). I plan on playing a villain. As per my bff status with the overmind, I was playing on the concept that all cerebrates only wanted to do the overminds bidding. This was broke after Kerrigan killed the last overmind (in cannon). As Yi'fury was born after the fall of the swarm (non-cannon), he did not have any reason to not support the overmind, who in his mind is his creator. As I am playing a villain, I figured this could make an interesting backstory and provide various plot elements that could be taken advantage of. Also, I will change my faction to the Fenrir brood...the playstyle I have in mind this fits a little better.
I would relate Yi'fury's connection to the current overmind to Kerrigan's connection to the first overmind. Loyal, but not overly zealous.
At the same time, I would relate the overmind's connection to Yi'fury to that of an owner and a pet. If the pet dies yea it sucks, but no big deal.
GMs do not need to be included in private conversations. You can ally with other players as long as it's in-character (What I mean to say is that a terran that absolutely hates zerg won't just go "Oh, hey zergling, let's be allies!" - If you're gonna ally with another character/player, make it reasonable and explain it in the IC (In-character) thread (once it goes up)
Im not entirely sure whether you got the exact point of what Orloth was trying to say: The Overmind is not communicating with the rest of the zerg at the moment. He wants you to give a reasonable explanation as to why your cerebrate would be an exception to the Overmind's silent treatment.
Ya know, I'm thinking about it now....and the only explanation I could come up with is that Yi'fury is a unique mutation. Most cerebrates were created by the overmind (cannon), while Yi'fury was a mutation of a hive cluster strain. As this happened after the fall of the swarm, AFTER the overmind broke off contact, the explanation I can give is that the overmind is curious, and cautious, about this new cerebrate. I cannot speak for the overmind's reason to do this, as that is not my character :P
From Yi'fury's perspective, the overmind is its creator, it's father. Allegiance is expected.
If you guys are hell-bent on making me change this, I'm sure I can come up with something else. Alot of what I want to do with this character revolves around getting information about the past and present state of the zerg. The easiest way to do that is to have made contact with the overmind. The information available by the leaders of the Fenrir brood, from my perspective, is not enough.
I'm just going to start off typing this, just poke me if I do something wrong as it's all still really confusing to me.
Race: Zerg Faction: Garamar Brood Main Hero: Dagganoth
History
As one of the many cerebrates created by the Overmind to influence the proceedings in the Eurim sector, Dagganoth has been equipped with and evolving his Garamar Brood since shortly before the battle of Arken. Since those events, Dagganoth's Brood has been seen approaching settlements and stations of nearly all factions present in the Eurim sector in his Leviathan 'flagship' Murkag. The curious thing though, is that the Garamar Brood has yet to directly attack any of these locations - when met with any sort of response towards their enclosure, the Brood immediately backs off instead of fighting even the smallest skirmish. Dagganoth seems to deliberately choose for this tactic and has so far only been in direct conflict with the pirates in the sector. This behaviour has earned him the scorning nickname of "The Pacifist" among the other Zerg broods.
In the light of the 'king of the jungle'-like environment that has existed in the Eurim sector for the Zerg Broods, it doesn't come as a surprise that the Gracken Brood has made an attempt at taking over Dagganoth's forces, viewing his apparent pacifism as a weakness or imperfect. The reason no Brood so far has succeeded in this is simple, though; Garamar Brood has avoided Zerg-on-Zerg skirmishes as well, and no one seems to be able to get a hold of him. Other more deceitful Broods, like the Themos Brood, believe this apparent pacifism is some kind of treacherous tactic and have so far not made an open attempt at controlling Garamar, leaving Dagganoth's forces at somewhat of an uneasy truce with these Broods.
Dagganoth (83 points)
Since Dagganoth himself is a Cerebrate, he doesn't personally partake in field battles, rather remaining embedded in his Leviathan Murkag. He can however, spawn an 'avatar' of himself for use in a land battle, allowing him to channel his powers. This avatar is also simply called 'Dagganoth', corresponding to the hive mind mentality of the Zerg. It looks like an extremely long slimy snake - basically a thinner and more agile form of the traditional cerebrate. It dies relatively easy but can be respawned from any Larva (in order to keep this fair, I guess this only works in between battles?). The creature has an exceptionally good awareness of its surroundings, granting it large vision. It can channel three spells Dagganoth casts from Murkag.
1. Overgeneration (AoE with radius of 3, range of 10, 80 energy): Drives the metabolism of all affected units in the target area into overdrive, causing them to gain 50% additional attack and movement speed. Lasts 10 seconds.
2. Parasitic Projectiles (Single target, 20 energy): Only affects ranged Zerg units (includes Swarm Hosts & Brood Lords). Evolves the target unit to shoot parasitic projectiles that have a controlled flight, increasing the units range by 3 and causing its attacks to grant vision of the target for 10 seconds. Lasts 30 seconds.
3. Symbiotic Saliva (AoE with radius of 3, range of 10, 80 energy): Dagganoth's avatar spits a symbiotic saliva over the target area that seeps into wounds and cracks in armor, healing friendly biological targets hit by 50 HP over 5 seconds and hardening friendly mechanical targets hit to improve their armor by 2 for 10 seconds.
Stats and point allocation:
-550 Health (22 pts)
-300 Energy (10 pts)
-5 Mov. Speed (24 pts)
-No attack (0 pts)
-1 Armor (2 pts)
-12 Sight (10 pts)
-3 abilities (15 pts)
-Light, Biological, Psionic, Heroic
Garamar Brood (133,5 points)
To tie into the no-hit-and-run tactics the Garamar Brood has been using, speed and maneuverability are king in their army as well; this explains the high emphasis on upgraded Zerglings, Mutalisks and Swarm Hosts.
Army (190 supply, 19 points)
-Zergling X 140
-Mutalisk X 45
-Swarm Host X 10
Murkag (86 pts)
For a flightship, Dagganoth uses a Behemoth he himself engineered to suit his needs. Following his general theme, it is a swift creature that is focused on speed and maneuverability over anything else. It can defend itself from smaller ships through some weapons in the form of corrosive acid, but it is overall meant for avoiding battles moreso than winning them. As a sentient living being, it can both bleed and feel, but its will is still bound to that of its ruling cerebrate or queen; in this case Dagganoth.
83 + 112.5 + 19 + 86 = 300.5 points. Means I'm half a point over the cap - is that alright? If it isn't, I need to start doing things like remove half a unit.
On Zhar's journey around the galaxy, he has picked up dark templar followers. They wish to learn the ways of twilight and will fight to the death to help Zhar.
-17 pts for dark templar technology
-11 pts for stalker technology
-6 pts for 15 dark templar and 15 stalkers
-34 total
0 pts remaining
My arbiter also has warp technologies. So if the Eclipse happens to get destroyed, it warps me, my twilight dragoon, and my army to the closest planet.
Edit: By the way, would this build be allowed? Pic below
Probably not since it says 0 starting energy and 0 starting speed...with exceptions of structure heroes and heroes that have costs besides energy...
I can't really help you with that unless I know what you have in mind, which is why I requested a PM containing just that.
With the information I have now, I would suggest you ally yourself with the Gracken Brood. Draal has already been established (in the previous game) to be an extremely old cerebrate and will likely have some, if not all of the information you are after.
And remove the breeds known. The tech of your allies has no baring on the tech you currently possess. It is only relevant to you as what tech will be available for you to purchase from them.
That's funny, because my data says an unupgraded zergling has a speed of 2.9 and an upgraded speed of 4.7 with a 1.3 multiplier while on creep (making it around a speed 6).
Under my "Allowed units", the first option there is a Cerebrate, which I built to be an alternative to the queen. His first ability, fervor, looks remarkably like what you are going for. Just saying.
Regardless, I don't think speed should be a restricter on the use of this ability, there really isn't a point if you can smart target it, and it needs to have a range and radius of effect defined. Now, if it is a global effect... It's cost needs to be increased somewhat. Probably to 150, though I would much prefer it to have a defined radius of effect.
Parasitic Projectiles should not be permanent. It's a cool ability, and I like the support role of this character, but it should have a defined duration. Perhaps 30 seconds?
Saliva also needs a range and radius defined.
If you are going for more hit and run tactics, you should increase your ship's maneuverability (possibly trading places with Cargo as you aren't really using all of that space right now.
Lastly, the Avatar aspect is cool, but you still can't circumvent the death rules with it. If a hero unit dies you still need to pay in points to revive it. Having lore ready for its revival is nice, just don't expect a get out of jail free card for it. That goes for all of y'all's clever plans and such. Rules need to be respected so that no one gets ridiculously over powered (without earning it).
That's funny, because my data says an unupgraded zergling has a speed of 2.9 and an upgraded speed of 4.7 with a 1.3 multiplier while on creep (making it around a speed 6).
...
Regardless, I don't think speed should be a restricter on the use of this ability, there really isn't a point if you can smart target it,
You're right - I talked this over with TheAlmaity too, I overlooked something. I removed the speed restriction.
Under my "Allowed units", the first option there is a Cerebrate, which I built to be an alternative to the queen. His first ability, fervor, looks remarkably like what you are going for. Just saying.
Interesting, but I think I'll stick with what I've got. I plan for my avatar hero to really stay on the backbench, simply improving Mutalisks for harassment and Zerglings for sheer overwhelming numbers.
...and it needs to have a range and radius of effect defined. Now, if it is a global effect... It's cost needs to be increased somewhat. Probably to 150, though I would much prefer it to have a defined radius of effect.
Parasitic Projectiles should not be permanent. It's a cool ability, and I like the support role of this character, but it should have a defined duration. Perhaps 30 seconds?
Saliva also needs a range and radius defined.
All set and done. Gave both Overgeneration and Symbiotic Saliva a radius of 3 and a range of 10. Parasitic Projectiles I gave a 20 second duration, but lowered the energy cost to 20 because of it. This seemed fair to me; I want to use this on Mutalisks for raids, and because of the single target aspect buffing a group of just 10 muta's would already cost me my entire energy pool (which I did invest in somewhat heavily). I put the duration on 20 seconds instead of 30 to ensure it wouldn't become ridiculously strong once I obtained Brood Lords.
If you are going for more hit and run tactics, you should increase your ship's maneuverability (possibly trading places with Cargo as you aren't really using all of that space right now.
Good point. I shuffled my points around a bit. I dropped 50 HP to take Dagganoth from 85 to 83 points, and then improved Murkag by dropping the Cargo from 6 to 4 and upping the manueverability to 5 and the speed to 6, bumping him up from 84 to 86 points.
Lastly, the Avatar aspect is cool, but you still can't circumvent the death rules with it. If a hero unit dies you still need to pay in points to revive it. Having lore ready for its revival is nice, just don't expect a get out of jail free card for it. That goes for all of y'all's clever plans and such. Rules need to be respected so that no one gets ridiculously over powered (without earning it).
Roger. It was meant purely as a lore excuse anyway, giving you an idea to work with in terms of balance. Will adhere to whatever works with your rules here. As mentioned, I'm perfectly fine with only being able to revive an avatar in between battles (the morphing process could simply take too long) or paying resources/points for it.
On another note; how much do the characters themselves know about all this? I find it a bit hard to imagine John Smith from the Tirion Republic would know of the rivalry between the Gracken and Nirogg broods (much less know exactly what those Broods are and where they are located). Would selling, bartering, trading or giving away information about stuff like this be a plausible idea for a character such as mine?
P.S. I've sent you a small PM with some more inside details on my character. TheAlmaity already knows these, but as the Zerg GM I figured you should have some more insight in what I'm trying to do here :)
Edit: Following Vjetar's post down here, I've also added the light, biological, psionic and heroic markers to my Avatar.
I was asking for your character's personal modifiers, not extra damage. I'm guessing Zhar is light, biological, psionic (and heroic of course) since he is a templar.
Extra damage to light/armored/biological/etc. is obtained by purchasing the damage and paying half the cost.
Say you want 50 DPS. That's 33 points. Now say you want a +50DPS to armored. That would be half of 33 rounded up so 17 points.
Your end DPS would be 50(+50 to armored) at the cost of 50 points.
As for dying... there is always a certain measure of plot armor protecting characters. So if Zhar happens to die stat-wise and his escape is plausible, he can be resurrected as a dragoon... at a cost. However, if your ship gets blasted out of the sky, your army, your tech and even your hero go with it, depending on the circumstances. I will not tolerate fail-safe features such as emergency warps. If your character somehow screws up and gets his ship blown up, it's his fault. He won't necessarily die, but losing army and tech (unless backed up or recoverable) will be a side effect, if logical.
Anyway, the abilities:
Twilight Storm
Energy: 125
Over a radius of 2.5, a twilight bolt strikes the ground. This deals 50 instant damage to all enemies struck.
Cooldown: 5 seconds.
Larger radius, less (but instant) damage, higher energy cost, cooldown to prevent spamming.
Feedback will be the standard SC2 version, draining all energy and dealing that much damage unless the target is heroic in which case it drains half energy.
Psionic Shield
Energy: 200
Creates a shield around Zhar. Zhar takes a maximum of 10 damage per hit. Lasts 15 seconds.
Cooldown: 10 seconds.
Chain Psionic Lightning
Energy: 100
The target and 2 nearby hostiles take damage. The target takes 100 damage. The second enemy takes 50 damage. The third enemy takes 25 damage.
@Zanryu: You will have to modify your Mental Chain spell and give it an energy cost of 125.
Cloak
Energy: 25 initial and 1 per second
Zhar becomes invisible. He can only be attacked directly if detected. Abilities may still be cast though. Abilities that deal damage automatically disable this ability.
You can make this cloak permanent if you want to.
The army point spending is correct. No, you cannot do that. If something costs negative points, it's supposed to cost 0.
@onslaughtbear:
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.
Technically critters are in ladder games, just as neutral units... I want to be a neutral critter... This is because it won't be a major character and I can't get in trouble for forgetting to check the thread, :). Which neutral critter, I'm not exactly sure just yet, anyone have any issues? If not, I'll go ahead and write up a mini-profile. I think it could add a new, fun aspect to the story that you guys haven't thought of, :D.
Make Sixen an evil penguin hidden on a planet only the GMs know... however finds him first gets access to [The Banhammer], allowing him to ban opposing players from the boards if he so desires :D
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@Orloth7:
Well imagine like...losing all your energy and nearly dying because feedback takes away ALL your energy.
In the actual game, Feedback would be way too powerful. I modified it to be more balanced.
@yukaboy: Go
Its mentioned somewhere in the first post that anything that affects a heroes energy only has half the effect :)
Also, if feedback were to be nerfed, it'd be nerfed vs heroes only, not in overall. Feedback should and will always have the same effect as usual against units like ghosts and high templar.
@TheAlmaity:
Alright.
Race: Zerg
Faction: The Fenrir Brood
Primary Hero: Cerebrate Yi'fury
Backstory on Yi'fury: Yi'fury is one of the newest cerebrates to come into existence, shortly after the fall of the swarm. This was accomplished via a new strain in a hive cluster arising, causing a mutagen that allowed Yi'fury to gain consciousness. Yi'fury is, for all purposes, a Hive cluster. His internal organs require a symbiotic relationship with the Zerg he commands, otherwise he would soon wither and die. While he doesn't have physical means of protecting himself, he has allowed several other Zerg structures to attach themselves to his form which are more than capable of defending their host.
Yi'fury is very young, even for zerg standards. Currently, he is one standard galactic year old. Due to this, he is very rash, headstrong, and cruel to his enemies. He would sooner rush into a situation than hatch an evil grand plan, unless given prior council. This has gotten him into many disputes in territory with the other leaders among the Fenrir brood, ultimately leading to his exile to the planet EOM734, where he receives a lesson in patience and cunning.
Hero Stats:
Health: 1000 40 points
Energy: 300 10 points
Armor: 2 6
Sight: 15 28
Abilities: 2 5
Range: 0 0
AoE: 0 0
Move Speed: 0 0
DPS: 0
Dam Type: 0
Dam Hit: 0
Dam Speed: 0
Unit Structure: Armored, Biological, Heroic, Structure
Total: 89
Mind Control: Take control of target group of units. Control success/length depends on the strength of the mind. As such, characters with "Plot Immunity" are unaffected.
Energy: Activation Cost: 20/unit, maintain cost: 0.9/unit. Range: 13. Cooldown: 0. Time in seconds.
Mass Displacement: Yi'fury channels all of his energy into creating an anomaly at target location, causing him to transplant himself to that location. Requires creep and sight.
Energy: Yi'fury's Total Energy
Ship Details: The Husk
The Husk is a term referring to the collective base around Yi'fury. The husk cannot be "Flown" without Yi'fury, and Yi'fury cannot move without the Husk.
Husk Appearance (As reported in: "The Zerg, a Colonial Marine's Perspective"):
"The husk is a massive collection of zerg mass, diameter unknown. Length unknown. Weight unknown. Estimates to contain somewhere between three and fifteen km area. Reports differ. All I know is that when it came, spore colonies massed at our 'cruiser. God, I barely had enough time to get to the escape pods before they breached the hull around the fusion reactor. Parts of the ship....the husk, as we called it....it broke off, man. It broke off and attached itself to the command deck. The captain was up there...he was a good man. Alexai, I think his name was. The creep began to spread after it attached, and that was when we started to head to the pods. This was may'be...ten or fifteen seconds after the initial attack? It covered the hull...but oddly enough it didn't enter the ship. It was doing...doing something...but we didn't wait to find out. We high-tailed it out of there, me and my marine buddies. Six of us. We were all that were left of our ship, who was piloted by a crew of two-hundred. We never found out what happened after the fusion reactor blew, our warp drives kicked in."
Ship Stats:
Weapons: 6
Armor: 6
Maneuverability: 2
Security: 6
Speed: 3
Cargo: 4
Total: 137
_____
Army Details:
Unlocks:
Zergling,
Baneling,
Hydralisk,
Mutalisk,
Scourge,
Swarm Host
Spine Crawler,
Spore Crawler,
Total: 64
Techs:
Total: 0
Army:
Zergling: 80 4
Baneling: 20 1
Hydralisk: 0 0
Mutalisk: 10 2
Scourge: 20 1
Spine Crawler: (1 = 1 supply) 0 0
Spore Crawler: (1 = 1 supply) 20 2
Notes: Spores/Spines attach to either the Husk or Yi'fury for defense.
Total: 10
Remaining: 0.
K so I assume that's 4 people that applied. 3 have been accepted?
@Ha1fDead: Go
I really like your character concept, but I don't see any connection to the Themos Brood in your backstory. Nor does it look like your character would have much reason to ally himself with Lilith, except for the tech that you seem to have without buying. Being allied to a brood does not automatically grant you their tech, it just states what they have ready access to for purposes of future purchases and strategic considerations. You will need to rethink your army selection with this in mind.
The Overmind has deliberately cut himself off from the workings of the rest of the Swarm. You will need to give me a pretty good reason why you and he are bffs.
You need Modifiers, probably Armored, Biological, Heroic, Structure.
A 0 movement speed does not refund you points. Sorry.
Mind Control needs some balancing. I like the idea of it being maintained but it's energy cost does not need to vary based on racial considerations. It does, however need to be much higher then in minutes. I would say have it cost 1 energy per second (or .9, which is the standard decay I think) per controlled creature, keep the initial cost, have it break if controlled units get out of range and make Psionic and Heroic units immune. This makes it usable for strategic defense, without it being game breakingly overpowered.
Also, Teleport: I like that you are having energy be the practical restriction on his movement, but it is always possible to upgrade your energy later in the game, thus nullifying this particular restriction. Therefor, I suggest you change the wording of this ability to cost All of Yi'fury's energy. This nullifies that scaling issue, while also keeping the use of Mind Control or Teleport a strategic choice. In addition, the target destination must have creep on it. Lastly, I think it needs a more zergy name, like Transplant or some biological lingo.
Finally, please fill me in on what you have in mind... either here or via private message. If you are intending to play a villain, I need to be able to give you room to be villainous.
Edit: @yukaboy: Go
I'm not sure what the other two think, but I'm not sure anyone's characters are fully finalized yet.
Also, your character can have a backup plan for when he 'dies' but that does not circumvent the death rules. Having that Dragoon is good, but you will still need to pay the 10% (either in points or in stat adjustments) to revive a hero reduced to 0 HP.
Please be patient with us on this. We weren't intending to commit to start this up until after we were all clear from school considerations and the Void of time created by the impending Diablo 3 release. Ya'll votes have been heard, but don't be surprised if the start up is a little staggered as a result.
Edit again @ this post:@yukaboy: Go
That is a risk of having a large stockpile of energy. It is lessened by the Heroic modifier, but it should still be a consideration.
As I see it, a hero character has three options: Forgo the use of abilities and just go for full stats and passive abilities; this hero will likely be Immune to all energy considerations and can safely state his energy as '0' without anything to worry about. Use abilities, but have them all tied to cooldowns; such a character could also forgo energy, but will often be locked out of actions because they are on cooldown. Use abilities tied to energy; such a character has the maximum amount of flexibility in the application of his abilities, but risks being targeted by 'anti-caster' abilities such as silences and Energy drains (Mitigated by half because of the Heroic Modifier).
All of these are valid. But, power and flexibility should cost. This is how we keep some semblance of balance.
I apologize if I over explained. I have an awful habit of hitting people with a wall of text to explain rather simple questions.
Sounds interesting, let me give it a go. Kinda long post. If its too long, I can shorten it, I think..
Opheilm, Master of Shadows **
Faction = Erana's Order
Unit Type = Dark Templar**
Background - Pre Brood War
Opheilm is one of the young Dark Templars that was with Zeratul when the latter first met with Tassadar. Initially not trusting the Khalai Protoss, Opheilm was against Zeratul aiding Tassadar as he carries a huge resentment against the Conclave. After witnessing Tassadar's devotion to the future of the Protoss, and his views about both light and dark, Opheilm gradually grew to respect Tassadar as a great leader and as someone who is able to bring the gap between the 2 sides. However, this all changed when Aldaris made the announcement that Tassadar was a traitor and has no longer any say in the Conclave.
Resentment against the Conclave began to fill Opheilm again as he believes that the Conclave were stuck on old ideals that will just lead to their downfall. Regardless, he still greatly respects Tassadar as an individual and continues to serve him. His experiences with Tassadar, Raynor and Fenix has convinced him that both of their races can work together for the greater good.
However, everything changed for him when during the final battle of the overmind, whereby, Tassadar sacrificed himself to destroy the overmind. Not understanding fully why Tassadar would willingly sacrifice himself for these foolish Protoss, Opheilm's resentment for the Conslave grew into hatred as he believes that it shouldn't have been Tassadar that died that day.
Background - Brood War
While aiding the Protoss in the escape to Shakuras, before the Warp Gate was shut down, Opheilm was knocked unconscious by the Zerg, not before managing to kill his attacker. When he woke up, he found himself at Shakuras, battered and injured. While the Dark Templar and protoss refugees were assaulting the Zerg on Shakuras, Opheilm chose to run away from it all. Disillusioned and weary from conflict, he boarded his shuttle and went into cold sleep, drifting into the sea of stars...
Unknown to him, while drifting aimlessly, his shuttle has been sucked into a random wormhole that connects the Koprulu sector to the Eurim sector. Opheilm just continued to be in cold sleep, as though this is what he wants.
Centuries after WoL
The shuttle continued drifting until it was too close to the Planet Khasan and was sucked into it due to its gravitional pull and in part, the poor maintenance of the shuttle. This woke Opheilm up from his slumber. Realizing that he was surrounded by a megalopolis of Protoss settlements, he went ahead and made contact with them, and since he was a Dark Templar, he was given a scouting position in the army. He soon came to understand that The Ancestral Imperium of Protoss is exactly the same as the Protoss Conclave led by the Khalai. This brought back up painful memories and once again, stirred up ambivalent feelings of hatred and loss within him.
It was then he met the Praetor Erana whom reminded him very much of Tassadar. It was through Erana that he managed to find a source of peace in this sector hostile to him just because of his caste. He found Erana's views of racial segregation and the Dark Templar to be very similiar to Tassadar and vowed his alligence to Erana - the same way that Zeratul had once sworn to help Tassadar. Since then, Opheilm has been acting as a slient guardian to Erana, overseeing everything that goes around Erana.
Not too long later, the Zerg invaded and Opheilm proved himself as a Master scout during the war, the battles and experiences that he faced during his time at the Koprulu sector gave him much exposure to the Zerg and their tactics. His timely and accurate reports saved the lives of countless of Protoss and even at times, allowed them to turn the tide of battle, earning him the nickname "Shadow"
Despite his efforts, the overwhelming concentrated numbers of the Zerg still proved to be too formidable against the divided unity of the Protoss. It was then that Praetor Erana managed to get all the different tribes of Protoss and even the Terrans to work together against their common enemy. This brought back memories of the alliance between Zeratul, Tassadar and Raynor. In Praetor Erana, Opheilm saw Tassadar. He envisioned himself as Zeratul and the Terran as Raynor's Raiders. Except that this time, "Tassadar" didn't die after the war.
After the Battle Of Arken
Despite being a Dark Templar, Opheilm was given the rank of Praetor after the war for his heroic exploits. However, on the day where he was awarded Praetor, The Imperium arrested Erana and stripped the rank of Praetor away from Erana. It dawned on him that he was awarded Praetor to fill in the gap in the conclave that Erana once held.
Opheilm realized that being a Praetor, he would have a say regarding racial segregation and other conservative laws that the regime has and he would be able to carry on Erana's views, but he may very well lose a close friend whom he sworn to protect. Against his better judgement, he chose to stay on as a Praetor. Despite being made Praetor and openly voicing out his views, the Imperium's disdain and ostracize against Dark Templar and the Nerazim hasn't changed and slowly, he became disillusioned again. It was at this time he thought of what Zeratul would have done, and he fell to his knees in remorse and mortification.
Erana's Order
During this time, he left his Praetor position and joined Erana's Order, for a chance of redemption. There, he found the solace that he needed and has always dreamed of. There wasn't any Racial Segregation, both light and dark fought for the same cause. Although he initial faced some disapproval from members as he chose to become a Praetor instead of rescuing Erana that day, his abilities and judgement has earned the respect of everyone in the order. His sole motivation for going on now is Erana, whom he sees as a figure of Tassadar. He has since taken on a new oath, and vowed Erana will not die while he is still holds breath.
Personality
Opheilm likes to work alone or work with a selected few people that he trusts. Years of resentment and hatred has taken a toll on his mental state, leading him to be cynical towards others. Although it takes long to earn Opheilm's trust, once its earned, it will not be broken easily. After the events of Tassadar, He disdains taking away the life of both Protoss and Terran, as he has witnessed the mutual cooperation between both sides, however that does not go for Zerg. He fights the Zerg with a fevour unlike any other, and will stop at nothing to kill these abominations.
Attributes
Heroic - Light - Psionic
Health(Shield) 375(200) 23
Energy 260 6
Mov Speed 5.5 32
Armor 2 6
Sight 14 21
DPS 40 27
Range 0.1 0
AoE(area) 0 0
Abilities 5 50
Total: 161
Weapon: Olden Warp Blades
Damage 40, cooldown 1 Sec
Abilities
Blink -
Energy - Nil,
Cooldown: 10 seconds
Studying from his mentor, Zeratul, Opheilm is able to mimic his blink ability to 100% efficiency.
Twilight -
Energy - 0.9 per second
Advanced cloaking techniques enable Opheilm to move around without the "cloak blimp" being seen at the map
Expel -
Energy - 75
Using Psionic techinques, Opheilm is able to push a group of units back to range 6 from Opheilm. This ability shoots out as an AoE cone that extends from Opheilm Massive units are not affected. Cannot affect structures, but air units are effected. No damage is dealt.
Surreal Hallucination -
Energy - 50 (Per Illusion)\ Picking up a few tricks from Tassadar, Opheilm is able to create 1 hallucination of himself instantly. These hallucinations differ in the fact that they possesses the same intelligence and will as Opheilm and lasts twice as longer. These hallucinations are used as more of a messenger then to actually distract enemies
Assassinate -
Energy - 100
Every Dark Templar is trained in the art of assassination. Opheilm is no different. Deals 225(+75 to massive) damage to a single target at melee range. However, Opheilm must not be revealed by any detectors while using this skill.
Ship (Amadeus) Carrier
Weapons 3 3
Armor 3 3
Manueverability 4 16
Security 3 9
Cargo 1 1
Speed 5 25
Total 69
Tech
Observer tech 8
Scout Tech 24
Observer 10 1
Scout 20 6
Total 273.
Ship (Amagumo, Heaven's Cloud) Scout
\Heroic - Light - Mechanical
Health(Shield) 150(125) 11
Energy 200 0
Mov Speed 3 8
Armor 0 0
Sight 8(14 when piloted by Opheilm) 0
DPS 10 7
Range 0.1 0
AoE(area) 0 0
Abilities 2 5
Total: 31
Weapon: Obsolete Phase cannons Damage 10, Cooldown 1 second.
Abilities
Heaven's Web Energy - 75 Cooldown: 10 seconds
Using the technology from the corsairs, Amagumo is able to launch a disruption web which disables structure type units from attacking for 20 seconds. Radius of 3. Range of 9 (MTs have range 8 when upgraded)
Supersonic Energy - 25
Cooldown: 30 Seconds
Charges : 5
Turns all thrusters of Amagumo to 150% power. Dashes the Amagumo for 10 Range in the timeframe of 1 second. However, this ability has 5 charges in which 1 will be used each time. Replenishing of charges can only be done either through repairs, or by docking at a stargate.
To buy the ability to build observers you pay their tech cost (which is figured by taking their mineral cost divided by 25 (1) and their gas cost divided by 12.5 (6) and their supply cost (1) and adding it all together (8).)(All the unit costs are in the big charts below the character creation charts.)
Once you know how to build a unit, you buy the raw materials and/or man power to create that unit at a cost of 1 point per 10 supply. So for every point you spend you could buy 10 observers.
@TheAlmaity: Go
Fixed all i believe.
One more question before I post: what are the standards/restrictions on allying with other players or using PMs? Are they okay as long as the GMs are involved in every conversation?
@Orloth7: Go
No worries, I'll make the changes in this post (so that I can more easily encode some of my stuff). I plan on playing a villain. As per my bff status with the overmind, I was playing on the concept that all cerebrates only wanted to do the overminds bidding. This was broke after Kerrigan killed the last overmind (in cannon). As Yi'fury was born after the fall of the swarm (non-cannon), he did not have any reason to not support the overmind, who in his mind is his creator. As I am playing a villain, I figured this could make an interesting backstory and provide various plot elements that could be taken advantage of. Also, I will change my faction to the Fenrir brood...the playstyle I have in mind this fits a little better.
I would relate Yi'fury's connection to the current overmind to Kerrigan's connection to the first overmind. Loyal, but not overly zealous.
At the same time, I would relate the overmind's connection to Yi'fury to that of an owner and a pet. If the pet dies yea it sucks, but no big deal.
@Markllousk: Go
GMs do not need to be included in private conversations. You can ally with other players as long as it's in-character (What I mean to say is that a terran that absolutely hates zerg won't just go "Oh, hey zergling, let's be allies!" - If you're gonna ally with another character/player, make it reasonable and explain it in the IC (In-character) thread (once it goes up)
@Ha1fDead: Go
Im not entirely sure whether you got the exact point of what Orloth was trying to say: The Overmind is not communicating with the rest of the zerg at the moment. He wants you to give a reasonable explanation as to why your cerebrate would be an exception to the Overmind's silent treatment.
@Sheo
Character seems fine now :)
@TheAlmaity: Go
Ya know, I'm thinking about it now....and the only explanation I could come up with is that Yi'fury is a unique mutation. Most cerebrates were created by the overmind (cannon), while Yi'fury was a mutation of a hive cluster strain. As this happened after the fall of the swarm, AFTER the overmind broke off contact, the explanation I can give is that the overmind is curious, and cautious, about this new cerebrate. I cannot speak for the overmind's reason to do this, as that is not my character :P
From Yi'fury's perspective, the overmind is its creator, it's father. Allegiance is expected.
If you guys are hell-bent on making me change this, I'm sure I can come up with something else. Alot of what I want to do with this character revolves around getting information about the past and present state of the zerg. The easiest way to do that is to have made contact with the overmind. The information available by the leaders of the Fenrir brood, from my perspective, is not enough.
I'm just going to start off typing this, just poke me if I do something wrong as it's all still really confusing to me.
Race: Zerg
Faction: Garamar Brood
Main Hero: Dagganoth
History
As one of the many cerebrates created by the Overmind to influence the proceedings in the Eurim sector, Dagganoth has been equipped with and evolving his Garamar Brood since shortly before the battle of Arken. Since those events, Dagganoth's Brood has been seen approaching settlements and stations of nearly all factions present in the Eurim sector in his Leviathan 'flagship' Murkag. The curious thing though, is that the Garamar Brood has yet to directly attack any of these locations - when met with any sort of response towards their enclosure, the Brood immediately backs off instead of fighting even the smallest skirmish. Dagganoth seems to deliberately choose for this tactic and has so far only been in direct conflict with the pirates in the sector. This behaviour has earned him the scorning nickname of "The Pacifist" among the other Zerg broods.
In the light of the 'king of the jungle'-like environment that has existed in the Eurim sector for the Zerg Broods, it doesn't come as a surprise that the Gracken Brood has made an attempt at taking over Dagganoth's forces, viewing his apparent pacifism as a weakness or imperfect. The reason no Brood so far has succeeded in this is simple, though; Garamar Brood has avoided Zerg-on-Zerg skirmishes as well, and no one seems to be able to get a hold of him. Other more deceitful Broods, like the Themos Brood, believe this apparent pacifism is some kind of treacherous tactic and have so far not made an open attempt at controlling Garamar, leaving Dagganoth's forces at somewhat of an uneasy truce with these Broods.
Dagganoth (83 points)
Since Dagganoth himself is a Cerebrate, he doesn't personally partake in field battles, rather remaining embedded in his Leviathan Murkag. He can however, spawn an 'avatar' of himself for use in a land battle, allowing him to channel his powers. This avatar is also simply called 'Dagganoth', corresponding to the hive mind mentality of the Zerg. It looks like an extremely long slimy snake - basically a thinner and more agile form of the traditional cerebrate. It dies relatively easy but can be respawned from any Larva (in order to keep this fair, I guess this only works in between battles?). The creature has an exceptionally good awareness of its surroundings, granting it large vision. It can channel three spells Dagganoth casts from Murkag.
1. Overgeneration (AoE with radius of 3, range of 10, 80 energy): Drives the metabolism of all affected units in the target area into overdrive, causing them to gain 50% additional attack and movement speed. Lasts 10 seconds.
2. Parasitic Projectiles (Single target, 20 energy): Only affects ranged Zerg units (includes Swarm Hosts & Brood Lords). Evolves the target unit to shoot parasitic projectiles that have a controlled flight, increasing the units range by 3 and causing its attacks to grant vision of the target for 10 seconds. Lasts 30 seconds.
3. Symbiotic Saliva (AoE with radius of 3, range of 10, 80 energy): Dagganoth's avatar spits a symbiotic saliva over the target area that seeps into wounds and cracks in armor, healing friendly biological targets hit by 50 HP over 5 seconds and hardening friendly mechanical targets hit to improve their armor by 2 for 10 seconds.
Stats and point allocation:
-550 Health (22 pts)
-300 Energy (10 pts)
-5 Mov. Speed (24 pts)
-No attack (0 pts)
-1 Armor (2 pts)
-12 Sight (10 pts)
-3 abilities (15 pts)
-Light, Biological, Psionic, Heroic
Garamar Brood (133,5 points)
To tie into the no-hit-and-run tactics the Garamar Brood has been using, speed and maneuverability are king in their army as well; this explains the high emphasis on upgraded Zerglings, Mutalisks and Swarm Hosts.
Tech (112.5 points total)
-Zergling
-Mutalisk
-Swarm Host
-Melee Attack level 1
-Ground Carapace level 1
-Flyer Attack level 1
-Zergling Speed
-Adrenal Glands
Army (190 supply, 19 points)
-Zergling X 140
-Mutalisk X 45
-Swarm Host X 10
Murkag (86 pts)
For a flightship, Dagganoth uses a Behemoth he himself engineered to suit his needs. Following his general theme, it is a swift creature that is focused on speed and maneuverability over anything else. It can defend itself from smaller ships through some weapons in the form of corrosive acid, but it is overall meant for avoiding battles moreso than winning them. As a sentient living being, it can both bleed and feel, but its will is still bound to that of its ruling cerebrate or queen; in this case Dagganoth.
-Weapons 1 (1 pts)
-Armor 2 (9 pts)
-Manueverability 5 (9 pts)
-Security 2 (4 pts)
-Cargo 4 (36 pts)
-Speed 6 (25 pts)
83 + 112.5 + 19 + 86 = 300.5 points. Means I'm half a point over the cap - is that alright? If it isn't, I need to start doing things like remove half a unit.
May I add a few additions to my character?
On Zhar's journey around the galaxy, he has picked up dark templar followers. They wish to learn the ways of twilight and will fight to the death to help Zhar.
-17 pts for dark templar technology
-11 pts for stalker technology
-6 pts for 15 dark templar and 15 stalkers
-34 total
0 pts remaining
My arbiter also has warp technologies. So if the Eclipse happens to get destroyed, it warps me, my twilight dragoon, and my army to the closest planet.
Edit: By the way, would this build be allowed? Pic below
Probably not since it says 0 starting energy and 0 starting speed...with exceptions of structure heroes and heroes that have costs besides energy...
I don't have a lot of time here, so I will address the major points I see for now.
@Ha1fDead: Go
I can't really help you with that unless I know what you have in mind, which is why I requested a PM containing just that.
With the information I have now, I would suggest you ally yourself with the Gracken Brood. Draal has already been established (in the previous game) to be an extremely old cerebrate and will likely have some, if not all of the information you are after.
This post from the old story best displays Draal's character and motives.
And remove the breeds known. The tech of your allies has no baring on the tech you currently possess. It is only relevant to you as what tech will be available for you to purchase from them.
@Mozared: Go
That's funny, because my data says an unupgraded zergling has a speed of 2.9 and an upgraded speed of 4.7 with a 1.3 multiplier while on creep (making it around a speed 6).
Under my "Allowed units", the first option there is a Cerebrate, which I built to be an alternative to the queen. His first ability, fervor, looks remarkably like what you are going for. Just saying.
Regardless, I don't think speed should be a restricter on the use of this ability, there really isn't a point if you can smart target it, and it needs to have a range and radius of effect defined. Now, if it is a global effect... It's cost needs to be increased somewhat. Probably to 150, though I would much prefer it to have a defined radius of effect.
Parasitic Projectiles should not be permanent. It's a cool ability, and I like the support role of this character, but it should have a defined duration. Perhaps 30 seconds?
Saliva also needs a range and radius defined.
If you are going for more hit and run tactics, you should increase your ship's maneuverability (possibly trading places with Cargo as you aren't really using all of that space right now.
Lastly, the Avatar aspect is cool, but you still can't circumvent the death rules with it. If a hero unit dies you still need to pay in points to revive it. Having lore ready for its revival is nice, just don't expect a get out of jail free card for it. That goes for all of y'all's clever plans and such. Rules need to be respected so that no one gets ridiculously over powered (without earning it).
You're right - I talked this over with TheAlmaity too, I overlooked something. I removed the speed restriction.
Interesting, but I think I'll stick with what I've got. I plan for my avatar hero to really stay on the backbench, simply improving Mutalisks for harassment and Zerglings for sheer overwhelming numbers.
All set and done. Gave both Overgeneration and Symbiotic Saliva a radius of 3 and a range of 10. Parasitic Projectiles I gave a 20 second duration, but lowered the energy cost to 20 because of it. This seemed fair to me; I want to use this on Mutalisks for raids, and because of the single target aspect buffing a group of just 10 muta's would already cost me my entire energy pool (which I did invest in somewhat heavily). I put the duration on 20 seconds instead of 30 to ensure it wouldn't become ridiculously strong once I obtained Brood Lords.
Good point. I shuffled my points around a bit. I dropped 50 HP to take Dagganoth from 85 to 83 points, and then improved Murkag by dropping the Cargo from 6 to 4 and upping the manueverability to 5 and the speed to 6, bumping him up from 84 to 86 points.
Roger. It was meant purely as a lore excuse anyway, giving you an idea to work with in terms of balance. Will adhere to whatever works with your rules here. As mentioned, I'm perfectly fine with only being able to revive an avatar in between battles (the morphing process could simply take too long) or paying resources/points for it.
On another note; how much do the characters themselves know about all this? I find it a bit hard to imagine John Smith from the Tirion Republic would know of the rivalry between the Gracken and Nirogg broods (much less know exactly what those Broods are and where they are located). Would selling, bartering, trading or giving away information about stuff like this be a plausible idea for a character such as mine?
P.S. I've sent you a small PM with some more inside details on my character. TheAlmaity already knows these, but as the Zerg GM I figured you should have some more insight in what I'm trying to do here :)
Edit: Following Vjetar's post down here, I've also added the light, biological, psionic and heroic markers to my Avatar.
@yukaboy:
I was asking for your character's personal modifiers, not extra damage. I'm guessing Zhar is light, biological, psionic (and heroic of course) since he is a templar.
Extra damage to light/armored/biological/etc. is obtained by purchasing the damage and paying half the cost.
Say you want 50 DPS. That's 33 points. Now say you want a +50DPS to armored. That would be half of 33 rounded up so 17 points.
Your end DPS would be 50(+50 to armored) at the cost of 50 points.
As for dying... there is always a certain measure of plot armor protecting characters. So if Zhar happens to die stat-wise and his escape is plausible, he can be resurrected as a dragoon... at a cost. However, if your ship gets blasted out of the sky, your army, your tech and even your hero go with it, depending on the circumstances. I will not tolerate fail-safe features such as emergency warps. If your character somehow screws up and gets his ship blown up, it's his fault. He won't necessarily die, but losing army and tech (unless backed up or recoverable) will be a side effect, if logical.
Anyway, the abilities:
Twilight Storm
Energy: 125 Over a radius of 2.5, a twilight bolt strikes the ground. This deals 50 instant damage to all enemies struck.
Cooldown: 5 seconds.
Larger radius, less (but instant) damage, higher energy cost, cooldown to prevent spamming.
Feedback will be the standard SC2 version, draining all energy and dealing that much damage unless the target is heroic in which case it drains half energy.
Psionic Shield
Energy: 200 Creates a shield around Zhar. Zhar takes a maximum of 10 damage per hit. Lasts 15 seconds.
Cooldown: 10 seconds.
Chain Psionic Lightning
Energy: 100
The target and 2 nearby hostiles take damage. The target takes 100 damage. The second enemy takes 50 damage. The third enemy takes 25 damage.
@Zanryu: You will have to modify your Mental Chain spell and give it an energy cost of 125.
Cloak
Energy: 25 initial and 1 per second
Zhar becomes invisible. He can only be attacked directly if detected. Abilities may still be cast though. Abilities that deal damage automatically disable this ability.
You can make this cloak permanent if you want to.
The army point spending is correct. No, you cannot do that. If something costs negative points, it's supposed to cost 0.
@onslaughtbear:
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.
Point spending seems fine as far as I can tell.
Technically critters are in ladder games, just as neutral units... I want to be a neutral critter... This is because it won't be a major character and I can't get in trouble for forgetting to check the thread, :). Which neutral critter, I'm not exactly sure just yet, anyone have any issues? If not, I'll go ahead and write up a mini-profile. I think it could add a new, fun aspect to the story that you guys haven't thought of, :D.
@Sixen: Go
Make Sixen an evil penguin hidden on a planet only the GMs know... however finds him first gets access to [The Banhammer], allowing him to ban opposing players from the boards if he so desires :D