Your points are alright, but the campaign abilities are quite OP (Raynors ability does 300 damage for example), here are my suggestions for them:
Penetrator Round, 10 second cooldown
Deals 2x weapon damage in a line 1 unit wide (unit as in measuring unit for range, not actual army units) and 9 long
Dr. Rark's Heal
15health/sec, 3 energy/s
Dr. Rark's Regen
3% energy and life regenerated per second, twice that out of combat.
Yes, these are quite a lot weaker, but your heroes are pretty cheap. Apart from the heal, these obviously scale up as your heroes are upgraded (Will scale up flat values as well once the heroes become expensive enough.) These are more powerful than regular abilities though, and if you at some point get yourself an army, your abilities will be rebalanced. (If your heroes are pretty expensive by then, they'll still be well above average)
Also, for Casey, I take it you want the old snipe? (45 damage, instead of the new 20+20 vs psionic or whatever the nerf did)
If you're alright with these abilities, your character is approved (edit your post for the new abilities)
I would like to point out that 3% of 250 is 7.5 energy per second, meaning that Dr. Rark could maintain his heal spell indefinitely and still have energy to spare for once he got another ability. I think the Selfix Armor works well for this character as it functions like Protoss Shield Regeneration: Useless in Combat, but allows for almost no down time out of combat. If he had an army, sure it would be overpowered, but as long as he doesn't he is going to need to run and gun, and Selfix is perfect for just that without being overpowered in combat.
Edit: Oh, and their seems to be a beta patch.... I don't think I'm going to keep up with the little changes. HotS units will be as they are found in current iteration of Beta.
Right, forgot. No bonus energy regen in combat for that ability then, would still keep the health regen in cobat though
EDIT: Upon further discussion with Orloth, we're gonna keep it with the regular selfix armor (9 life regen, 15 energy regen out of combat. Healing someone counts as being in combat)
Added to list of approved characters. Just two more things that I forgot to mention before - First it says "David Raganoth", and then "David Kanaro".
Second, you took bonus damage to "heavy", which isn't a valid unit class, I'm guessing you mean armored. I edited that one already, but if you meant something else, I'll change it (Unit filters: Light, Armored, Massive, Biological, Mechanical, Robotic, Hover (<-unused), Structure, Psionic, Heroic)
And Orloth informed me that the forum already had a name similar to "Raganoth", so I changed it to Kanaro. Sorry if missed an edit somewhere in there, I'll change it.
I figured this might be a good idea: I intend on turning my currently lore-only character 'Jack 'Hammer' Spazinsky' into a 'playable'/fighting hero sometime soon in the future. I figured it'd be nice if Orloth and/or Maity (Zerg and Terran tech involved) could take a look at how I've planned him out so I can make possible revisions.
Biosteel armor Jack
Jack Spazinsky, previous Terran army corporal, will be able to don five pieces of 'Biosteel armor' - one for each arm, one for each leg, and one for his torso and face. He 'equips' this by simply picking them up (or stepping in them in the case of legpieces, or holding them to his chest to allow it to wrap around himself in the case of the torso-piece), after which they'll grow and enwrap different parts of his body. When all five pieces are equipped this shields his entire body. He'll have access to a modified Gauss rifle as a main weapon, and an 'ability' that allows him to shoot 'Terlings', little monkey-like Zerg organisms that serve all sorts of functions (see abilities).
Ability 1: Fire Terling - Range 8, 30 energy cost. Fires a Terling at the designated location. Terlings are small monkey-like Zerg organisms that serve all sorts of purposes - they can intercept shots, deal damage (1 dps, but applies an armor reducing buff of -1) and heal allies (1 hp/ps). They have only one hit point and die to virtually anything, but have a high speed and agility. They do not have a timed life and refund the 30 energy when they return to Jack. Jack will have a really slow innate energy regeneration (which effectively represents the Terlings he generates) of 0.5 per second (meaning he takes a minute to generate a Terling).
Ability 2: Bioregenerative Capabilities (Passive) - Jack's biosteel armor is adaptive and constantly regenerates Jack's hit points (5 hp/ps).
All of this costs 43 points off the bat, and these are the stats/abilities I intend to introduce him as a fighting unit with. With this I mean that I'm going to slowly complete the suit lore-wise, but will time the final completion post so that I'll be able to spend the full 43 points in one post and make Jack a valid fighting character. I do improve on making a small number of 'Biosteel improvements' after 'releasing' Jack to bring his speed up to 3 (will do something regarding better boots, lorewise) and his armor up to 3/4/5 (some way of strengthening the steel, lorewise). I might improve his energy by giving him increased Terling capacity, but that's way further down the line.
Let me know what you guys think and whether I should adjust his initial stats, and whether these upgrades seem fair.
Admiral Alex Whitecomb, A.K.A The Admiral, has been known to be a formidable opponent both on the battle field and as a stratagist. Having a dark past, not even his first mate knows much about him other than his family originates from UMOJA and accompanied the first colonialists to the Eurim Sector. But a man's past and demeanor doesn't matter so much if he works hard and contributes to the community. No one will bring up his past, right?
Modifiers
600 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
1.6 range
0 aoe
4 abilities
103 points
Orbital Drop Shock Troopers:
calls down 12 marine from obit cost 600 mins (from flagship)
Overcharge
(5 energy per attack): Adds 10 damage to Whitecombs attack.
plasma burn
burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Welcome back squiggly! Character approved as he was in the old RP, and just to point it out again, you'll need to actually own 12 spare marines to be able to use your calldown ability and can't use it to break the 200 deployed supply limit. (Can only have 200 supply fighting/deployed at a single time, like in melee games)
May I join again? I have a grand new idea, that I will actually use this time. No more false hopes, I promise ;D
Also, is the 300 point value absolute? because I have 3 heroes, and a ship which costs me exactly 303 points D:
My current stats:
Affiliation: Unknown
Lore:
Arya, Lark, and Cygnus all use to be part of The Aurulean Technocracy's advanced ghost program. Nicknamed Project Shadow Blade, it subjects it's students to strict and brutal training which eventually turns the students into perfect machines of assassination. The plan was full proof until a disaster happened during a training exercise. The training exercise was a graduation test for the Shadow Blade's prototype squadron. These 3 ghosts were put together since the start of their academy lives. They knew each other inside and out and were specifically trained to work in a group instead of training for solo assignments. During the exercise, an malfunction in the advanced, prototype sniper rifles, caused a small EMP that short circuited the ghost's inhibitors which "opened their eyes".
Soon after, the ghosts were presumed dead by Academy officials as an attack by the The Outsiders soon occurred on the sparsely inhabited planet. The Academy managed to evacuate all ghost trainees except for the 3 that were presumed dead. The attack eventually stopped and soon, the 3 ghosts reappeared on what use to be the base of Project Shadow Blade. Most space craft were either destroyed or taken but 1 remained. It was a prototype suited for the use of a ghost squad. It was built for speed and maneuverability with a fairly advanced cloaking device.
As the 3 ghosts left the planet, they started to reflect on the events that had occurred. They had been abandoned by the only "family" they ever knew, they were presumed dead and had nowhere else to turn. The 3 soon began to turn to mercenary work as top rate assassins. They soon made a name for themselves and were known as "The Shadows". The 3 of them went from system to system, signing contracts and such. The Shadows have been part of The Pirate Empire before the death of Adm’rl Damn Bonecrusher. The Pirate Empire was the closest thing to an affiliation The Shadows have been apart of since their beginning. They were paid quite well by Adm’rl Damn Bonecrusher to assassinate choice targets and had a few friends to call upon inf things got to tight. Soon they found themselves once again wondering the stars looking for contracts. Currently, they have once contact known as Clark Tobiks, who was part of The Pirate Empire, who would help them locate contracts for a small 25% cut of the pay. Currently, The Shadows are currently part of no affiliation as there has been no word from Cap’n Doom Bonecrusher and his contracts.
Advance Cloaking Device D1 (toggle)
Energy Cost: None
-Decreases attack speed by 0.25 at the cost 1 movement speed. Only effective when undetected.
Cool down: 1 second
Energy Discharge (cast)
Energy Cost: 75
-Fires a beam of concentrated energy 1.5 units wide with a range of 10. It deals 50 damage and stuns any ground unit it hits for 0.75 seconds. If cast from cloak, Energy Discharge will deal 25 increased damage.
Cool down: 5 seconds
Infinite Assault (cast)
Energy: 125
-Creates 4 separate duplicates of Arya that can be commanded on their own. The duplicates deal 10 damage each second and has the same stats as Arya. Duplicates last 8 seconds. Duplicates can be revealed by detectors. Duplicates will imitate spell casts as well though only 1 spell can damage 1 target. (You cannot be damaged by Energy Discharge twice) Duplicates can be cloaked as well.
Cool down: 30 seconds
Advance Cloaking Device D2 (toggle)
Energy Cost: None
-Increases sight by 2 at the cost of 1 weapon range. Only effective when undetected.
Cool down: 1 second
Hold Position (toggle)
Energy Cost: 75
-Lark unloads her gear and sets up a defensive position. Has a 2 second channel time. When setup, Lark cannot move but her total weapon range and sigh increases by 5, weapon damage increases by 15 and her basic attacks ignore armor. She is able to cast other spells in this mode.
Cool down: 2 seconds
Forward Surveillance (cast)
Energy: 50
-Lark reveals and area of an 8 unit radius anywhere on the map for 4 seconds. This skill reveals cloaked units as well.
Cool down: 10 seconds
Advance Cloaking Device D3 (toggle)
Energy Cost: None
-Increases movement speed by 0.5 at the cost of 1 armor. Only effective when undetected.
Cool down: 1 second
Energy Snipe (cast)
Energy Cost: 50
-Deals 75 (+50 to armored targets) damage at a single target within a 10 unit radius. Target must be biological. If cast from cloak, reduces target's armor by 2 for 10 seconds.
Cool down: 2.5 seconds
Sniper Drone (cast)
Energy: 100
-Cygnus deploys a Sniper Drone to help take out select targets.
Cool down: 45 seconds
Stats of drone:
Health: 50
Energy: 200
Movement speed: 3
Abilities:
-Snipe (cast)
Energy: 100
Deals 75 damage to target unit. Must be biological.
Cool down: 10 seconds
-Auto-Cloak (passive)
Energy: None
The Sniper Drone automatically conceals itself after 5 seconds of no action.
Cool down: None
Ship:
Name: Forward Unto Dawn
Description:
Forward Unto Dawn was a prototype ship meant to deploy ghosts behind enemy lines. It has 5 sleeping quarters though only 3 are currently in use. Forward Unto Dawn was a ship built for speed and maneuverability as it has a state of the art stealth mechanism as well as anti-matter engines that power the ship. It is a rather tiny ship compared to the gigantic battlecruiser that are the choice of most.
Unlike most spacecraft that use warp space to travel to planets quicker, Forward Unto Dawn has been fitted with anti-matter engines which, combined with the prototype technology, is able to travel through real space at roughly the same speed as a normal ship does through warp space. This way of travel is much less dangerous as it will not cause any catastrophic events such as, engine malfunction right before warp jump or coming out of warp space only to find your exit was in the middle of a planet. Real space travel is also much more accurate as it plans a direct course instead of estimating when to pop out of warp space to land at your destination.
Also, how do I create spoiler tags? I'm using the Markup Type: Markdown because if I use anything else it messes up my spacing by putting it side by side. Any help on that as well?
Oh Lord of things Infinitely Chaotic (because apparently normal Chaos wasn't good enough for you),
As I am not the Terran GM, I cannot approve or disprove your characters, so I will just answer some of your questions:
Of course you may join, just keep in mind that the current pace of the game is rather slow. Don't expect it to be super active at the moment. Of course, that could change....
We have been known to put players in immediate debt for small point overages at character creation, however that is ultimately up to the good doctor.
This forum does not seem to like the HTML code stuffs we used previously. Only the good doctor TheAlmaity (who is in possession of the Mighty Moderator Powers) may use them.
I have a character for zerg, and another 1 for terran so i can post them as well :P At least ill be able to get my ideas out.
[Reserved for more heroes :D]
Also, if I have a character, and he can change weapons (viking for example) Would i get the points for both weapons and find the average between them? or should i just use the highest number.
For a transform type of ability like the Viking or Siege Tank, how I would do it is make two versions of the character and redistribute the stats with the same point total.
For an alternative attack, like a melee attack that has different damage then a ranged attack, I would do it as bonus damage. You can buy +vs light for half price, so +vs melee or vs range If one does more damage then the other. If they both have the same damage totals, then it's simply a matter of using a different attack speed.
In both of the above cases, a unit can have multiple weapons but can only use one at any given time. If you want a unit to be able to use multiple weapons at once, you have to buy them by continuing to buy dps. Once the dps is bought, you can distribute it any way you feel appropriate.
Oh, I would love to see a zerg character idea, but keep in mind that you will only be able to play one of them.
hey ChaosInfinityLord great heros gave me an idea for a new team to replace Whitecomb as my heroes hope you guys like it =)
Alex Griafer was a quiet kid on tarsonis and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 for experiments that where to enhance troops in the field. At the end of Alex's time at the science facility he ironical developed the ability to come in to contact with plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. The three escaped to the Eurim Sector fully armed in experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites. Now four years later they have become close friends as well as friends of all current protoss fraction
Modifiers
light
bio
420 HP
200 Energy
3 Armour
3 Mov. speed
10 sight
30 dps(+15 mech)
weapon speed 1
9 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
Spider mine
70 damage cost 30 energy only three at a time
Plasma blade
Changes to a plasma blade for melee combat +15 mech is gone replaced with +15 bio
Toggle 10 energy
99 points
Name: William Macduncan
Code Name: Breaker
Allegiance: none
race: Terran
unit: Missile Marauder
Modifiers
Heavy
bio
450 HP
200 Energy
2 Mov Speed
5 armour
4 sight
40 dps
weapon speed 1
4 range
1 aoe
1 abilities
Bio hazard rockets
Lunches a 1 Bio hazard rocket
causes Irradiate Last 30 seconds 8.3 per second
103 points
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armour
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Light Shield
a screen of light appears on in front of her protecting her from some projectiles
+4 armour toggle 10 Energy per 0.5 second
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration
58 points
Cool, someone new! Glad to have you on board :)
@Akkazurami: Go
Your points are alright, but the campaign abilities are quite OP (Raynors ability does 300 damage for example), here are my suggestions for them:
Deals 2x weapon damage in a line 1 unit wide (unit as in measuring unit for range, not actual army units) and 9 long
15health/sec, 3 energy/s
3% energy and life regenerated per second, twice that out of combat.
Yes, these are quite a lot weaker, but your heroes are pretty cheap. Apart from the heal, these obviously scale up as your heroes are upgraded (Will scale up flat values as well once the heroes become expensive enough.) These are more powerful than regular abilities though, and if you at some point get yourself an army, your abilities will be rebalanced. (If your heroes are pretty expensive by then, they'll still be well above average)
Also, for Casey, I take it you want the old snipe? (45 damage, instead of the new 20+20 vs psionic or whatever the nerf did)
If you're alright with these abilities, your character is approved (edit your post for the new abilities)
@TheAlmaity: Go
I would like to point out that 3% of 250 is 7.5 energy per second, meaning that Dr. Rark could maintain his heal spell indefinitely and still have energy to spare for once he got another ability. I think the Selfix Armor works well for this character as it functions like Protoss Shield Regeneration: Useless in Combat, but allows for almost no down time out of combat. If he had an army, sure it would be overpowered, but as long as he doesn't he is going to need to run and gun, and Selfix is perfect for just that without being overpowered in combat.
Edit: Oh, and their seems to be a beta patch.... I don't think I'm going to keep up with the little changes. HotS units will be as they are found in current iteration of Beta.
@Orloth7: Go
Right, forgot. No bonus energy regen in combat for that ability then, would still keep the health regen in cobat though
EDIT: Upon further discussion with Orloth, we're gonna keep it with the regular selfix armor (9 life regen, 15 energy regen out of combat. Healing someone counts as being in combat)
@TheAlmaity: Go
Edits have been made, and I completely expected to have to tone down the abilities.
@Akkazurami: Go
Added to list of approved characters. Just two more things that I forgot to mention before - First it says "David Raganoth", and then "David Kanaro". Second, you took bonus damage to "heavy", which isn't a valid unit class, I'm guessing you mean armored. I edited that one already, but if you meant something else, I'll change it (Unit filters: Light, Armored, Massive, Biological, Mechanical, Robotic, Hover (<-unused), Structure, Psionic, Heroic)
'Heavy' probably means 'Massive' moreso than 'Armored'. Don't know though, just saying.
@Mozared: Go
"Heavy" is the opposite of "light" though, and in sc2 Armored is the opposite of Light.
@TheAlmaity: Go
Yes, I meant armored. Thanks for editing.
And Orloth informed me that the forum already had a name similar to "Raganoth", so I changed it to Kanaro. Sorry if missed an edit somewhere in there, I'll change it.
DAMMIT.
I figured this might be a good idea: I intend on turning my currently lore-only character 'Jack 'Hammer' Spazinsky' into a 'playable'/fighting hero sometime soon in the future. I figured it'd be nice if Orloth and/or Maity (Zerg and Terran tech involved) could take a look at how I've planned him out so I can make possible revisions.
Biosteel armor Jack
Jack Spazinsky, previous Terran army corporal, will be able to don five pieces of 'Biosteel armor' - one for each arm, one for each leg, and one for his torso and face. He 'equips' this by simply picking them up (or stepping in them in the case of legpieces, or holding them to his chest to allow it to wrap around himself in the case of the torso-piece), after which they'll grow and enwrap different parts of his body. When all five pieces are equipped this shields his entire body. He'll have access to a modified Gauss rifle as a main weapon, and an 'ability' that allows him to shoot 'Terlings', little monkey-like Zerg organisms that serve all sorts of functions (see abilities).
Health: 170
Energy: 200
Mov Speed: 2
Armor: 1
Sight: 9
DPS: 20
Range: 8
AoE: 0
Abilities: 2
Ability 1: Fire Terling - Range 8, 30 energy cost. Fires a Terling at the designated location. Terlings are small monkey-like Zerg organisms that serve all sorts of purposes - they can intercept shots, deal damage (1 dps, but applies an armor reducing buff of -1) and heal allies (1 hp/ps). They have only one hit point and die to virtually anything, but have a high speed and agility. They do not have a timed life and refund the 30 energy when they return to Jack. Jack will have a really slow innate energy regeneration (which effectively represents the Terlings he generates) of 0.5 per second (meaning he takes a minute to generate a Terling).
Ability 2: Bioregenerative Capabilities (Passive) - Jack's biosteel armor is adaptive and constantly regenerates Jack's hit points (5 hp/ps).
All of this costs 43 points off the bat, and these are the stats/abilities I intend to introduce him as a fighting unit with. With this I mean that I'm going to slowly complete the suit lore-wise, but will time the final completion post so that I'll be able to spend the full 43 points in one post and make Jack a valid fighting character. I do improve on making a small number of 'Biosteel improvements' after 'releasing' Jack to bring his speed up to 3 (will do something regarding better boots, lorewise) and his armor up to 3/4/5 (some way of strengthening the steel, lorewise). I might improve his energy by giving him increased Terling capacity, but that's way further down the line.
Let me know what you guys think and whether I should adjust his initial stats, and whether these upgrades seem fair.
hi im back and not dead so id like to play again if u guys will let me and this time i wont just stop posting and this time i'm playing with this guy
Name: Fleet Admiral Whitecomb
Allegiance: The Coalition
race: Terran
unit:plasma marine
Admiral Alex Whitecomb, A.K.A The Admiral, has been known to be a formidable opponent both on the battle field and as a stratagist. Having a dark past, not even his first mate knows much about him other than his family originates from UMOJA and accompanied the first colonialists to the Eurim Sector. But a man's past and demeanor doesn't matter so much if he works hard and contributes to the community. No one will bring up his past, right?
Modifiers
600 HP
200 Energy
3 Armor
3 Mov. speed
9 sight
30 dps(+15 mech)
weapon speed 1
1.6 range
0 aoe
4 abilities
103 points
Orbital Drop Shock Troopers:
calls down 12 marine from obit cost 600 mins (from flagship)
Overcharge
(5 energy per attack): Adds 10 damage to Whitecombs attack.
plasma burn
burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
commanding presence:
friendly's +2 dps , passive Radius 4
113points
ship
Name: Long Night of Solstice
unit: Battle Cruiser
8weapons
2armor
4maneuverability
3security
3cargo
4speed
118points
ship weaponry:
MAC(Magnetic Accelerator Canon)used for planetary bombardment
ATS laser batteries
ATA laser batteries
tech
marine:220
viking:10
bunker
missile turret
medivac:20
ghost:10
30 point supply
300 supply
Tech: 57 points
With Supply: 87 points
total points: 318
Welcome back squiggly! Character approved as he was in the old RP, and just to point it out again, you'll need to actually own 12 spare marines to be able to use your calldown ability and can't use it to break the 200 deployed supply limit. (Can only have 200 supply fighting/deployed at a single time, like in melee games)
got it i'll just use the 200 marines i already have
May I join again? I have a grand new idea, that I will actually use this time. No more false hopes, I promise ;D
Also, is the 300 point value absolute? because I have 3 heroes, and a ship which costs me exactly 303 points D:
My current stats:
Affiliation: Unknown
Lore:
Arya, Lark, and Cygnus all use to be part of The Aurulean Technocracy's advanced ghost program. Nicknamed Project Shadow Blade, it subjects it's students to strict and brutal training which eventually turns the students into perfect machines of assassination. The plan was full proof until a disaster happened during a training exercise. The training exercise was a graduation test for the Shadow Blade's prototype squadron. These 3 ghosts were put together since the start of their academy lives. They knew each other inside and out and were specifically trained to work in a group instead of training for solo assignments. During the exercise, an malfunction in the advanced, prototype sniper rifles, caused a small EMP that short circuited the ghost's inhibitors which "opened their eyes".
Soon after, the ghosts were presumed dead by Academy officials as an attack by the The Outsiders soon occurred on the sparsely inhabited planet. The Academy managed to evacuate all ghost trainees except for the 3 that were presumed dead. The attack eventually stopped and soon, the 3 ghosts reappeared on what use to be the base of Project Shadow Blade. Most space craft were either destroyed or taken but 1 remained. It was a prototype suited for the use of a ghost squad. It was built for speed and maneuverability with a fairly advanced cloaking device.
As the 3 ghosts left the planet, they started to reflect on the events that had occurred. They had been abandoned by the only "family" they ever knew, they were presumed dead and had nowhere else to turn. The 3 soon began to turn to mercenary work as top rate assassins. They soon made a name for themselves and were known as "The Shadows". The 3 of them went from system to system, signing contracts and such. The Shadows have been part of The Pirate Empire before the death of Adm’rl Damn Bonecrusher. The Pirate Empire was the closest thing to an affiliation The Shadows have been apart of since their beginning. They were paid quite well by Adm’rl Damn Bonecrusher to assassinate choice targets and had a few friends to call upon inf things got to tight. Soon they found themselves once again wondering the stars looking for contracts. Currently, they have once contact known as Clark Tobiks, who was part of The Pirate Empire, who would help them locate contracts for a small 25% cut of the pay. Currently, The Shadows are currently part of no affiliation as there has been no word from Cap’n Doom Bonecrusher and his contracts.
Heroes: 3
Name: Arya
Attributes types: Light, Biological,Psionic ,Heroic
Health: 150
Energy: 200
Mov Speed: 3
Armor: 2
Sight: 10
DPS: 35
Range: 10
AoE: 0
Abilities: 3
Weapon:
Energy Rifle
Damage: 35
Attack Speed: 1
Abilities:
Advance Cloaking Device D1 (toggle)
Energy Cost: None
-Decreases attack speed by 0.25 at the cost 1 movement speed. Only effective when undetected.
Cool down: 1 second
Energy Discharge (cast)
Energy Cost: 75
-Fires a beam of concentrated energy 1.5 units wide with a range of 10. It deals 50 damage and stuns any ground unit it hits for 0.75 seconds. If cast from cloak, Energy Discharge will deal 25 increased damage.
Cool down: 5 seconds
Infinite Assault (cast)
Energy: 125
-Creates 4 separate duplicates of Arya that can be commanded on their own. The duplicates deal 10 damage each second and has the same stats as Arya. Duplicates last 8 seconds. Duplicates can be revealed by detectors. Duplicates will imitate spell casts as well though only 1 spell can damage 1 target. (You cannot be damaged by Energy Discharge twice) Duplicates can be cloaked as well.
Cool down: 30 seconds
Name: Lark
Attributes types: Light, Biological, Psionic ,Heroic
Health: 150
Energy: 200
Mov Speed: 3
Armor: 2
Sight : 10
DPS: 35
Range: 10
AoE: 0
Abilities: 3
Weapon
Energy Rifle
Damage: 35
Attack Speed: 1
Abilities:
Advance Cloaking Device D2 (toggle)
Energy Cost: None
-Increases sight by 2 at the cost of 1 weapon range. Only effective when undetected.
Cool down: 1 second
Hold Position (toggle)
Energy Cost: 75
-Lark unloads her gear and sets up a defensive position. Has a 2 second channel time. When setup, Lark cannot move but her total weapon range and sigh increases by 5, weapon damage increases by 15 and her basic attacks ignore armor. She is able to cast other spells in this mode.
Cool down: 2 seconds
Forward Surveillance (cast)
Energy: 50
-Lark reveals and area of an 8 unit radius anywhere on the map for 4 seconds. This skill reveals cloaked units as well.
Cool down: 10 seconds
Name: Cygnus
Attributes types: Light, Biological, Psionic ,Heroic
Health: 150
Energy: 200
Mov Speed: 3
Armor: 2
Sight: 10
DPS: 35
Range: 10
AoE: 0
Abilities: 3
Weapon
Energy Rifle
Damage: 35
Attack Speed: 1
Abilities:
Advance Cloaking Device D3 (toggle)
Energy Cost: None
-Increases movement speed by 0.5 at the cost of 1 armor. Only effective when undetected.
Cool down: 1 second
Energy Snipe (cast)
Energy Cost: 50
-Deals 75 (+50 to armored targets) damage at a single target within a 10 unit radius. Target must be biological. If cast from cloak, reduces target's armor by 2 for 10 seconds.
Cool down: 2.5 seconds
Sniper Drone (cast)
Energy: 100
-Cygnus deploys a Sniper Drone to help take out select targets.
Cool down: 45 seconds
Stats of drone:
Health: 50
Energy: 200
Movement speed: 3
Abilities:
-Snipe (cast)
Energy: 100
Deals 75 damage to target unit. Must be biological.
Cool down: 10 seconds
-Auto-Cloak (passive)
Energy: None
The Sniper Drone automatically conceals itself after 5 seconds of no action.
Cool down: None
Ship:
Name: Forward Unto Dawn
Description:
Forward Unto Dawn was a prototype ship meant to deploy ghosts behind enemy lines. It has 5 sleeping quarters though only 3 are currently in use. Forward Unto Dawn was a ship built for speed and maneuverability as it has a state of the art stealth mechanism as well as anti-matter engines that power the ship. It is a rather tiny ship compared to the gigantic battlecruiser that are the choice of most.
Unlike most spacecraft that use warp space to travel to planets quicker, Forward Unto Dawn has been fitted with anti-matter engines which, combined with the prototype technology, is able to travel through real space at roughly the same speed as a normal ship does through warp space. This way of travel is much less dangerous as it will not cause any catastrophic events such as, engine malfunction right before warp jump or coming out of warp space only to find your exit was in the middle of a planet. Real space travel is also much more accurate as it plans a direct course instead of estimating when to pop out of warp space to land at your destination.
Weapons:
Rail Guns x2
Energy Repeater Turrets x4
Armor:
Standard issued spacecraft hull plating
Equipment:
Cloaking Device
Anti-Matter engines
Weapons: 1
Armor: 1
Maneuverability: 5
Security: 1
Cargo: 1
Speed: 4
Also, how do I create spoiler tags? I'm using the Markup Type: Markdown because if I use anything else it messes up my spacing by putting it side by side. Any help on that as well?
@ChaosInfinityLord: Go
Oh Lord of things Infinitely Chaotic (because apparently normal Chaos wasn't good enough for you),
As I am not the Terran GM, I cannot approve or disprove your characters, so I will just answer some of your questions:
Of course you may join, just keep in mind that the current pace of the game is rather slow. Don't expect it to be super active at the moment. Of course, that could change....
We have been known to put players in immediate debt for small point overages at character creation, however that is ultimately up to the good doctor.
This forum does not seem to like the HTML code stuffs we used previously. Only the good doctor TheAlmaity (who is in possession of the Mighty Moderator Powers) may use them.
I have a character for zerg, and another 1 for terran so i can post them as well :P At least ill be able to get my ideas out.
[Reserved for more heroes :D]
Also, if I have a character, and he can change weapons (viking for example) Would i get the points for both weapons and find the average between them? or should i just use the highest number.
@ChaosInfinityLord: Go
It depends on several things.
For a transform type of ability like the Viking or Siege Tank, how I would do it is make two versions of the character and redistribute the stats with the same point total.
For an alternative attack, like a melee attack that has different damage then a ranged attack, I would do it as bonus damage. You can buy +vs light for half price, so +vs melee or vs range If one does more damage then the other. If they both have the same damage totals, then it's simply a matter of using a different attack speed.
In both of the above cases, a unit can have multiple weapons but can only use one at any given time. If you want a unit to be able to use multiple weapons at once, you have to buy them by continuing to buy dps. Once the dps is bought, you can distribute it any way you feel appropriate.
Oh, I would love to see a zerg character idea, but keep in mind that you will only be able to play one of them.
@ChaosInfinityLord: Go
Welcome back :)
I read your thing, I just havent gotten around to posting. Will do so tomorrow, just wanted to let you know ;)
hey ChaosInfinityLord great heros gave me an idea for a new team to replace Whitecomb as my heroes hope you guys like it =)
Alex Griafer was a quiet kid on tarsonis and very interested in plasma technology, when he and two others,William Macduncan and Carol Hathmore were abducted at the age of 16 for experiments that where to enhance troops in the field. At the end of Alex's time at the science facility he ironical developed the ability to come in to contact with plasma with no ill effect, the same was said for any other power source, except for of that was emitted by the protoss psi blades. William, however, was not so lucky and almost his entire lower section of his body was refitted with cybernetic parts that maintained them selves, while Carol was fitted with a implant that allowed her to program or reprogram electronics, especially nanites as well as programed all medical perseguers. After the completion of the test the three planned to escape, looting any thing that might be useful. The plan worked with them leaving the facility burning in plasma fire. The three escaped to the Eurim Sector fully armed in experimental weaponry such as the plasma marine suit and rifle, the Bio hazard rockets and full supply of nanites. Now four years later they have become close friends as well as friends of all current protoss fraction
Name: Alex Griafer
Code Name: Cobalt
Allegiance: none
race: Terran
unit: plasma marine
Modifiers
light
bio
420 HP
200 Energy
3 Armour
3 Mov. speed
10 sight
30 dps(+15 mech)
weapon speed 1
9 range
0 aoe
4 abilities
Overcharge
(5 energy per attack): Adds 10 damage to attack.
Plasma Burn
Burns units for AoE ability. 24 damage over 6 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy
Commanding Presence:
friendly's +2 dps , passive Radius 4
Overcharge
(5 energy per attack): Adds 10 damage to Alex’s attack.
Spider mine
70 damage cost 30 energy only three at a time
Plasma blade
Changes to a plasma blade for melee combat +15 mech is gone replaced with +15 bio
Toggle 10 energy
99 points
Name: William Macduncan
Code Name: Breaker
Allegiance: none
race: Terran
unit: Missile Marauder
Modifiers
Heavy
bio
450 HP
200 Energy
2 Mov Speed
5 armour
4 sight
40 dps
weapon speed 1
4 range
1 aoe
1 abilities
Bio hazard rockets
Lunches a 1 Bio hazard rocket
causes Irradiate Last 30 seconds 8.3 per second
103 points
Name: Carol Hathmore
Code Name: Echo
Allegiance: none
race: Terran
unit: Combat Medic
Modifiers
light
bio
300 hp
200 energy
3 mov speed
3 armour
4 sight
25 dps
Weapon speed 1
3 range
0 aoe
2 abilities
Light Shield
a screen of light appears on in front of her protecting her from some projectiles
+4 armour toggle 10 Energy per 0.5 second
Medical nanites injector
concentrated beam of nanites programmed to mend flesh and dispense coagulation agents
basically heal + Restoration
58 points
Ship
Name: the Solstice
Weapons :
plasma turrets
Weapons 2
Armour 2
Maneuverability 2
Security 1
Cargo 1
Speed 5
warp engines
39 points