If I was a zerg, I'd want to be unique. Cerebrates...sorry but...they're kind of old fashioned leaders. I'd go with something like a "kerrigan" type leader or something. Actually, I'd like to have been a hybrid. Cerebrates don't get to roleplay much. They're not very fun imo.
Private William Gurt Tarkus was a young and ambitious pilot. He wished to reach the very top of his league. In an effort to reach the top, he actually set up traps on the final testing day. After that day, he was considered the best of all of his peers. He was promoted, and from then on he continued to be promoted. Lieutenant? No Sergeant? No...he just kept on climbing. He reached captain and then admiral and stopped. He is a special admiral. Not for 1 terran faction, but of all. He is commanded by no one, but usually takes orders from some of the more powerful factions like the Aranov Consectorate. Because of this, he has gained a lot of power and resources. He has battlecruiser, wraith, medivac, and marine technologies to fight his enemies. His fleet and ship are massive and powerful. But, since he is human, he is vulnerable in combat.
All nearby allies in a radius of 8 constantly gain a leadership bonus. This increases their armor by 1 and their damage by 2.
Revive System
Thanks to Dr. Neal Smith's designs, Admiral Tarkus has the ability to use a chemical compound in a glass tank to heal all forms of life to it's original state. (Got this idea from bacta tanks via starwars :D)
I may have missed something, but that's what I have.
Alright, I also had this last question. Are we allowed to create backup characters if we decide to like...idk...scrap our current ones later when we get bored of them? (Obviously I'll come up with a reasonable way for them to die first / or since my hero only has 1 revive, when I die a second time I can switch out)
Also, if we can, I'd like to get this character accepted beforehand so I can get started with him quickly. I got almost everything set up. He's terran.
I have a question. Cargo space is like the supply limit of your army, right? But, what if you had transports to carry your forces? And what about ships, they fly. (I guess they have to port somewhere though)
It's probably the supply limit PERIOD, but I just couldn't help but ask.
@markllousk
There's a delete post button on every one of your posts next to your portrait.
(It's only revealed if your cursor is over your post)
Alright I made all those changes. I modified the spells and made cloak permanent unless (for roleplaying purposes) he chooses to be visible. I made it cost 10% of all stats for him to revive. He will also lose his cloak ability. (meaning his ability stat will be 5 instead of 6)
The ship will not warp my army...or anything for that matter. I was just saying because my ship is so fragile...but, that's okay.
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 understand entirely how the damage modifier works, but my hero's weapon deals more damage to light targets and less damage to armored. He also has a special twilight dragoon which he uses if he dies. He keeps everything, but if he dies a second time, he's dead dead and I need to make a new character. :(
Twilight Storm
Similar to psi storm
Energy: 150
Over a radius of 5, a twilight bolt strikes the ground. This deals 50 damage to all enemies struck.
Blink
Cooldown: 10 seconds
Transports Zhar to a location he can see nearby. (Up to a maximum of 10 range)
Feedback (RPG form)
Energy: 50
Drains 20% of the target's energy and deals 1 damage for every 2 points of energy lost.
Psionic Shield
Energy: 250
Creates a shield around Zhar. Zhar takes a maximum of 10 damage per hit. Lasts 20 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.
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.
One last thing...when does the rpg actually start?
...a young templar prodigy named Zhar Arkae was once a strong and noble warrior of the Ancestral Imperium, but it was not easy. One night, he was asked to kill a rogue templar. After keeping close watch, he knew he could not defeat this templar alone...unless he gained his trust first. This would give him the advantage, but would take longer. He asked permission from his higher council and the council hesitated on giving him permission. With his charm and disguise, he easily pretended to be of the majority of the populous. He then, over time, gained this templar's trust, but when the time came, he could not kill his target. The reason is because he had grown a liking for the templar. He had learned that his name was Vale Urgos, a twlight templar master. Twlight templar were rare, because it was against law to combine both powers because they believed you would become too powerful. They were right. When it came time to kill Vale, Zhar told Vale why he was really here and that he couldn't do the job. Vale had to think quickly. He decided to go to the Exiled Tribes. He used Zhar as his escape route by holding him in a death grip with a psi blade to his kneck. He managed to reach his ship and they escaped as quickly as they could...
...over time, Zhar once again gained Vale's trust and he became Vale's apprentice. After a year of learning the ways of the high and dark templar, Vale then taught him how to combine them. However, this caused an accident and Vale was killed in Zhar's attempt to combine both energies. In his shame, he fled the Exile Tribes's homeworld and fled into deep space, sometimes returning to worlds for a short time. He is now drifting in the center of Eurium.
Similar to spi storm
Energy: 150
Over a radius of 5, 10 twlight bolts strike the ground in random areas. These have a radius of 1/2 AoE and deal 30 damage to each target struck.
Blink
Cooldown: 2 posts
Transports Zhar to a location he can see nearby. (Up to a maximum of 20 range)
Personal Archon
Energy: 400
Transforms Zhar into a personal Archon for a short time. This doubles his DPS and triples his health. It takes 1 post to become archon (Meaning I post that I transform then next post I can actually use my archon self) and the ability lasts for 3 posts afterwards.
Since it's friday (saturday morning for ppl in europe), can we expect the in-character thread to be posted sooner or later?
If I was a zerg, I'd want to be unique. Cerebrates...sorry but...they're kind of old fashioned leaders. I'd go with something like a "kerrigan" type leader or something. Actually, I'd like to have been a hybrid. Cerebrates don't get to roleplay much. They're not very fun imo.
@TheAlmaity:
The idea is brute force. Yes, that was on purpose. (upgrades)
I changed it to 10% (passive ability)
Cool, I guess that means I'll soon have a backup for later. (once you get that last thing sorted out) ;)
Background
Private William Gurt Tarkus was a young and ambitious pilot. He wished to reach the very top of his league. In an effort to reach the top, he actually set up traps on the final testing day. After that day, he was considered the best of all of his peers. He was promoted, and from then on he continued to be promoted. Lieutenant? No Sergeant? No...he just kept on climbing. He reached captain and then admiral and stopped. He is a special admiral. Not for 1 terran faction, but of all. He is commanded by no one, but usually takes orders from some of the more powerful factions like the Aranov Consectorate. Because of this, he has gained a lot of power and resources. He has battlecruiser, wraith, medivac, and marine technologies to fight his enemies. His fleet and ship are massive and powerful. But, since he is human, he is vulnerable in combat.
Hero - Admiral Tarkus (Light, Biological)
Health: 100
Energy: 0
Mov Speed: 2
Armor: 1
Sight: 8
DPS: 6 dmg 0.5 atk speed (10)
Range: 4
Abilities: 1
Total: 17
Ship - Peacekeeper (Modified Hercules/Loki class hybrid starship)
Weapons: 5
Armor: 5
Manueverability: 5
Security: 5
Cargo: 5
Speed: 5
Total: 150
Army
Tech
Marine: 3
Medivac: 14
Wraith: 20
Battlecruiser: 46
Total: 83
Units
Marines: 160
Medivacs: 20
Wraiths: 90
Battlecruisers: 20
Total: 50
Ability
Leadership (Passive)
All nearby allies in a radius of 8 constantly gain a leadership bonus. This increases their armor by 1 and their damage by 2.
Revive System
Thanks to Dr. Neal Smith's designs, Admiral Tarkus has the ability to use a chemical compound in a glass tank to heal all forms of life to it's original state. (Got this idea from bacta tanks via starwars :D)
I may have missed something, but that's what I have.
Alright, I also had this last question. Are we allowed to create backup characters if we decide to like...idk...scrap our current ones later when we get bored of them? (Obviously I'll come up with a reasonable way for them to die first / or since my hero only has 1 revive, when I die a second time I can switch out)
Also, if we can, I'd like to get this character accepted beforehand so I can get started with him quickly. I got almost everything set up. He's terran.
I have a question. Cargo space is like the supply limit of your army, right? But, what if you had transports to carry your forces? And what about ships, they fly. (I guess they have to port somewhere though)
It's probably the supply limit PERIOD, but I just couldn't help but ask.
@markllousk
There's a delete post button on every one of your posts next to your portrait.
(It's only revealed if your cursor is over your post)
@Vjetar:
Alright I made all those changes. I modified the spells and made cloak permanent unless (for roleplaying purposes) he chooses to be visible. I made it cost 10% of all stats for him to revive. He will also lose his cloak ability. (meaning his ability stat will be 5 instead of 6)
The ship will not warp my army...or anything for that matter. I was just saying because my ship is so fragile...but, that's okay.
I think I'm all set.
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...
K so I assume that's 4 people that applied. 3 have been accepted?
@TheAlmaity:
Alright.
@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.
Alright, here's the modifications...
Health: 150
Shields: 350
I don't understand entirely how the damage modifier works, but my hero's weapon deals more damage to light targets and less damage to armored. He also has a special twilight dragoon which he uses if he dies. He keeps everything, but if he dies a second time, he's dead dead and I need to make a new character. :(
Twilight Storm
Similar to psi storm
Energy: 150
Over a radius of 5, a twilight bolt strikes the ground. This deals 50 damage to all enemies struck.
Blink
Cooldown: 10 seconds
Transports Zhar to a location he can see nearby. (Up to a maximum of 10 range)
Feedback (RPG form)
Energy: 50
Drains 20% of the target's energy and deals 1 damage for every 2 points of energy lost.
Psionic Shield
Energy: 250
Creates a shield around Zhar. Zhar takes a maximum of 10 damage per hit. Lasts 20 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.
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.
One last thing...when does the rpg actually start?
Here's my character, at last!
Zhar Arkae
Biography
A long time ago in a galaxy far far away...
...that statement sounds strangely familiar...
...anyways...
...a young templar prodigy named Zhar Arkae was once a strong and noble warrior of the Ancestral Imperium, but it was not easy. One night, he was asked to kill a rogue templar. After keeping close watch, he knew he could not defeat this templar alone...unless he gained his trust first. This would give him the advantage, but would take longer. He asked permission from his higher council and the council hesitated on giving him permission. With his charm and disguise, he easily pretended to be of the majority of the populous. He then, over time, gained this templar's trust, but when the time came, he could not kill his target. The reason is because he had grown a liking for the templar. He had learned that his name was Vale Urgos, a twlight templar master. Twlight templar were rare, because it was against law to combine both powers because they believed you would become too powerful. They were right. When it came time to kill Vale, Zhar told Vale why he was really here and that he couldn't do the job. Vale had to think quickly. He decided to go to the Exiled Tribes. He used Zhar as his escape route by holding him in a death grip with a psi blade to his kneck. He managed to reach his ship and they escaped as quickly as they could...
...over time, Zhar once again gained Vale's trust and he became Vale's apprentice. After a year of learning the ways of the high and dark templar, Vale then taught him how to combine them. However, this caused an accident and Vale was killed in Zhar's attempt to combine both energies. In his shame, he fled the Exile Tribes's homeworld and fled into deep space, sometimes returning to worlds for a short time. He is now drifting in the center of Eurium.
Hero Stats
Health: 500
Energy: 500
Mov Speed: 4
Armor: 2
Sight: 8
DPS: 60 (Twilight's Edge - 60 dmg 1 atk speed)
Range: 7
AoE: 1
Abilities: 6
Total Cost: 218
Ship Stats (Eclipse - Outdated Arbiter class starship)
Weapons: 2
Armor: 2
Manueverability: 4
Security: 2
Cargo: 2
Speed: 4
Total Cost: 48
Final Cost: 266
Remaining Points: 34
Abilities
Twilight Storm
Similar to spi storm
Energy: 150
Over a radius of 5, 10 twlight bolts strike the ground in random areas. These have a radius of 1/2 AoE and deal 30 damage to each target struck.
Blink
Cooldown: 2 posts
Transports Zhar to a location he can see nearby. (Up to a maximum of 20 range)
Personal Archon
Energy: 400
Transforms Zhar into a personal Archon for a short time. This doubles his DPS and triples his health. It takes 1 post to become archon (Meaning I post that I transform then next post I can actually use my archon self) and the ability lasts for 3 posts afterwards.