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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    Ok ill tweak them to fit only one spot.

    Edit:
    Lore: ok I'm planning to change it to an early Zerg expeditionary force. Will change it when I get a free moment.

    Skills:

    Infinity Shields
    Active (toggle)
    Cost: 10 Cool down: 1
    -Regenerates 50 shield every second, consuming 10 energy a second

    A Different Era
    Active
    Cost: 150 Cool down: 300
    -Having been created for an era long past, Telomose once had immense power that is now all but gone from him. Though in desperate times, he is able to call upon what was bestowed to him. Lasts 5 seconds
    -Grants the following buffs
    Becomes a colossus type unit (grows in size and is able to be targeted by air units)
    Gains 2 splash damage range
    Maximum shield increases by 200
    Ability ranges increase by 2 where applicable

    Posted in: General Chat
  • 0

    posted a message on [Forum RPG] Embers of Peace - Character Creation

    Ok, I'll think of a new replacement skill for obliteration. I'll also replace the lore.

    Could you please explain the change for phase shifter?

    Posted in: General Chat
  • 0

    posted a message on [Forum RPG] Embers of Peace - Character Creation

    OK, I changed the numbers on my spells

    Also, Deep Tunneling has a range of 20, as it states

    Posted in: General Chat
  • 0

    posted a message on [Forum RPG] Embers of Peace - Character Creation

    Ok then, will edit the characters and stats. Was really honestly thinking of either using telomose or my Zerg character (just need to write lore for it) a I've really only played Terran characters in both the RPGs. So I'll edit Telomose, scrap Castellan and post Zerath :D

    Edit: Ok so here is Zerath (For any of you wondering what he looks like, search up Tyranid Trygon)

    Another wall of text ahead

    Before the Overmind had even tried his assault on the Eurim Sector, he had experimented with the creation of organisms that could act as his generals. These “generals” would be able to control a small brood of their own and be mentally linked to the over mind. These individuals were stationary and fairly weak but their psionic presence was massive. Though these creations were mentally strong tactical geniuses, none of them truly could think for themselves. Yes they were able to be somewhat autonomous but none of them were ever able to think on their own without the Overmind.

    This fact held true for years as the Zerg Swarm travelled to the Eurim Sector, until the Overmind experimented with the creation of a Zerg Prime. The thought behind it was the counter point to the thought behind the Cerabrates. The idea of an organism that could easily attack and defend while being able to comman a large force was born. This organism would be one of the strongest Zerg physically, while only having the psionical force equal to those of overlords and queens, so as to not create a psionic resonance when killed that may disrupt the swarm. The creature would also be the first that had full free thought and only have a weak mental connection to the Overmind, as opposed to the Cerabrates. Mainly to prevent any psionic back lash experienced if the creature would die.

    Though the idea behind it was ingenious, but there was no creature within the swarm at the time that could fill the criteria needed. So the Overmind went on a creation spree, where he experimented with multiple Zerg genes until he achieved the desired specifications. And the result of his labour was Zerath, the only one of his kind. This creature, roughly based off a smaller version of the Nydus Worm, had the weapons to sow destruction within enemy lines and get out alive. Its tunnelling ability far surpassed any ordinary Zerg and its survivability was on par, if not surpassed, that of the mighty Ultralisk. Since tunnelling was its strong point, its above ground speed was sub-par off creep, but that con was levelled off with the fact that its body could generate bio-electricty as it moved and could fire it from its talons. The regeneration is like a Roach’s but much stronger. It also could create and shoot small globs of acid at air targets that could reduce Neo-steel to slag.

    Though with his creation, Zerath, almost finished, all that was left to add was the autonomous mind. As the Overmind prepared to do just that, the events of the invasion of Eurim Sector had started and the Overmind put the project on hold in stasis. As the battle for the Eurim Sector reared to its ugly end, the Overmind saw great flaws in the Zerg Swarm. One problem may have been the lack of free thinking within his swarm. With that in mind, he started to upgrade Zerath with an increased vigor, a month later, Zerath was fully functional. The Overmind gave him all the information gathered on the Terran and Protoss forces in hopes that his greatest creation would be able to find away to destroy the enemy.

    Having been brought into existence in the post war scene, Zerath saw it as a great opportunity to personally assess the forces of the enemy and create tactics that would bring the enemies down to their knees. Though, at the back of his mind, Zerath realized he was one of the few Zerg that truly could think for himself. Seeing that his creation was a great risk on the Overminds part, Zerath knew that the Overmind would not hesitate to end his existence once the sector was under Zerg control. Knowing this, Zerath also planned to assess and discover his fellow cerabrate’s tactics and forces as wellin preparation for the day that he would cross them before they crossed him.

    Currently, Zerath takes on assignments given to him by other cerebrates so that he can assess them while simultaneously asses the enemy of the Zerg Swarm.

    Zerath, Zerg Prime
    -Type: Heroic, Biological, Massive

    Alignment: Zerg Swarm

    -Hero Stats
    Health: 1000-40
    Energy: 200-0
    Move Speed: 2-0
    Armor: 2-6
    Sight: 8-0
    DPS: 90-60
    Range: 4-3
    AoE: 0-0
    Abilities: 4-30

    Total Points: 139

    Weapons:
    -Scything Talons: 30/0.33 seconds
    -Smash Attack: 90/second
    Note: Only used against armoured targets
    -Vile Swarm: 45x2/second
    Note: Only against air targets

    Abilities:

    Bio-electric Pulse
    -Cost: 10
    -Cool down: 2.5
    -Range: 7
    -Effect: Damages one target, air or ground, for 25 damage.

    Deep Tunnelling
    -Cost: None
    -Cool down: 10
    -Range: 20
    -Effect: Zerath burrows into the ground beneath him, then is able to resurface anywhere within given range.

    Terror from the deep
    -Passive
    -Effect: When surfacing, all enemy units within 2 range of the surface area takes 50 damage and are knocked into the air for 1 second.

    It will not die!
    -Passive
    -Effect: Zerath constantly regenerates 4 health every second, even in combat. When out of combat for at least 10 seconds, the regeneration increases to 8 health every second.

    Narvhal, Kraken Bio-Ship

    When asked what attribute he wanted for his leviathan by the Overmind, Zerath, asked for a completely new type of bio-ship. Zerath asked for a ship that would be thinner, sleeker, and better in boarding attacks. Keeping these attributes in mind, the Overmind created Narvhal, a Kraken, the first bio-ship of its kind. Mentally connecting it with Zerath for increased coordination, the Overmind then resigned himself back to his own machinations for the sector.

    Narvhal, had a unique attack pattern unseen by the Eurim Sector. The ship had countless tentacles at its bow to firmly latch onto other space vessels. Then Narvhal could send strong currents of bio-electricity through its tentacles to shut down and disrupt the other ships engines and functions. Then, Narvhal would send its large maw to penetrate the enemy ship’s armour. Then Narvhal would open the maw, in the heart of the enemy ship so as to let Zerath’s swarm to quickly conquer it. This technique coupled with Narvhal’s speed and maneuverability makes it a deadly ship to ship combatant. It also has a very different type tactic to land troops onto the surface. Unlike terran or protoss ships that would send drop ships loaded with troops onto the planet’s surface, Narvhal, like all future Krakens would physically “crash” into the surface destroying any terrain or structures in its path. This allows it to forgo losing troops in unprotected drop ships to orbital defences. It also allows Zerath to unleash his swarm unto the planet much quicker than any other army, Zerg or other.

    -Ship Stats

    Weapons: 5-25
    Armor: 4-16
    Maneuverability: 4-16
    Security: 1-1
    Cargo: 2-4
    Speed: 4-16

    Total: 78

    Weapons:
    -Bio-electricity generator
    -Tentacle Spines
    -Bile Swarm

    Armor:
    -Deep Space Carapace

    -Army

    1.5-Zergling
    8-Queen
    7-Roach
    10-Hydralisk
    14-Mutalisk

    6-Spine Crawler
    5-Spore Crawler

    12-Burrow Research

    20-200 Supplies
    80 Zerglings(40)
    3 Queens (6)
    30 Roaches (60)
    22 Hydralisks (44)
    25 Mutalisks (50)
    Total: 83.5

    Grand Total: 300.5

    So, now after you guy help me edit Zerath, I need to decide to use him or Telomose. Guess ill play whichever is more needed, Protoss heroes or Zerg heroes

    Posted in: General Chat
  • 0

    posted a message on [Forum RPG] Embers of Peace - Character Creation

    Ok, so here’s my new character.

    Warning quite long

    Flavor Text:

    At the young age of 12, William Castellan showed a true inherent skill for tactical intelligence as he seemed to be able to know what you were going to do before you even did it. Though this “skill” of his only truly showed once he enrolled into a military academy. Though he showed great potential in becoming a Commander, William believed that a true leader should fight with their troops in the middle of a battle, not sit back idly while you watched forces fight on a screen. This idea of his and coupled with his, some of his commanding officers might say insufferable, attitude only landed William the position of Officer when he graduated the academy. Though he started small, William soon made a name for himself when his unit managed to hold out against an Outsider attack that had double his number. His fellow officers had abandoned the position upon witnessing the numbers of Outsiders, though William and his unit, most unwillingly, stayed. Through quick thinking and tactical genius, William made it through the battle with his position intact. Though he lost half his unit that day, he had taken more than 3 times the amount in enemies slain. The battle saw Castellan promoted to Captain and given a larger squad to command. Though grim, this battle was only the first of many that led to his current position.

    Later on, during a Coalition campaign against the Zerg threat, Castellan and his unit were assigned the position of Vanguard. Days into the campaign, Castellan was heard transmitting a distress call asking for reinforcements as the Zerg forces swarmed his position. Hours after Castellan’s signal went dark, the sentry’s of the main encampment saw the living tide of zerg bodies approach on the horizon. Though the main group fought valiantly, it took only a matter of hours for the zerg to wipe out the entire Terran ground force. The rest of the forces, safely in space, started an orbital bombardment to try and create a safe zone to land more troops so they could keep pushing towards the planets main hive cluster. Unfortunately, that plan of action took a few days to even clear a landing zone. Once the Terran troops had landed, they noticed an eerie lack of Zerg forces. It looked like everything had suddenly been abandoned. Unshaken, the joint forces continued towards the hive cluster, while encounter not as much as a single pair of zerglings.

    As the main group of forces neared the hive cluster, they noticed something very, very peculiar. There were scorch marks and unmistakable craters made by Crucio siege tank weapons. This was also coupled with the sight of hundreds of dead marines, medics and marauders. This revelation bewildered the commanders as there was never any account of the first landing groups forces ever even leaving the base before they were overrun by Zerg. Soon, the troops of the second landing started to see flashing lights on the horizon as well as hear the faint sounds of battle. As the officers hurried their men to the raging battle, they came upon quite an unexpected sight. Apparently Castellan was not dead but in the middle of the hive cluster fighting with toe to toe with the Zerg threat. By the time the reinforcements arrived to the battle, it was already over, Castellan and his remaining men were setting the Zerg structure alight and showering them a hail of gunfire and other ammunition.

    Apparently Castellan was not killed by the zerg forces, merely wounded by them. As his forces retreated into the forests as the Zerg swarm moved on, they glanced upon an ancient structure. Castellan was the only one to venture in, at the protests of his few remaining men, and to come out bearing an ancient alien weapon. Calling it the Dawn Blade as it would crackle with yellow electricity when wielded; Castellan came out of the temple with a seemingly new found vigor and will to fight on. Not only had his wounds seemed to have disappeared, Castellan had also seemed to have his already ingenious tactical mind further enhanced. Though not apparent right away, it was noticed by his men and as he led them towards what most saw as a suicide mission. Many of his men doubted him and turned to leave and fend on their own. Those that did not listen were cut down mercilessly by William Castellan who seemed to move with an unearthly speed. Though brutal, those deaths served their purpose and pushed his men towards what they thought was their deaths. Thought what seemed like a suicidal plan, turned out to have become one of the most tactically genius strategies ever devised. His plan led his remaining men into the Zerg hive and towards the completion of the original objective, to stop the Zerg threat. After this battle, William Castellan was promoted to the rank of commander and was more and more commonly referred to as Commander Farsight, for his ingenious strategy during that battle.

    Though rewarded as a hero in public, many higher ranking officials were suspicious of the unexpected victory of Castellan’s. How did he win the battle against impossible odds? Did he somehow make a deal with the Zerg? Was he already infested? These questions led to his superior officers alienating and questioning his every move. Castellan was also being shadowed everywhere he went courtesy of his superior commanders. Commander William “Farsight” Castellan seemed to be able to thwart not only the Zerg, but every enemy of the Coalition at every turn. This only led to more suspicion being drawn about him, until finally it had happened. Commander Farsight’s fame among the everyday citizens were becoming quite a problem. The people were demand that he be treated better by his superiors and his position be raised to an even higher seat of power. This shocked many of the Coalition leaders and the order was made for the assassination of William Castellan. The Coalition had hired the deadliest assassins available to them but as his name stated, Farsight avoided every attempt on his life and took the assassins.

    Though Castellan had managed to cheat death on multiple occasions, he knew that it couldn’t last forever. He planned to take his ship, The Solar Wyvern and leave as soon as possible. Gathering a group of his most loyal and trusting men, Commander Farsight set off into the stars, away from the Coalition. Before he left though, he managed another so-called impossible task. He broke into one of the The Aurulean Technocracy’s science vessels and steal prototype technology. This feat did not go unnoticed for long though as that little action of his came at the price of the full fury of the Coalition chasing him down.

    A week after the event of stealing the technology, Castellan was in deep trouble. He was being out matched not only in forces, but in supplies as well. He could not risk turning up in any port in fear of the Coalition finding him as they were always on his trail. Days later, The Solar Wyvern was finally cornered by a mixture of Coalition troops and bounty hunters. As his ship exchanged fire with the other forces, Farsight knew it took no tactical genius to know that he had come to the end of his line. His ship was already very badly damaged and it was already being pulled into a nearby planet’s orbit. Pulling one last ditch tactic, Castellan ejected all of the escape pods from his ship as it rocketed towards the planet. Most of the Coalition ships were content to sit back and watch as countless numbers of bounty hunters threw themselves towards the burning hull of the Solar Wyvern and its few escape vessels. As the vessel plummeted further and further into the gas giant, even the bounty hunters started to pull out. As he was going down, Farsight saw that his scanners no longer were detecting any enemy vessels. Pulling out his final ace, Farsight ejected a stolen nuclear warhead and warp jumped to the other side of the gas giant. That maneuver, though effective, was quite costly as it completely blew out both of his anti-matter engines. It would be days until The Solar Wyvern was fit for another warp jump but it would matter. Farsight had done the impossible once again.

    As the Coalition ships and Bounty hunters looked on, they saw an explosion within the gas giant. Figuring the ship was destroyed, the bounty hunters all left in droves. But the coalition was not so careless, they scanned the Planet multiple times for heat signatures but all they found were signatures following the fallout of the explosion. Not detecting the offline Solar Wyvern, the coalition ships were satisfied and turned for home. A year later, numerous reports of another Ice White marine suit appearing on the numerous battle fields were dismissed as mere false sightings. The Coalition knew that Farsight had fallen on that fateful day and these sightings were either by hopeful individuals or by imposters. Either way Farsight had died. Even though that was what the Coalition thought had transpired. Few knew the truth from self experiences with the man that William Farsight Castellan had lived and the entire Coalition had better watch their backs for a wounded animal fights twice as hard.

    In the past year or so, Farsight has appeared on numerous battle fields across terran space. He has always been on the winning side, whether to aid a small uprising of civilians against the Coalition, to mercenary work, to fighting with The Outsiders and sharing his precious knowledge, to fighting alongside the Coalition and to fighting alongside the Protoss or even on rare occasions, the Zerg Swarm. Though make no mistake, Farsight is by no means trying to help the Coalition or any other group, every move he makes is only made because it furthers his own goals. You know what they say; the enemy of my enemy is a problem for a later date, for now they might prove useful.

    William “Farsight” Castellan
    -Type: Heroic, Biological, Light

    Alignment: Unaligned

    -Hero Stats
    Health: 300-20
    Shields: 200-N/A
    Energy: 200-0
    Move Speed: 3-8
    Armor: 0-0
    Sight: 12-10
    DPS: 40-27
    Range: 10-25
    AoE: 0-0
    Abilities: 4-30

    Total Points: 119

    -Weapon Damage
    Dawn Blade: 40/second
    Notes: Ignores armor
    Rail Rifle: 60/1.5 seconds
    Notes: Reduces move speed by 1

    -Abilities

    Mind in the Machine
    Active
    Cost: 50 Cool down: 30
    -Takes over a mechanical unit within a range of 10 for 5 seconds.

    Advanced Dispersion Shield
    Passive
    -While shields are still functional, any damage that exceeds 20 is reduced by half.

    Master Crafted Weapon
    Passive
    -Dawn Blade: While the Dawn Blade is active, Castellan deals 5 bonus damage against biological units.
    -Rail Rifle: While the Rail Rifle is active, Castellan deals 5 bonus damage against armored units.

    Dawn Blade/Rail Rifle
    Toggle
    Cost: None Cool down: 4
    Weapons switch weapons between Dawn Blade and Rail Rifle.

    Honor Guard (x2)
    -Type: Heroic, Biological, Light

    -Hero Stats
    Health: 100-6
    Shields: 50-N/A
    Energy: 0-0
    Move Speed: 3-8
    Armor: 0-0
    Sight: 8-0
    DPS: 30-13
    Range: 8-15
    AoE: 0-0
    Abilities: 2-5

    Total Points: 108 (54x2)

    -Weapon Damage
    Power Sword: 30/second
    Plasma Carbine: 15/0.50 second

    -Abilities

    Dispersion Shield
    Passive
    -While shields are still functional, any damage that exceeds 30 is reduced by half.

    Power Sword/ Plasma Carbine
    Toggle
    Cost: None Cool down: 4
    Weapons switch between Power Sword and Plasma Carbine.

    The Solar Wyvern

    The Solar Wyvern was once a ship whose very name sent fear into the hearts of the enemies of the Coalition. It boasted incredible fire power for a ship in it's class. It's shielding and armor were unrivaled in the field of defense and it's engines allowed for both instantaneous speed and unmatched maneuverability. But that was once ago, when Farsight had still been one of the great commanders in the Coalition.

    Once Farsight had made his decision to run from his enemies, he immediately made his way towards the shipyards. Unfortuantly, The Solar Wvyern was still under repair from it's last battle and was also being slightly upgraded. Knowing that the Coalition was on his back, he boarded his ship, at the protests of the engineers, and bolted away from the ship yards. As Farsight sat down to asses the Solar Wyvern's situation, he found it in dire straights. The incredible shield generators had been removed for repair and the sensor suite was still destroyed. In the engine room, only 2 out of the 4 anti-matter engines were even running at half capacity. The other two were still in disrepair. The originally deadly weapon array of The Solar Wyvern was also a shadow of it's former self. Only one out of 4 sets of Heavy Rail Guns were functional and the main weapon, the Guass Flux Ark, was not operational as the energy required for even one shoot would have exceeded the energy being produced by the 2 Anti-matter engines. The missile silos were still destroyed while all of the Guass batteries were still destroyed. Luckily, the 4 point defence guns were still fully operational, a stroke of luck in the grim situation.

    Having bypassed impossible odds like this before, William "Farsight" Castellan took the challenge and kept on going.

    -Ship Stats
    Weapons: 3-9
    Armor: 1-1
    Maneuverability: 4-16
    Security: 1-1
    Cargo: 1-1
    Speed: 4-16

    Total Cost: 44

    Armaments:
    -2 Heavy Rail Guns
    -4 Plasma Point Defense Guns

    Armor/Shields:
    -Standard Hull Plating
    -Standard Shields

    Equipment:
    - Anti-Matter engines

    Army:
    3-Marine
    9-Medic
    13- Goliath

    5-50 supplies ready
    -30 Marines (30)
    -5 Medics (10)
    -5 Goliaths (10)

    Total Cost: 31

    Grand Total Cost: 302

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    And here is my second possible character

    Decades before the Zerg threat had arrived in the Eurim Sector, Addari, a member of the Wandering Tribes, saw a dreaded vision. His vision was the sight of entire planets destroyed and left barren. New Auir, the last stronghold of the once great Protoss Empire, and the last non-barren planet was under attack. Addari saw the planet’s orbital defense systems desperately trying to stall back the enemy. Those defenses took out thousands but still they came. Sleek black ships moving faster than ever thought possible took out the shields of the orbital defense systems in just one volley of attacks. Soon, all that was left of the Imperium’s defenses were a handful of smoldering, burning wreckage.

    Soon the invaders started attacking the cities. Brave zealots met the enemy head on and slaughtered hundreds but the tide wouldn’t yield. Even the great protoss engines of war were falling against this infinite onslaught of enemy fire. For every enemy the Protoss took down, 10 more replaced it, being warped in by large monoliths, dropped by the enemy vessels. Eventually, the enemy reached the inner city, brutally killing any living thing as they slowly advanced towards the Citadel. In what was the final moment of the Protoss, and to an extent, life, the Protoss unleashed a dead barrage of Psionic lightning. Each bolt striking true as the invaders fell one by one. It looked like life was not yet ready to be extinguished at the hands of these enemies. Unfortunately, the celebrations were too soon as suddenly, the enemies started to get up, one by one. Machines reassembling themselves and troops regenerating lost limbs. What seemed like absolute victory was only the very start of the end.

    Horrified by this vision of things to come, Addari was quick to devise a plan to alter the fate of the sector. He came up with a few theories about the great threat to the sector. It seemed like they would originate from a moon on the very edge of the sector. Armed with this information, Addari knew he had to stop it. After convincing the rest of the Wandering Tribes, he managed to gather a war host and set off into the stars, towards the unnamed moon. By the time he had arrived, he saw that he was already too late. The Great Enemy had already constructed a gateway by which they would bring an army into the galaxy. Seeing that the enemy had not activated the gateway yet and that there was only a small expeditionary force, Addari gave the order to strike. As the Protoss and Alien forces engaged one another, the outcome seemed already to be determined. Even with numbers on their side, the enemy seemed to be able to best them at every turn. Like in his vision, Addari saw what seemed like fallen enemy troops stand right back up and continue fighting. Having been pushed back and having his numbers reduced to a tenth of what he brought, Addari became desperate, more so then what he already was. He gathered 5 High Templar and 5 Dark Templar, the great leaders of the army, in the hope of creating something able to destroy the enemy. The thing he created had many unforeseen consequences. For starters, during the creation of this “twilight” Archon, a psionic shock wave was sent out from the merging, cutting down, ally and enemy alike. Once the merging had finally finished, what was created was a being of immense power. The power, so unstable, seemed to shift in and out of reality like it would dissipate at any given second. The twilight archon, knowing what must be down, cut a path straight towards the alien construct. Each of its powerful attacks would phase through enemy armor only to appear inside of the enemy, ripping them apart. In addition, whenever an enemy would die, energy would resonate outwards turning nearby enemies into star dust as well. Finally reaching the gateway, the twilight archon managed to destroy and stave off the great threat to the sector. Though, during the battle, Addari’s fleet was almost completely destroyed and so the survivors and the Twilight Archon, now known as Telomose, salvaged and refitted an enemy ship with protoss technology so that they may return home.

    By the time the crew had reached the Eurim Sector, things had drastically changed. Decades had passed and the campaign against the Great Enemy had become the stuff of legend and myth. A new threat, the Zerg, had invaded the sector and had forced the Protoss and Terrans to align in order to defend themselves against the new threat. Time had moved on from what the few remaining protoss had remembered. Seeing this, Telomose had come to a conclusion. There was never a way to alter fate. What was destined to be destroyed will be destroyed. Whether it is by a great unknown enemy or by the ravenous Zerg swarm or by the people themselves. Telomose, still retaining the memories of the 10 that created him, felt the waste of countless protoss lives in defense of a sector that is already tearing itself apart. Seeing that there is no other way to protect the sector and its inhabitants form one another, Telomose and his remaining forces saw that the only solution was to destroy the inhabitants themselves. For if they were not the ones to do it, the Zerg, the Protoss or even the Terrans would do it for them. Telomose wagered that he and his remaining army would spare the inhabitants of the sector much pain and suffering if he was the one who became the destroyer instead of the inhabitants. Set on this goal, Telemose knew he had to first re-arm himself and gather another army. So for now he bides his time, doing mostly mercenary work as that furthers his own goals. He rarely appears on the battle field and when he does, all many onlookers see is flurry of energy seeming to phase in and out of existence. These reports of Telomose have quickly spread across many worlds but are largely dismissed as a myth. As what creature could ever cut down entire armies in one slash or bring flying units to the ground with not so much as a gesture.

    Telomose is an Twilight Archon that wields a sword made out of pure psionic and void energy.

    Telomose, the Bringer of Twilight
    -Type: Heroic, Psionic

    Alignment: Unaligned

    -Hero Stats
    Health: 450-35
    Shields: 425-N/A
    Energy: 200-0
    Move Speed: 3-8
    Armor: 0-0
    Sight: 10-3
    DPS: 90-60
    Range: 4-3
    AoE: 0-0
    Abilities: 4-30

    Total Points: 133

    -Weapon Damage
    Twilight: 60/ 0.6 seconds

    -Abilities

    Wrath of the Ancients
    Active
    Cost: 50 Cool down: 5 Range: 8
    -Telemose unleashes a stream of psionic energy at the target dealing 75 damage (+75 vs. mechanical).

    Immense Power
    Active
    Cost: 75 Cool down: 30 Range: 9
    -Lifts a unit into the air, and then smashes it against the ground dealing 125 damage and stunning it for 1 second.

    Obliteration
    Passive
    -Should Telomose slay an enemy with Twilight, a psionic shockwave ripples out from the body of the victim, dealing 30 damage to all similar nearby units within a range of 4 of the killed unit.

    Phase Shifter
    Passive
    -All attacks targeting Telomose have a 40% chance to pass through him. In addition, all of Telomose’s basic attacks ignore armor.

    The Tesseract Ark

    The Tesseract Ark was the ship that Telomose and his crew managed to salvage from the enemy. Many weapons were destroyed but most still remain intact. Coupled with some protoss technology and some ingenious thinking, the Tesseract Ark had become a fully functional ship again. Instead of most ships that rely on a strong, rigid defensive armor or shield to whether the blows, The Tesseract Ark is made out of a material know only as living metal. It has the power to bend and absorb damage instead of just taking the full on force. It also auto repairs damage if it isn’t too great. The Quantum Shielding is a mix between protoss shield technology and the enemies shield technology. Though not as strong as the originals, it does come with a useful effect. The shield doesn’t exist with the ship. Instead, right before a weapon is about to hit the full made of living metal; a bright shielding appears to intercept the blow. This means that the shielding does not impede firing its own weapons as it only appears right before enemy weapon contact is made.

    The Tesseract Ark also boasts an incredible array of weapons that can obliterate most foes much larger then itself. The Maelstrom Generator creates a strong electrical storm around the ark. It acts as a point defense system as the field strikes any approaching enemy ship or missile with powerful bolts of green lightning. The photon flux arks are probably the most formidable weapon in the Tesseract Ark’s arsenal. Though taking a while to charge, it has incredible range and destruction abilities equal to, if not surpassing, the Terran Yamato cannon. The fusion cascades are the Ark’s main ship to ship combat system. It fires continual torrents of plasma at the enemy, melting away armor and shield alike. The only con about it is that to be truly effective, the Ark has to be within a very close distance to the target. The final weapon, the quad ion batteries are not anything to be taken lightly. Though they may not pack as much of a punch as any other of the Ark’s weapons, it makes up for it in its range and rate of fire. The ion batteries are able to reduce entire light space craft fleets to molten slag in mere minutes. Its range, half of the flux arc, is still very incredible given the fact that to use the flux ark, the Tesseract Ark has to stop and charge it before firing the deadly weapon.

    The Tesseract Ark is roughly as long as a Carrier though more sleek and coloured dark green, almost invisible to the naked eye when flying at night.

    -Ship Stats
    Weapons: 5-25
    Armor: 4-16
    Maneuverability: 4-16
    Security: 1-1
    Cargo: 2-4
    Speed: 4-16

    Total Cost: 78

    Armaments:
    -1 Maelstrom Generator
    -3 Photon Flux Arcs
    -6 Fusion Cascade Turrets
    -12 Quad Ion Battery Emplacements

    Armor/Shields:
    -“Living” Metal
    -Quantum Shielding

    Equipment:
    - 3 Anti-Matter engines

    Army:
    6-Zealot
    11-Stalker
    8-Obsever
    22-Immortal
    16-Phoenix

    6-Photon Cannon

    20-200 supplies ready
    -30 Zealots (60)
    -30 Stalkers (60)
    -6 Immortals (24)
    -25 Phoenix (50)
    -6 Observers (6)

    Total Cost: 89

    Grand Total Cost: 300

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Please critique both of them, thanks :D

    Posted in: General Chat
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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @TheAlmaity: Go

    Fine i guess ill Divide and conquer D: I'd rather not because I assume the outsiders are smart enough to leave a fairly large ground force at each planet if they have all of their fleet on one planet but ok.

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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @Mozared: Go

    Ill save some of those names for outsider ships because yeah

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    posted a message on [Forum RPG] Embers of Peace - In Character Thread

    Forward Unto Dawn, Bridge

    As the tiny space craft appeared, it was immediately dwarfed by the 3 larger ships. A pirate raider, a pirate patrol and a Tirion support class ship were together, close to a planet that was originally occupied by the Tirion Republic.

    "I want communications opened with the 3 captains of their ships immediately." Ayra said as Forward Unto Dawn slowly made its way forwards.

    "Already done." Lark replied as a holographic screen appeared above the star map. There was 3 people in total on the screen.

    "Who the hell are you?" The man on the left said in a gruff voice. He seemed unshaven compared to the other captains.

    "Oh quiet down Max, what could these 3 young ladies do that would possibly put us in harm?" asked the middle man.

    "Well for starters, I could rip your mind apart piece by piece as you scream for release." Cygnus replied.

    "Well, they sure seem to be arrogant." said the third and final captain.

    "Fine, what do you 3 want?" The one called Max asked in quite a monotone voice.

    "We 3 were hired to help you captains on this mission of yours. So who's the current commander here?" Arya stated.

    'Well, we, um......" Max started saying.

    "What Max is trying to say is that our commanding captain left for an unknown destination a few days ago without any word."

    "And you've been here, for that amount of time, and haven't even picked a new leader?" Lark said in quite an annoyed voice, "Well do you at least have any idea of a plan of action regarding the occupied planet?"

    "Well, the obvious solution is to attack the captured city, reactivate the orbital defense guns, and blast those outsiders to hell." Max said as he pointed to a map of the planet that showed the city, and the location of 3 orbital defense guns.

    "You pirates only have 1 strategy, and in this case, it would lead directly to our demise. The outsiders have 6 of their ships over the planet, how do you suppose to deal with them hm?" the person on the right complained.

    "Well, why don't you enlighten us on your plan Millers?" the middle man said with a hint of anger in his voice.

    'Well, you see," Millers said, "If we could somehow beat their fleet, we could crush the captured city."

    "Dammit Millers, we've been over this hundreds of times already, we aren't getting any backup for this operation."

    The 3 captains continued to argue for the next 15 minutes until Lark finally broke it apart.

    "Ok then, it seems that none of you are intelligent enough to do anything remotely useful so therefore I'm going to take over this operation." Lark said as she brought up a map of her own. "If we can get the support ship and pirate patrol ship down there to deploy their units then we can create a base of operations." The middle captain nodded his approval at that. "To do that, first we will have to have the pirate raider ship to draw their attention for a little while as the 2 others deploy and setup."

    "No way in hell am I going to go up against their entire fleet in my Raptor." Max said as he shook his head.

    "What, is the deadly pirate raider too scared to go up against some Outsider patrols?" Millers mocked.

    "Fine, I'll do it, but you better hope I die Millers because nobody calls Max the dread a coward and lives."

    "So its settled then, Max will first get the enemy's attention and drawn them away our landing location." Arya told them as she pointed to a small open area directly south of the city. "Then the 2 remaining ships will deploy their troops to set up a base and then switch places with the Raptor so Max can deploy his troops as well. Any complaints so far?"

    "Yeah, how am I and Captain Stevenson there suppose to take on the outsider ships?"

    "You're not going to. The enemy only has 2 ships that are fast enough to keep pace with the Raptor and your ships. All you have to do is get their attention by firing a few weapons and bolting off. Then just make as much distance as possible so the 2 outsider ships will decide the chase isn't worth it." Lark explained.

    "What about the rest of the plan? What do our troops do once they hit the surface of the planet."

    "You leave that to us." Cygnus said as the communications were closed.

    "Finally, something to shoot." Lark said as she left the bridge.

    SoA:

    Half of the plan to take back 1 planet has been explained.

    Posted in: General Chat
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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @Mozared: Go

    Very well, it shall be done.

    Well sort of

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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @TheAlmaity: Go

    Wait a second, what are the specific names of my 3 allied ships and their respective captains.

    Posted in: General Chat
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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @Mozared

    Thanks, that helps alot :D

    So i have 3 ships to work with hmm

    Posted in: General Chat
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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @TheAlmaity:

    Either im blind, or really bad at reading because I cannot seem to find what fleets are actually in that group. I would like a specific number on them and such :D

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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    So would I have been part of his fleet? or would I have just joined in?

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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    @TheAlmaity:

    I guess so, but do you want me to continue from where he left off or to start over again?

    Posted in: General Chat
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    posted a message on [Forum RPG] Embers of Peace - Character Creation

    Well im back. it seems I have been approved. Can't wait to start :D

    Posted in: General Chat
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