Hunt for the Snowbound Relic (PRP Remake)

Joeyray's Bar
^ShadowFury^
Name: Morgan Jareem
Age: 43
Race: Terran
Faction: Followers of Rak'nashal
Unit: Warlord
Warlord: A powerful Follower who is adept at using most weapons. Warlords have cybernetic implants to increase strength, stamina, and endurance and most usually powerful Psionics(7-9). Warlords have powerful armor and decent shields. Sometimes they will utilize jump-packs or cloaking devices. They primarily use rifles/handguns and swords but have also been seen to use machine guns and snipers.

Equipment: Devil Blaster, Shade Cutter, Jump pack, Cybernetic Implants
Devil Blaster- A powerful semi-automatic handgun capable of multiple ammunition types. Ammunition types are standardized depleted uranium, armor piercing, incendiary, and explosive. It has a moderate range The appearance is the same as the Lawgiver in the most recent Judge Dredd movie, except larger. If not familiar with the weapon, here: http://judgedredd.wikia.com/wiki/Lawgiver?file=ID_Fail.png
Shade Cutter- A long serrated blade of a dark grey colour capable of cutting through most materials.
Jump pack- A pack with jets on it to allow the ability to leap long distances.
Cybernetic Implants- Being placed across his body, improving many conditions. Including the arms for increased strength, a second heart, and a chip to increase thought process and connection to weapons and armor.

Abilities:
Leap- Utilizing his jump pack, Morgan leaps long distances, often into the heat of battle or after retreating foes.
Soul Blast- Making use of Psionics, Morgan will fire a shot of Psionic energy that will absorb his opponents life force on hit and heal Morgan. However, this is taxing.
Boggle- Sending out a telepathic Psionic wave Morgan disorients opponents
Reinforcements: He calls down more troops to replace those that were lost. A maximum of twelve population every two pages. Must be used outside of combat. Cannot give more population worth of troops than original population worth (84).

Background: Seeking the glory of combat, Morgan led a large brigade of troops down to the planet. Due to the gravity of the planet too much for their Wyvern, it was left orbit born, and he ordered that troops must come down to his request.
Here are numbers.

10 companies grunts and lancers, standard infantry and anti armor, of course.

400 SCVs

One company spartans ans assassins.
Plan on taking an army, SF, or will it be on your own?
I will have fun slowly picking off your Lorians one by one zarkun.
You assume much, Mecha. Give me a good reason, you die.
Give me a good reason, both of you, and I'll make sure the things guarding the relic turn you into the enemy of your own troops.
What are the chances of having my old character here? Zero? Sounds about right.

Faction: Tal'darim
Numbers: ~2500?

^smylez^
Name: Felas
Faction: Tal'darim
Unit: Hero High Templar
Rank: Executor
Age: 617
Backstory: Though once a devout follower of Judicator caste, Felas was left aimless once the caste disappeared after the Brood Wars. Suddenly left with no purpose, Felas refused to interact with the Nerazim out of old hatreds and journeyed the galaxy until he met the Tal'darim. He joined their ranks and quickly ascended to the higher echelons of the organization. He replaced Nyon as the new executor shortly after Nyon's demise at the hands of Jim Raynor on the Signma Quadrant. As he took on the mantle of leadership in the aftermath of the battle, he swore to the stars that never again will the Tal'darim's holy grounds be desecrated, be it from the Terrans, Zergs, or other traitorous Protoss. He has gained extensive knowledge of the Xel'naga over the years and he has learned to read Xel'naga runes fluently, a skill few have. His manipulation of Psionic energy is considered to be legendary among his fellow Tal'darim and his physical fighting abilities is sharply honed despite his age.
Abilities:
1. Psi storm
2. Psi blast
3. Telekinesis- The ability to move objects with one's mind and even use one's mind itself as a weapon.
4. Astral projection- The psionic ability in which the psychic separates their mind from their body. The mind, which appears as a differently-colored copy of the body, is free to explore their surroundings and is visible to only the psionically attuned.
5. Clarity of Mind (Passive)- Increased energy regeneration; decreased spell cool down.
6. Recharge shields- Replenishes shields
Equipment:
1. Psi blades
2. Raj'al crystal fragment- A Khaydarin crystal of unknown origins. It has the odd characteristic of a faint "heartbeat". Current use and abilities is unknown.

^smylez^
Name: Telnis
Faction: Tal'darim
Unit: Hero Zealot
Rank: Imperator
Age: 476
Backstory: Second in command, Telnis was among those left behind in Auir. In the wake of the Fall, Telnis wandered Auir with a small band of warriors until he found the Tal'darim stationed there. Finding solace in the teachings of the Tal'darim, he rose through the ranks quickly. Yet this rise also coincided with a festering hatred for those who "abandoned" them. He became a high ranked member of the Xava'kai. He was among those considered for the position of Executor shortly after Nyon's death.
Abilities:
1. Xava'tai's Fury- Grants increased movement speed and attack speed.
2. Phantom- Generates a double of Telnis
3. Overshields- Increased shield resilience
Equipment:
Enhanced Zealot armor

^smylez^
Name: Ramadar
Faction: Tal'darim
Unit: Hero High Templar
Rank: Subjugator
Age: 587
Backstory: Ramadar was among the first to aid in the creation of the warped khaydarin crystals used to control the Zerg. Although the original crystals were destroyed due to the fury of a dark archon, Ramadar lived and he has made significant and groundbreaking designs of the crystals. He considers the Hierarchy to be cowards as he feels controlling the Zerg and using them against one another is the only true way to preserve the Protoss race from extinction and drive back their enemies. Though he still strives to refine the warped khaydarin crystals, he has also moved onto other things...
Abilities:
1. Domination
2. Maelstrom
3. Psi storm
4. Psi blast
5. Drain- Psionically drains a target until a husk is left
6. Disruption- Can forcibly remove a group of Zerg organism from the hive mind, rendering them nothing more than feral animals and makes them easier to dominate
7. Empower- Temporarily empowers allied Zerg units with the aid of a WKC crystal
Equipment:
WKC necklace- Allows Ramadar to control Zerg units in his vicinity with ease.

Backstory:
The Tal'darim are religious fanatics lead by a mysterious Xava'tor who vanished for some time. With much of their leadership dealt a grievous blow during the Second Great War, they were able to regain a sizable portion of their might during the interbellum after the Battle of Char. Lead by Executor Felas, they zealously protect and uncover the secrets of the Xel'naga from anyone but themselves. This drive has allowed to them to push boundaries in their technology.

Special Units of notes:
Controller: Controllers are a title given to high templars who have studied the first designs of the warped Khaydarin Crystals and made significant refinement for them. By studying these crystals that would have otherwise been regarded as treasonous under the Daelaam, they have gain accessed to new psionic powers and greater understanding of the Zerg hive link, allowing them to control the Zerg strains with the aid of said crystals. Those who are given the rank of Subjugators are especially powerful controllers.

Vindicator: By correctly arranging the psionic matrices within a pure khyadarin crystal and focusing its energies at a focal point, the Tal'darim constructed a weapon that releases a beam of psionic energy on a target. Though they can not move when firing on ground, the amount of firepower from one of these weapons is staggering. Those who wields these weapons of destructions have called themselves vindicators. They fight with a rage that burns as bright as the beams they fire on their enemies. To assist in their mobility, Tal'darim engineers have constructed a hoverboard so that Vindicators can maneuver and perform surgical strikes, circumventing the mobility issue entirely. Both of these technologies have a fail safe to ensure they do not fall into the enemy hands.

Hurricane: A specialist fighter ship designed for armored class combatants. A hurricane's shields is able to warp projectiles around them, weakening their impact which minimizes the damage that can be dealt to the shields.

Zerg Faction: Tal'darim Slave Swarm
Numbers: ~20,000?
The Zerg under the leadership of the Tal'darim have evolved into new and sinister forms over the years. Enhanced by the energies of a nearby warped khaydarin crystal, their link to the hive mind is completely severed and they are more vicious and sadistic. However, the most fearsome part is that some strains are able to utilize psionics as a result of exposure to the psionic emanations of the crystals! The Tal'darim decided to refine these mutations so that their Swarm will grow deadlier to defeat the far more numerable Kerrigan Swarm. Their carapace are cracked in some places; it is illuminated with a distinct magenta glow.

These new strains are much harder to replace due to the fact most specimens are unable to handle the energies of the crystals and are killed when gestating inside the egg stage.

Drone
Overlord
Empusa (Queen)- can transform between ground and air mode (think SC Queens)
Manticore (Zergling)- utilizes weak psi shields
Gorgon (Viper)
Beetle (Roach)
Chimera (Hydralisk)- psionically attuned spines (Just means they hit harder and pierce deeper)
Fury (Mutalisk)- May utilize a psionic scream that will disorient enemies.
Siren (Corruptor)
Annihilator (Ultralisk)- utilizes strong psi shields
====
WKC=warped khaydarin crystals

The mechanisms for the warped khaydarin crystals is known only to the controllers and those in positions of power. Only a trained controller is able to use a WKC. How far the range of the WKC is and how long the Zerg remain under control typically resides in the experience and psionic abilities of the controller and the size of the Khaydarin crystals.

A single controller with a decent sized WKC is able to control between ~1000-2000 enhanced Zergs and ~8000-10000 regular ones. As controllers are the only ones ensuring that the broods don't turn against their masters, they are heavily guarded and there is a back up controller nearby ready to maintain the link if something happens.

WKCs are heavily shielded and impervious to Terran firearms. Their true vulnerablilities are the Void energies of a Dark Archon, a vulnerability that has driven Ramadar to his wit's end. A dark templar's energies by itself will likely not destroy the crystal but disrupt it in some way.

Subjugators such as Ramadar wear the "purest" WKC around their necks. Due to their knowledge and experience, they are able to control a sizable amount of Zergs with such a small crystal.
"Not exactly what would be considered an army, but yeah. Here's what I figure:"

10 Sphynxes
10 Hydra Rifles
6 Chaos Hunters
6 Juggernauts
2 Sirens
2 Harpies
1 Gargoyle
2 Packmules (Large Dropships)
What are the chances of having my old character here? Zero? Sounds about right.

Faction: Tal'darim
Numbers: Up to DM

Name: Felas
Rank: Executor
Age: 617
Backstory: Though once a devout follower of Judicator caste, Felas was left aimless once the caste disappeared after the Brood Wars. Suddenly left with no purpose, Felas refused to interact with the Nerazim out of old hatreds and journeyed the galaxy until he met the Tal'darim. He joined their ranks and quickly ascended to the higher echelons of the organization. He replaced Nyon as the new executor shortly after Nyon's demise at the hands of Jim Raynor on the Signma Quadrant. As he took on the mantle of leadership in the aftermath of the battle, he swore to the stars that never again will the Tal'darim's holy grounds be desecrated, be it from the Terrans, Zergs, or other traitorous Protoss. He has gained extensive knowledge of the Xel'naga over the years and he has learned to read Xel'naga runes fluently, a skill few have. His manipulation of Psionic energy is considered to be legendary among his fellow Tal'darim and his physical fighting abilities is sharply honed despite his age.

Name: Telnis
Rank: Imperator
Age: 476
Backstory: Second in command, Telnis was among those left behind in Auir. In the wake of the Fall, Telnis wandered Auir with a small band of warriors until he found the Tal'darim stationed there. Finding solace in the teachings of the Tal'darim, he rose through the ranks quickly. Yet this rise also coincided with a festering hatred for those who "abandoned" them. He became a high ranked member of the Xava'kai. He was among those considered for the position of Executor shortly after Nyon's death.

Name: Ramadar
Rank: Subjugator
Age: 587
Backstory: Ramadar was among the first to aid in the creation of the warped khaydarin crystals used to control the Zerg. Although the original crystals were destroyed due to the fury of a dark archon, Ramadar lived and he has made significant and groundbreaking designs of the crystals. He considers the Hierarchy to be cowards as he feels controlling the Zerg and using them against one another is the only true way to preserve the Protoss race from extinction and drive back their enemies. Though he still strives to refine the warped khaydarin crystals, he has also moved onto other things...

Backstory:
The Tal'darim are religious fanatics lead by a mysterious Xava'tor who vanished for some time. With much of their leadership dealt a grievous blow during the Second Great War, they were able to regain a sizable portion of their might during the interbellum after the Battle of Char. Lead by Executor Felas, they zealously protect and uncover the secrets of the Xel'naga from anyone but themselves. This drive has allowed to them to push boundaries in their technology.

Special Units of notes:
Controller: Controllers are a title given to high templars who have studied the first designs of the warped Khaydarin Crystals and made significant refinement for them. By studying these crystals that would have otherwise been regarded as treasonous under the Daelaam, they have gain accessed to new psionic powers and greater understanding of the Zerg hive link, allowing them to control the Zerg strains with the aid of said crystals. Those who are given the rank of Subjugators are especially powerful controllers.

Vindicator: By correctly arranging the psionic matrices within a pure khyadarin crystal and focusing its energies at a focal point, the Tal'darim constructed a weapon that releases a beam of psionic energy on a target. Though they can not move when firing on ground, the amount of firepower from one of these weapons is staggering. Those who wields these weapons of destructions have called themselves vindicators. They fight with a rage that burns as bright as the beams they fire on their enemies. To assist in their mobility, Tal'darim engineers have constructed a hoverboard so that Vindicators can maneuver and perform surgical strikes, circumventing the mobility issue entirely. Both of these technologies have a fail safe to ensure they do not fall into the enemy hands.

Hurricane: A specialist fighter ship designed for armored class combatants. A hurricane's shields is able to warp projectiles around them, weakening their impact which minimizes the damage that can be dealt to the shields.

Zerg Faction: Tal'darim Slave Swarm
Numbers: Up to DM
The Zerg under the leadership of the Tal'darim have evolved into new and sinister forms over the years. Enhanced by the energies of a nearby warped khaydarin crystal, their link to the hive mind is completely severed and they are more vicious and sadistic. However, the most fearsome part is that some strains are able to utilize psionics as a result of exposure to the psionic emanations of the crystals! The Tal'darim decided to refine these mutations so that their Swarm will grow deadlier to defeat the far more numerable Kerrigan Swarm. Their carapace are cracked in some places; it is illuminated with a distinct magenta glow.

These new strains are much harder to replace due to the fact most specimens are unable to handle the energies of the crystals and are killed when gestating inside the egg stage.

Drone
Overlord
Empusa (Queen)- can transform between ground and air mode (think SC Queens)
Manticore (Zergling)- utilizes weak psi shields
Gorgon (Viper)
Beetle (Roach)
Chimera (Hydralisk)- psionically attuned spines (Just means they hit harder and pierce deeper)
Fury (Mutalisk)- May utilize a psionic scream that will disorient enemies.
Siren (Corruptor)
Annihilator (Ultralisk)- utilizes strong psi shields
====
WKC=warped khaydarin crystals

The mechanisms for the warped khaydarin crystals is known only to the controllers and those in positions of power. Only a trained controller is able to use a WKC. How far the range of the WKC is and how long the Zerg remain under control typically resides in the experience and psionic abilities of the controller and the size of the Khaydarin crystals.

A single controller with a decent sized WKC is able to control between ~1000-2000 enhanced Zergs and ~8000-10000 regular ones. As controllers are the only ones ensuring that the broods don't turn against their masters, they are heavily guarded and there is a back up controller nearby ready to maintain the link if something happens.

WKCs are heavily shielded and impervious to Terran firearms. Their true vulnerablilities are the Void energies of a Dark Archon, a vulnerability that has driven Ramadar to his wit's end. A dark templar's energies by itself will likely not destroy the crystal but disrupt it in some way.

Subjugators such as Ramadar wear the "purest" WKC around their necks. Due to their knowledge and experience, they are able to control a sizable amount of Zergs with such a small crystal.


*Looks at the modified Zerg, and is reminded of the starcraft fan-fiction site*
Smylez, fill it out in the sheet provided. And your previous character was a Hybrid.

SF, explain the troops, otherwise, I'm not going to allow them,
^RPer Name^
Name: Your character name goes here.
Age: (Optional)
Race: Self-explanatory.
Faction: Who you are affiliated with.
Unit: This can be combined or have custom-made (Some definition of the custom unit may be needed)
Equipment: Self-explanatory.
Abilities: Self-explanatory. No limit, explain each one. Don't go overboard.
Background: This is not important, however, if you want, you can add to it.

Ook...

*Looks at the modified Zerg, and is reminded of the starcraft fan-fiction site*
Smylez, fill it out in the sheet provided. And your previous character was a Hybrid.


1.Names Zerg units with Greek themes
2.Melds some psionics to the units to "hybridize" them and make them unique
3.Discovers there's a fan fiction site with similarities
4.FML x10

OH WELLZ! SO MUCH FOR ORIGINALITY

So about that hybrid...can I keep him?
You're going to need to edit some of his abilities now that you have an army. And technically, wouldn't the person using the Zerg be a bit..... unstable?
Smylez just how protected are these controllers??? Also Jest later in the RP I may bring Scylla and her forces. The Hunter Killers ARE sabotaurs/scouts/assaians
Perhaps. I'm still working with the concept. Keep in mind though that controllers are high templars and high templars are among those who have the most disciplined and trained mind.

So about that hybrid...can I keep him?

@MechaGhidrah
Once I have the army #s figured out.
You're going to need to edit some of his abilities now that you have an army. -Directed at Smylez


Mecha, then make her sheet!
Well it is a SCOUTING force. Scylla would only come after a bit more is learned about this Artifact (she doesn't want to have the same thing happen to her forces that happened with the Kukalkan Brood)

Since she is most likely coming into this RP around early mid to midish point I will brainstorm sheet
Done and done. Keep in mind the numbers I field will be adjusted if needed.

I am aware the WKC and the controller+w.e else needs some more fine tuning. You may leave your concerns if you have any regarding them.

Side note: How did this character ever made it in the original?

Name: Razagra
Faction: Hybrid Honors
Unit: Hybrid Annihilator
Equipment: Claws and Tentacles
Abilities:
Death's mask-All damage is reflected to their original source for 20% of the original damage.
Eruption-A wave of dark energy is emitted a cone in front of the hybrid, damaging or killing all in the cone's path.
The Dark Will- Immune to mind control. Stuns and crowd control may not work depending on their nature.
Summon Avatars: Summon up to 4 hybrid Annihilators that are 45% weaker than the original.
Hellfire-all units in a 5x5 radius are stunned by psionic backlash. The ground underneath the affected circle turns into pure psionic energy and erupts upwards, setting anyone who happens to be inside on fire.
Consume DNA: Consumes an organic target immediately. Gains life, shields and energy depending on the target. Energy is only restored if the target is psionic. However, some targets will have their essence drained over time which means the hybrid will not move or attack but focus on the target.
Impalement: The tendril(s) can be stretched over 20 feet and impales a target. The hybrid has 8 tendrils.
Enslave-any visible target will be enslaved by the hybrid's overwhelming powers if the hybrid chooses to do so. A maximum of 30 supply worth of units can be enslaved. Does not affect robotic units or heroes.
Accelerated Regeneration-A strange aura surrounds the hybrid and wounds heals extremely quickly but during this time, the hybrid does not move or attack.
Detector- detects cloaked units.
Roar- The hybrid roars and sends the enemy into a terrified state.
Background: The hybrids have awakened one by one to do their dark master's bidding. Razagra was one such hybrid developed by Samir Duran and he is all to glad to perform what is needed of him.


P.S. It's getting late so I will work on this tomorrow.
Done and done. Keep in mind the numbers I field will be adjusted if needed.

I am aware the WKC and the controller+w.e else needs some more fine tuning. You may leave your concerns if you have any regarding them.

Side note: How did this character ever made it in the original?

Name: Razagra
Faction: Hybrid Honors
Unit: Hybrid Annihilator
Equipment: Claws and Tentacles
Abilities:
Death's mask-All damage is reflected to their original source for 20% of the original damage.
Eruption-A wave of dark energy is emitted a cone in front of the hybrid, damaging or killing all in the cone's path.
The Dark Will- Immune to mind control. Stuns and crowd control may not work depending on their nature.
Summon Avatars: Summon up to 4 hybrid Annihilators that are 45% weaker than the original.
Hellfire-all units in a 5x5 radius are stunned by psionic backlash. The ground underneath the affected circle turns into pure psionic energy and erupts upwards, setting anyone who happens to be inside on fire.
Consume DNA: Consumes an organic target immediately. Gains life, shields and energy depending on the target. Energy is only restored if the target is psionic. However, some targets will have their essence drained over time which means the hybrid will not move or attack but focus on the target.
Impalement: The tendril(s) can be stretched over 20 feet and impales a target. The hybrid has 8 tendrils.
Enslave-any visible target will be enslaved by the hybrid's overwhelming powers if the hybrid chooses to do so. A maximum of 30 supply worth of units can be enslaved. Does not affect robotic units or heroes.
Accelerated Regeneration-A strange aura surrounds the hybrid and wounds heals extremely quickly but during this time, the hybrid does not move or attack.
Detector- detects cloaked units.
Roar- The hybrid roars and sends the enemy into a terrified state.
Background: The hybrids have awakened one by one to do their dark master's bidding. Razagra was one such hybrid developed by Samir Duran and he is all to glad to perform what is needed of him.


P.S. It's getting late so I will work on this tomorrow.

Not really sure how he passed, but I know I had to hammer some rules into him.
Sphynx: Infantry. Heavily armored with a tiny bit of shielding. Wield powerful serrated blades for fighting. Have jump packs to charge into battle. Lack helmets.
Hydra Rifle: Infantry. Decently armored and shielding. Powerful medium range rifles. A bit more powerful than a War Pig in essence.
Chaos Hunter: Infantry. Capable of cloaking, utilizes a long range sniper rifle. Have Psionics to a degree. Glass Cannons.
Juggernauts: Infantry. Utilize MGs/Grenade launchers. Heavily armored, lightly shielded. Very strong.
Sirens: Mech. Capable of firing a sonic blast to disorient biological hostiles and disrupt communications/detectors. Utilize laser turrets to deal with ground threats. Smaller missile factories on backs to take down air. EMP to deactivate mechanics for a time, long cooldown. Moderate armor, little shielding.
Harpy: Morphs forms. Weaker armor and shielding. Great speed. Very good damage output with ground form's chaingun and air form's missiles.
Gargoyle: Airship. Missiles for air threats, chaingun for ground threats. Decent armor and shielding. Decent damage output.

And perhaps a Fiend...

Fiend: Artillery. Slow moving, AoE shell attack, magnificent damage, moderate armor, weak shielding, shells are more powerful against buildings and lightly armored targets. Can't hit air unless in path of fire.
Just realized I forgot vehicles...will throw in those numbers when names are in front of me.
Jester you startin this tomorrow???

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