Post by The Enemy on May 15, 2012 14:30:14 GMT
Hello, all. I'm new here, but no guts no glory, eh?
First off, this is not a Warhammer 40k RP.
Nope, it's a Starcraft (1) RP!
This RP will assume a basic knowledge of Starcraft, so if you wish to join but don't know too much about the game, you might wanna brush up on it a little.
But, first:
RULES
Be polite and considerate of others.
Be sensible and mature.
No one-sentence responses. One paragraph is fine, more after that is even better.
No trolling or flaming, please.
No godmodding!
Ok. Now that's out of the way.
Character Profile Template
Name:
Age: (if applicable)
Species: (this would most likely be one of three--Terran, Protoss or Zerg--rammifications of your choice here will be explained later) -- (If Terran or Protoss, simply leave it at that. If Zerg, choose what type; Zergling, Hydralisk etc)
Appearance:
Weaponry/Adaptations: (Weaponry is for Terran and Protoss, Adaptations is for Zerg. Things like Claws/Teeth for most, plus acid spines if, for e.g., you are a hydralisk)
Special Abilities: (optional; things like being acrobatic, or psychic in the case of Terran Ghosts, for example)
Personality: (This is required even for Zerg, for reasons that I will explain later)
Other: (anything special about your character that doesn't fit one of the other categories)
Now, onto the rammifications of choosing your species.
If you choose to play a Terran character:
You are a Terran marine, stationed on Aktar III as a defense force for the mining colony establish there. This means your character starts either in the colony, or at the outpost. (these locations will be explained in a minute) You can be anything you choose--from regular marine, to firebat to ghost--although keep a lid on being something special. It won't do at all if every single player is a ghost.
Your job is to defend the colony and the outpost against the Zerg and the Protoss. Prevent the Protoss from reaching the crystal (although that is an unknown objective at the beginning) and the Zerg from destroying everything and annihilating the colony. If less than 4 marine players are present at the time the roleplay starts, all marine players may roleplay an additonal 1-2 random, unnamed 'sidekick' marines to even up marine numbers and present additional roleplay opportunities.
If you choose to play a Protoss character:
You are a Protoss warrior/infiltrator, working alone or in small groups to infiltrate the colony and steal a strange crystal resonating psychic energies (will be explained in the story section). You can be a zealot, a templar, even a dragoon--any protoss ground unit, within reason--so no reavers!
Your job is to locate the crystal and get it offworld via a cloaked shuttle. Secondary objectives include eliminating Zerg Cerebrates and killing the marines, although the two may work together as the roleplay progresses and dictates via interactions.
If you choose to play a Zerg character:
You are one of the zerg 'hero' units from the campaigns. You can be named differently, have differing appearances or weapons, but the general gist of it is the same. However, you cannot be--a mutalisk, guardian, devourer, ultralisk, queen or scourge. Lurkers, Hydralisks, Zerglings, Drones (if you can provide a reason and a procedure for a humble drone to be a consummate death machine) are all okay. Technically, you play as a cerebrate, and thereby have the ability to roleplay as small sections of the Zerg invasion swarm, to a lesser degree.
Your job is to kill everyone. You play as your character, but also have a limited ability to roleplay as the swarm itself.
Story:
Aktar III is a barren asteroid, a rock floating in space. A relatively large mining colony has been established, along with a backwater outpost that is stationed with a small garrison of marines.
Recent excavations revealed a mysterious crystalline structure, which, unknown to the colonists, emanates psychic resonations and drew both a small Zerg swarm and the Protoss to it.
The roleplay begins just as the Zerg descend on the planet. All colonists are assumed to have been slaughtered by the time the marines reach the colony, travelling from the remote outpost and trying to find a way to escape as well as prevent the utter destruction of the asteroid.
------------------------------------------------------------------------------------
Now the rules are set out, I shall begin by posting my character profile. We shall begin once we have around four players, although others may join in at any time.
First off, this is not a Warhammer 40k RP.
Nope, it's a Starcraft (1) RP!
This RP will assume a basic knowledge of Starcraft, so if you wish to join but don't know too much about the game, you might wanna brush up on it a little.
But, first:
RULES
Be polite and considerate of others.
Be sensible and mature.
No one-sentence responses. One paragraph is fine, more after that is even better.
No trolling or flaming, please.
No godmodding!
Ok. Now that's out of the way.
Character Profile Template
Name:
Age: (if applicable)
Species: (this would most likely be one of three--Terran, Protoss or Zerg--rammifications of your choice here will be explained later) -- (If Terran or Protoss, simply leave it at that. If Zerg, choose what type; Zergling, Hydralisk etc)
Appearance:
Weaponry/Adaptations: (Weaponry is for Terran and Protoss, Adaptations is for Zerg. Things like Claws/Teeth for most, plus acid spines if, for e.g., you are a hydralisk)
Special Abilities: (optional; things like being acrobatic, or psychic in the case of Terran Ghosts, for example)
Personality: (This is required even for Zerg, for reasons that I will explain later)
Other: (anything special about your character that doesn't fit one of the other categories)
Now, onto the rammifications of choosing your species.
If you choose to play a Terran character:
You are a Terran marine, stationed on Aktar III as a defense force for the mining colony establish there. This means your character starts either in the colony, or at the outpost. (these locations will be explained in a minute) You can be anything you choose--from regular marine, to firebat to ghost--although keep a lid on being something special. It won't do at all if every single player is a ghost.
Your job is to defend the colony and the outpost against the Zerg and the Protoss. Prevent the Protoss from reaching the crystal (although that is an unknown objective at the beginning) and the Zerg from destroying everything and annihilating the colony. If less than 4 marine players are present at the time the roleplay starts, all marine players may roleplay an additonal 1-2 random, unnamed 'sidekick' marines to even up marine numbers and present additional roleplay opportunities.
If you choose to play a Protoss character:
You are a Protoss warrior/infiltrator, working alone or in small groups to infiltrate the colony and steal a strange crystal resonating psychic energies (will be explained in the story section). You can be a zealot, a templar, even a dragoon--any protoss ground unit, within reason--so no reavers!
Your job is to locate the crystal and get it offworld via a cloaked shuttle. Secondary objectives include eliminating Zerg Cerebrates and killing the marines, although the two may work together as the roleplay progresses and dictates via interactions.
If you choose to play a Zerg character:
You are one of the zerg 'hero' units from the campaigns. You can be named differently, have differing appearances or weapons, but the general gist of it is the same. However, you cannot be--a mutalisk, guardian, devourer, ultralisk, queen or scourge. Lurkers, Hydralisks, Zerglings, Drones (if you can provide a reason and a procedure for a humble drone to be a consummate death machine) are all okay. Technically, you play as a cerebrate, and thereby have the ability to roleplay as small sections of the Zerg invasion swarm, to a lesser degree.
Your job is to kill everyone. You play as your character, but also have a limited ability to roleplay as the swarm itself.
Story:
Aktar III is a barren asteroid, a rock floating in space. A relatively large mining colony has been established, along with a backwater outpost that is stationed with a small garrison of marines.
Recent excavations revealed a mysterious crystalline structure, which, unknown to the colonists, emanates psychic resonations and drew both a small Zerg swarm and the Protoss to it.
The roleplay begins just as the Zerg descend on the planet. All colonists are assumed to have been slaughtered by the time the marines reach the colony, travelling from the remote outpost and trying to find a way to escape as well as prevent the utter destruction of the asteroid.
------------------------------------------------------------------------------------
Now the rules are set out, I shall begin by posting my character profile. We shall begin once we have around four players, although others may join in at any time.