Defending Mar Sara (Starcraft RP)

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United States
AN: This is a RP/kinda council (as there are NPCs in the same town as you). This first post anyone can vote on, and determines the setting. I will not be putting a limit on how many players can join unless I feel it gets out of hand.

In this Roleplay I will be making videos for fight scenes, where I program in the characters in the SCII editor and record it. I did something similar with my first quest on this website, and example of which is in quotes below.

You then decide it is time to go on the attack! You attack with 8 Stalkers and 20 Zealots.

7 Zealots are killed, 2 are slightly damaged, 2 are very damaged.


You are a member of a small but powerful group on the planet Mar Sara, just before the Zerg invasion. Your job is to survive the incoming war, of which you have no IC knowledge of.

What type of power do each of you have?

[] Starcraft psionics
[] Harry Potter Wizards
[] Nanoha-type mages
[] LOTR Numenoreans with a mithril mine
[] Star Wars force abilities. (Dark side does corrupt)
[] Sailor Moon Sailors (each choose a planet, anime power levels)
[] The One Ring Quest style chaos magic
[] LoZ magic and tech (no Triforce)
[] Worm superpowers (You make them up but limited in strength, an Entity exists, traumatic backstory required)
[] My Hero Academia quirks (Generally weaker than Worm powers, usually a physical change, almost everyone in the society has one)
[] Warcraft magic
[] Write-in

The backstory to the town will be generated next update. This post is to gauge interest, so if you would want to play then vote and if you wouldn't then don't vote. I am not guaranteeing yet that I will continue this.
 
[X] Warcraft magic

This sounds like a very ambitious riot quest, rather than an RP.
Also seconded on needing like all of the information we don't have (OOC sense)
 
[X] LOTR Numenoreans with a mithril mine

When in doubt, choose the one you know about the most...ish. And more OOC info would be appreciated.

EDIT: Or not...just a stab in the dark.
 
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AN: This is a RP/kinda council (as there are NPCs in the same town as you). This first post anyone can vote on, and determines the setting. I will not be putting a limit on how many players can join unless I feel it gets out of hand.

In this Roleplay I will be making videos for fight scenes, where I program in the characters in the SCII editor and record it. I did something similar with my first quest on this website, and example of which is in quotes below.



You are a member of a small but powerful group on the planet Mar Sara, just before the Zerg invasion. Your job is to survive the incoming war, of which you have no IC knowledge of.

What type of power do each of you have?

[] Starcraft psionics
[] Harry Potter Wizards
[] Nanoha-type mages
[] LOTR Numenoreans with a mithril mine
[] Star Wars force abilities. (Dark side does corrupt)
[] Sailor Moon Sailors (each choose a planet, anime power levels)
[] The One Ring Quest style chaos magic
[] LoZ magic and tech (no Triforce)
[] Worm superpowers (You make them up but limited in strength, an Entity exists, traumatic backstory required)
[] My Hero Academia quirks (Generally weaker than Worm powers, usually a physical change, almost everyone in the society has one)
[] Warcraft magic
[] Write-in

The backstory to the town will be generated next update. This post is to gauge interest, so if you would want to play then vote and if you wouldn't then don't vote. I am not guaranteeing yet that I will continue this.
Is the playerbase voting on the one single, shared power-set that everyone who is a Player Character (and possibly some NPCs) have access to?
Or are each of us voting on individual power-sets, meaning everyone potentially has wildly different powers?
 
This sounds like a very ambitious riot quest, rather than an RP.
Possibly. I've never heard of a riot quest before, but I just looked it up and it seems somewhat similar, though this has less pre-game stuff. If everyone thinks it is after I post all the mechanics then I can ask the mods to move it to the quest forum as a riot-quest.

I'll start typing up the mechanics in a readable format soon.

Is the playerbase voting on the one single, shared power-set that everyone who is a Player Character (and possibly some NPCs) have access to?
Or are each of us voting on individual power-sets, meaning everyone potentially has wildly different powers?
One single shared power set. I couldn't possibly make a backstory that makes sense with everyone having different ones.
 
Possibly. I've never heard of a riot quest before, but I just looked it up and it seems somewhat similar, though this has less pre-game stuff. If everyone thinks it is after I post all the mechanics then I can ask the mods to move it to the quest forum as a riot-quest.

I'll start typing up the mechanics in a readable format soon.


One single shared power set. I couldn't possibly make a backstory that makes sense with everyone having different ones.
So a few questions for already-listed powersets:

-For HP Magic, what are the upper limits? Should we expect droves of Magical Creatures?
-For Nanoha-type, limits, as well as whether it's "required" that we be more than 50% female characters? Are there Device type limits?
-What would be the advantages of being Numenorians? Mithril is nice but tech-wise they're completely outpaced, and their size advantage means little....
-For Sailor Moon, how many planets would you limit it to?
-For Worm, what upper limits do you envision? Example character powers we could or couldn't have?
-For MHA, what Quirks would be off-limits?
-For Warcraft, does this actually mean access to all the different casting styles from WoW and the RTS's?
-What other settings would you allow or not allow?
 
[X] Warcraft magic

I think this is the option that would give the most effectiveness combined with most variety for characters to play with.
 
[X] Warcraft magic

I think this is the option that would give the most effectiveness combined with most variety for characters to play with.
Of the options, this one is one of my leading picks, if we get every magic system.
The Sailor Moon and Nanoha ones have "RIDONKULOUS-AWESOME" appeal, while Worm and MHA have sheer variety appeals.

(I'm guessing MHA wouldn't come with One For All or All For One. Which sadly means no UNITED STATES OF SMASH, 1 MILLION PERCENT!!!!!)
 
So I am just going to go for something truly out there

[X] Pokemon

Because who doesn't want to see a phalanx of Metagross hyperbeaming Ultralisks.
 
So a few questions for already-listed powersets:

-For HP Magic, what are the upper limits? Should we expect droves of Magical Creatures?
-For Nanoha-type, limits, as well as whether it's "required" that we be more than 50% female characters? Are there Device type limits?
-What would be the advantages of being Numenorians? Mithril is nice but tech-wise they're completely outpaced, and their size advantage means little....
-For Sailor Moon, how many planets would you limit it to?
-For Worm, what upper limits do you envision? Example character powers we could or couldn't have?
-For MHA, what Quirks would be off-limits?
-For Warcraft, does this actually mean access to all the different casting styles from WoW and the RTS's?
-What other settings would you allow or not allow?

-HP magic, nothing that isn't seen in canon. No one starts at Dumbledore level but it's possible to get there.
-No requirements for gender, if everyone wants to be male that's even allowed. Devices are anything shown in the series except no Lost Logia.
-Numenoreans get Terran tech (as they live on a planet with Terrans) built with Mithril so are almost invulnerable. Also everyone is superhuman–things like running for three days straight and winning mental battles with Protoss/ghosts are the norm.
-Every player character is a planet.
-Worm powers are limited to 8 total threat rating with a max of 7 in any category. For example, a Shaker 6 Blaster 2. For example, Skitter's power (and any of the triumvirate) would be too strong, but Grue's is fine.
-Not many off limit quirks really, as long as it's comparable to something in the series. I'd allow One for All but it would start with nothing (so regular human strength that slowly increases, not reaching what we see in the series), and not allow All for One. No quirks with no weaknesses either, so no half-cold half-hot but you can have either the fire or the ice.
-For Warcraft it is any style that humans use, though each character can't be proficient in every style. I'm only really familiar with the RTS's but I'm willing to research more. Also magic systems that affect your character will do so, for example Chaos Magic will make you go crazy.
-I will allow any setting I'm familiar with. So out of the ones suggested so far no Chaos Marines, but yes Pokémon.
 
Honestly I know almost nothing of Warcraft so I would be kind off put off it but I know at least minor knowledge of the rest.
 
[] Pokemon
EDIT: Vote changed
I'd be that guy with mostly OG 150-based 'mon and then also a few others.
 
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On a side note if we decide to go all in on Pokemon to the point where we even have custom ships based on them I have a few images
 
[X] Warcraft magic

I'd honestly prefer Harry Potter magic, but given that there's no votes for that, I'll go with my second choice.

-For Warcraft it is any style that humans use, though each character can't be proficient in every style. I'm only really familiar with the RTS's but I'm willing to research more. Also magic systems that affect your character will do so, for example Chaos Magic will make you go crazy.
I like to think myself fairly knowledgeable about the Warcraft universe, so feel free to send any questions my way if Warcraft ends up winning.

And as a slight note: there isn't anything called Chaos Magic in Warcraft. Fel or Void magic might both be something in that vein, although neither really works independent of the system. Fel magic isn't useless without the Burning Legion, but a large part of the Warlock identity is summoning and enslaving demons, which probably shouldn't be permitted, lest the Burning Legion is plain let into the world.

Similarly, Void magic is largely derived from the Void Lords and their minions, such as the Old Gods and their minions. I suppose that it could be said to exist without those, but a large part of Void magic in-game is that you've got malevolent beings whispering into your eyes, preying on your fears and insecurities.
 
I like to think myself fairly knowledgeable about the Warcraft universe, so feel free to send any questions my way if Warcraft ends up winning.

And as a slight note: there isn't anything called Chaos Magic in Warcraft. Fel or Void magic might both be something in that vein, although neither really works independent of the system. Fel magic isn't useless without the Burning Legion, but a large part of the Warlock identity is summoning and enslaving demons, which probably shouldn't be permitted, lest the Burning Legion is plain let into the world.

Similarly, Void magic is largely derived from the Void Lords and their minions, such as the Old Gods and their minions. I suppose that it could be said to exist without those, but a large part of Void magic in-game is that you've got malevolent beings whispering into your eyes, preying on your fears and insecurities.
Thanks for the offer. I just got the chaos part from the RTS games, as they specifically list chaos as the type, though I think they were referring to Fel.

Also, some more mechanics stuff:

This is subject to change depending on which option you choose. You get a certain amount of points to distribute between each stat.

Character sheet:

Name: Your name

Age: How old you are.

Appearance:

Combat: Your stats for combat. This depends on what option you choose.

Martial: How good you are at strategy, tactics, and leading in battle. 10 is average army officer.

Leadership: How good you are at management, leading a group, and running an organization. 10 is average business manager/leader.

Charisma: How good you are at getting other people to like you and do what you want. 10 is average popular person. 5 and below means you are instantly unlikable.

Technology: How good you are with using, understanding, building, and modifying technology. 10 is average teen, 15 is you could work in IT. 5 and below means you can just barely use technology but need tech support a lot.

Learning: How fast you are at learning and understanding new things, as well as general academic knowledge. The 'intelligence' stat. 10 is average person. 20 is 'genius' (significantly above peers) in one or two things.

Personality:

Other info:



How stats are used: When doing an action, you roll a D20 + the relevant stat to see if it is a success, depending on how difficult that action is. You roll XD10, with X being the number of the stat you have. For every roll that is above 6 you get a success. For example, if you are in a negotiation you will put your charisma stat against theirs and whoever has more successes 'wins'. That said, the stats will not necessarily be constantly in use, being mainly for fairly determining outcomes if needed.

The IC is mostly like a normal RP, where I start with the scenario (which I will try to be detailed with) and you all post your roleplay posts. I will also mention events that are happening, such as a Zerg attacking a nearby city, or your local group needing to decide something. You will get the option of joining the battle and saying your strategy, then I'll make it in the editor and record it as it plays out.
Adhoc vote count started by GilcuruLend on Aug 1, 2018 at 5:08 PM, finished with 17 posts and 8 votes.
 
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When doing an action, you roll a D20 + the relevant stat to see if it is a success, depending on how difficult that action is.
Is there any chance that this could be changed to a different roll system? Something like 3d6, to reduce spread? When rolling D20s against each other, there's a 11.25% chance that the difference will be 10 or greater in favor of somebody. This means that roughly one in eight times, somebody with a 5 stat could beat somebody with 15 in a stat. Given what you mentioned about tech, for example, that seems a bit odd.
 
Is there any chance that this could be changed to a different roll system? Something like 3d6, to reduce spread? When rolling D20s against each other, there's a 11.25% chance that the difference will be 10 or greater in favor of somebody. This means that roughly one in eight times, somebody with a 5 stat could beat somebody with 15 in a stat. Given what you mentioned about tech, for example, that seems a bit odd.

or WOD style, 1d10 per point, each d10 above X is a success (x normally being 5 or 6)
 
Is there any chance that this could be changed to a different roll system? Something like 3d6, to reduce spread? When rolling D20s against each other, there's a 11.25% chance that the difference will be 10 or greater in favor of somebody. This means that roughly one in eight times, somebody with a 5 stat could beat somebody with 15 in a stat. Given what you mentioned about tech, for example, that seems a bit odd.
Yeah I can change it to that. 3D6 works fine, I'm not particularly attached to a D20.
or WOD style, 1d10 per point, each d10 above X is a success (x normally being 5 or 6)
I'm not sure what you mean by this. So if you had 8 points you'd have 8D10, and if you rolled over a 50 or 60 you'd succeed?
 
I'm not sure what you mean by this. So if you had 8 points you'd have 8D10, and if you rolled over a 50 or 60 you'd succeed?
No. I believe that it's similar to Shadowrun, in that you roll X amount of dice, based on your skill points, and then for every one of them that's above a certain number - for example, Shadowrun uses d6, with 5 and 6 being successes - you get a "success", and certain tasks require a certain amount of successes.

So if you have 15 skill points in Shadowrun, you generally expect to roll 5 successes, so a difficult task for some stat should probably require 5 successes, whereas a nigh trivial one should be 1, an easy one being 2, and so on.
 
I'm not sure what you mean by this. So if you had 8 points you'd have 8D10, and if you rolled over a 50 or 60 you'd succeed?

No you NEVER add anything together, except total successes.


If I had 10 martial, I'd roll 10d10

EACH d10 that was above X would be 1 success

Adding together to see if I got the number of successes needed (more than opponent being one common usage)

In this way, things run fairly average, most of the time you can expect a 1/3 success rate, however variance does happen but the odds of a 5 beating a 15 is WAY less than 11%

Normally they also have the rule, that if you roll a 10 you roll another dice for free (which if a 10 you do again) and apply that rule to all 10's. That way yes a 5 can get 6-7 success, but it's very rare, however game play wise it FEELS awesome.
 
No you NEVER add anything together, except total successes.


If I had 10 martial, I'd roll 10d10

EACH d10 that was above X would be 1 success

Adding together to see if I got the number of successes needed (more than opponent being one common usage)

In this way, things run fairly average, most of the time you can expect a 1/3 success rate, however variance does happen but the odds of a 5 beating a 15 is WAY less than 11%

Normally they also have the rule, that if you roll a 10 you roll another dice for free (which if a 10 you do again) and apply that rule to all 10's. That way yes a 5 can get 6-7 success, but it's very rare, however game play wise it FEELS awesome.
I like that system. I'll do that.
 
In my current situation of being helpful, I thought I would explain a bit on the currently winning vote



So Warcraft magic has 6 basic power sources
Oh which are broken into 3 sets that oppose each other.


Light/Shadow
Order/Disorder
Life/Death

Outside of that, yes you can learn to manipulate the elements which falls under a fourth slightly different set on Spirit/Decay


So what are the sets.

Light/Shadow

Good and evil, holy and unholy, light and dark.

Light magic is the realm of priest, holy-men and paladins
Shadow magic is the realm of (evil) priest, holy men and (dark) paladins
Holy

Main article: Holy
Pure Light cannot exist within the physical universe but shades of it manifest as holy magic.[18] It can be channeled to heal, cleanse, and protect. Practitioners of the Light are called priests or paladins, devoted to cleansing the universe of darkness. The Light is often said to bring about feelings of positive emotion—hope, courage, comfort—coming from the "heart."[19]
Shadow

Main article: Void
Shadow magic is the manifestation of the Void in the universe.[20] A source of terrible power, it is the kind that comes at a price.[21] Although destructive, it can also be used to raise the undead or to harm the mind, imparting feelings such as despair, doubt, and panic—emotions based on survival logic.[19]


Order/Disorder

Arcane/Chaos magic essentially

Arcane magic has the paragon or order can be used to manipulate things like using the laws of the universe.

Chaos magic, just throws wild chaos around and fucks everything up.

Arcane

Main article: Arcane


Arcane magic in the form of a frost spell.
On Azeroth, volatile arcane magic was once concentrated in the Well of Eternity, but its destruction spread arcane magic throughout the world.[7] Arcane is distinctive for its ability to bend other energies (such as Fire,[9][10] Life)[11][12][13] to the caster's will. It can be used to manipulate space and time.[14]
Arcane is derived from the phase transitions of mana - if mana were water, then arcane would be steam pressure.[15] Arcane energy is so similar to an element it might as well be one, for all magical intents and purposes.[9] Ley lines carry arcane magic.
Fel

Main article: Fel
Fel magic is a destructive form of magic often used by the members of the Burning Legion. It is demonic, entropic, chaotic and extremely volatile. Its use frequently results in the alteration of the individual, or corruption, which manifests as a physical transformation such as a change to an individual's eyes or skin color, or heavy genetic mutations. All of the Burning Legion carry the taint of fel magic within their very blood, allowing them to spread greater evil.[16] Warlocks use life force to power their fel magic.[17]


Life/Death


Druids/Necromancers

The protectors of the sacred balance in connection with all life VS the ones who want to fuck it up and by pass the natural order


Necromancy

Main article: Necromancy
Necromancy is the study and use of magic to raise and control the dead.[23] The manifestation of Death magic, it has many functions. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed.[24]
Nature

Main article: Life
The energies of Life, commonly known as nature magic, promote growth and renewal in all things.

Spirit/Decay

A lower tier set, that they aren't really in opposition rather they are both parts of the natural order, and the natural world. So one practices both normally unlike the others.
Traditional it covers more simple elemental use while not as lofty as the others it can be quite powerful, it doesn't matter if you have a weaker source, if your a much stronger user of it than your opponent anyway. Since the limiting factor is human not power source

Shamanism

Main article: Shamanism and Nature Worship
Spirit, or Chi as the pandaren call it,[27] is the life force that shaman manipulate.[28] Spirit energy is intrinsically linked to the elements—earth, air, fire, and water. This life-giving force interconnects and binds all things in existence as one.[29] Shamanism is a deeply spiritual form of elemental magic that involves a connection with both the natural and spirit worlds. Shaman do not normally enslave elementals, but honor them, asking the elements to heed their call. Shaman are not inherently imbued with magic—they harness the powers of the elements through ceremonial totems.[7] Shamanism is also practiced by some of the draenei who learned shamanism from the orcs o
.

So all in all, I like warcraft magic because if you ask how to do a thing, I can at least point you in the right direction, it has a basic rule system that works and makes sense. We know what the power sources are, and generally what they can do, we even have plenty of examples of what using them looks like (3 games, 1 mmo, 1 movie, and a ton of books)

Yeah, so it's broad enough we can do anything, it can be taught and it seems to have no cap, like worm does.

It's the most universal of all the options provided.
 
Oh darn. No chaos worshipping Space Marines? :(

Don't know nothin' about Warcraft Magic...I'll change my vote to Numenoreans and Mithril mines, but it seems like WC Magic is gonna win.
 
Oh darn. No chaos worshipping Space Marines? :(

Don't know nothin' about Warcraft Magic...I'll change my vote to Numenoreans and Mithril mines, but it seems like WC Magic is gonna win.
Well, if WC wins, if you go full Fel Magic (Warlock-ish path) that's basically Chaos Marines. Less Tzeentch, more Khorne, but close enough.
 
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