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| | General Stuff (RTS optional) | |
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cbgben Overseer of the Forum
Number of posts : 129 Age : 35 Localisation : north-east Fl Registration date : 2006-12-04
Character sheet Calcor: infinity clovis:
| Subject: General Stuff (RTS optional) Fri May 04, 2007 3:23 pm | |
| Races Primaries: • Humans (h):5’3”-6’5” (w):110-210 lb (b): slender-muscular
Come in different shapes, sizes, and colors. Can be noble, strong-willed, deceitful, or one or more of many qualities and personalities.
• Goblin (h):4’6”-5’9” (w):82-130 lb (b):scrawny/ugly
Very unattractive and just as unpleasant. Malevolent inventors. Terrible cheaters in battle.
• Orcs (h):5’9”-6’8” (w):102-190 lb (b):muscular/ugly
Aggressive and ruthless by nature. Excellent and capable soldiers. Not as naturally intelligent as goblins, but they can be taught. Their shamans dabble in forms of alchemy and sorcery.
• Trolls (h)7’8”-18’ (w):650-1200 lb (b):massive
Massive, unintelligent hulks of muscles and thick leathery skin, trolls are often found in the service of goblins and orcs.
• Lizardmen (height/length): 4’9”-5’11” (w): 63-130 lb (b): slinky
May be smooth, spiky, frilly, or coated in hard scales. Very agile and quick. Travel fastest on all fours.
• Standing Drakes (h):5’11”-6’7” (w): 170-230 lb (b): tall/strong
Humanoid in appearance (with the exception of the tail, spikes, horns, oblong faces, and sharp teeth). Incredible soldiers. They raise wyvern, drakes, and dragons.
• Dragons (length {nose to tail}):50-250 ft. (w):tons (b):muscular
Giant, thickly scaled lizards. Some can fly, some can breath fire, some can breath ice, others lightning, and some can do a combination of flying and breathing two of the three above elements. All dragons love precious metals, and prize particularly radiant jewels. Most powerful of the Dragonoid units.
• Drakes (length {nose to tail}):6-15 ft. (w):200-800 lb (b):muscular lizards
Scaled down dragons. They lack wings and the love of precious metals. They can still breathe fire or ice or lightning. Used as mounts by the bipeds of the Dragonoid race, but can also be separate units.
Convincibles: • Faeries (h):2-5 inches (w): .5-2 lb (b):tiny
Tiny winged creatures. Peaceful and friendly. Excellent druids, magicians, and beast masters. Convincible to: Humans and Dragonoids
• Centaurs (height/length):5-7ft/5-8ft (w): 400-1200 lb (b): muscular/horse-eske
Half man, half horse (man’s torso on a horses body). Wise and knowledgeable, skilled with many types of weapon, and proficient in many roles. Convincible to: Humans and Dragonoids
• Minotaur (h):6.5-8 ft. (w):300-700 lb (b):muscular bulk
Bulls that stand on two legs and have hands like humans. Short tempered. Very powerful. Use large weapons. Convincible to: Humans, Dragonoids, and Goblins
• Dwarves (h):4’-5’2” (w):120-160 lb (b):short/stocky
Short, bitter, hairy, smelly, and loud, Dwarves are excellent foot soldiers; great for mowing down fields of orcs and/or goblins. They often hire out platoons of themselves as mercenaries. Oh, and they are almost always drunk or drinking. Convincible to: Humans
• Gnomes (h)eight: 2’7”-3’11” (w)eight: 45-90 lb(pounds) (b)uild: small Very intuitive and inventive. Good with tools. Make lousy soldiers but excellent mages of all sorts. Convincible to: Humans [/list] • Giants (h):8-15 ft (w):290-900 lb (b):large/strong. Relying more on their muscles than their minds, these humanoids are great for impromptu catapults and battering rams. Convincible to: Humans and Goblins Unrelated: Hair Faces (h): 3’8”-4’9” (w): 47-98 lb (b): short and skinny
As intuitive and inventive as gnomes, even better with tools, but neither good soldiers nor mages.
Last edited by on Mon May 07, 2007 3:23 pm; edited 2 times in total | |
| | | cbgben Overseer of the Forum
Number of posts : 129 Age : 35 Localisation : north-east Fl Registration date : 2006-12-04
Character sheet Calcor: infinity clovis:
| Subject: Re: General Stuff (RTS optional) Sat May 05, 2007 5:59 pm | |
| Structures Bug Structures [extra option bug exclusive: start as ant or termite- only effects first workers/soldiers and startermound] Start mound • mound from which basic workers and solders are produced 1. Termite mound- produces worker termites and soldier termites 2. Anthill- produces worker and ant solders • Resources will be brought to the nearest mound or hill unless another building has been given priority. Turret towers • Termite structure • Towers with a far line of sight Bunker Hill • Will hold a certain number of small units • One outer entrance/exit • Can be connected by tunnels to other structures Scorpions’ Burrow – produces scorpion units Spiders’ Crevice –produces spider units Hopper Hatchery –produces grasshopper, locust, and cricket units Beetle Lair –produces beetle units Multipede Launch –produces centipede and millipede units Worm Duct –produces worm units Walls –constructed from any chosen building material(s) tunnels -built underground; connects buildings Specialized Hatcheries • allows for bursts of mass outputs of a specified bug type • Requires a certain number of workers to operate to its fullest capacity • Hatcheries should be assigned a top priority for food and water
Last edited by on Tue May 08, 2007 3:41 pm; edited 1 time in total | |
| | | cbgben Overseer of the Forum
Number of posts : 129 Age : 35 Localisation : north-east Fl Registration date : 2006-12-04
Character sheet Calcor: infinity clovis:
| Subject: Re: General Stuff (RTS optional) Tue May 08, 2007 3:39 pm | |
| Human Structures [almost all structures can be attached to the Base Camp] Base camp • First building • Produces unspecialized soldiers Mill • Food storage • Optional attachment to base camp 1. wind mill 2. watermill • can only be built by a stream or river Armories • Fits soldiers with armor and weapons • Individual armories can be set to produce specific armor types and specific amounts Artillery Yard • Produces artillery and siege engines Lookout Posts • Structure with a long sight range • Must have a unit occupying it to be effective • Can stand alone or be built leaning on something Barns • Dual food storage and stable Stables • Where mounts are stored and distributed Taming Ring • Where captured creatures are taught to be mounts • Attachable to stables (and visa-versa) Water Tower • Water storage • Attachable to barns Walls- constructed from any specified resource Techpost · Trains basic soldiers into technicians · Researches materials and items brought in by scouts or soldiers or workers and describes ways they can be used
Last edited by on Mon May 21, 2007 2:59 pm; edited 1 time in total | |
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| Subject: Re: General Stuff (RTS optional) Tue May 08, 2007 6:24 pm | |
| Awesome. I assume RTS is going to be isometric? |
| | | cbgben Overseer of the Forum
Number of posts : 129 Age : 35 Localisation : north-east Fl Registration date : 2006-12-04
Character sheet Calcor: infinity clovis:
| Subject: Re: General Stuff (RTS optional) Tue May 08, 2007 8:03 pm | |
| I'd like to do something with circles. They'll overlap each other which will make putting add-ons to buildings easier. In the mean time... Dragonoid Structures Dragon’s Altar – where precious stones and metals are offered to the dragons Dragon’s Den – produces and houses up to three dragons Lizard’s Hold – produces Lizardmen Basilisk Chamber – produces Bi-ped drakes Drakes’ Lair – produces drakes Armories · Produces and stores weapons, shields, and armor · Can be specified to produce stacks of certain weapon and shield types [All units (except dragons) will go to the nearest armory to gear up, unless factories and/or units are specified to do otherwise] The following is a list of upgrades attachable to Dragon’s Dens, Drakes’ Lairs, Basilisk Chambers, and Lizard Holds: Fire Mountain- Allows player to produce units with the power of Fire Storm Mountain- Allows player to produce units with the power of Lighting Ice Mountain- Allows player to produce units with the power of Ice Ocean Water Moat- Allows player to produce units with the power of Water Dark Cloud- Allows player to produce units with the powers of Darkness and/or Poison Ancients’ Light- Allows player to produce units with the power of Light [Any one of the previously mentioned structures may have no more than two of the above listed attachments, and the attachments may not be of opposing elements. The elements that oppose each other are as follows: Light vs. Dark, Fire vs. Ice, and Lightning vs. Water.] [Any unit produced may have only one elemental power (Dark and Poison, though provided by the same attachment, are separate elemental powers)] [A word on elemental powers: elemental powers allot special powers to their units. A Lizardman with the Poison element will poison enemies that he strikes and will be immune to other forms of poison; a Bi-ped with the Ice element makes it resistant to cold and his strikes may freeze or slow an opponent. It is not always profitable to have an elemental power, however, for with an elemental power comes an elemental weakness. Example- Water Elemental take extra damage from Lightning Elementals, Darkness Elementals will take damage from Light Elementals, and so on. The only element without a weakness is Poison, but the element of Poison can be dispelled by a unit with the Light element, reverting it to its non-elemental state.] | |
| | | cbgben Overseer of the Forum
Number of posts : 129 Age : 35 Localisation : north-east Fl Registration date : 2006-12-04
Character sheet Calcor: infinity clovis:
| Subject: Re: General Stuff (RTS optional) Wed May 09, 2007 3:46 pm | |
| Goblin Structures Goblin Hive - Produces Goblin units Orc Spawning Pool - Produces Orc units Troll’s Mouth –A cave that produces Troll units Water Tower – Even Goblins need to stay hydrated Assault Factory – Produces siege weapons Walls – built from any specified resource(s) Corrupt Chamber • Produces Shamans • Send in one Orc unit (no weapons, armor, ect.) and one Goblin unit (ditto) to produce one shaman. Tower • Holds a number of units and stores food • Has a long sight range(requires at least one unit to operate) • Attachable to any building Armory • Produces armor and weapons • Stores stolen weapons and weapons off of bodies from the battlefield • Attachable to Goblin Hives, Orc Spawning Pools, and Troll’s Caves • Units will automatically go to the nearest armory and equip the best armor and weapons available unless they are specified otherwise Frenzy Circle • A ring where units may be sent to get hyped for battle. In short they become super aggressive and bloodthirsty. [WARNING!] – Never bring frenzied units back to your base; the frenzied units will attack your other units and buildings. Also, frenzied units will not carry bodies back to buildings, but they will sweep the bodies back through the ranks to behind the army so that other units can pick them up. [Players may choose to start a multiplayer round with either a Goblin Hive or an Orc Spawning Pool] [Goblin, Orc, and Troll units are multipurpose; they can all do construction, fight, and gather resources.] [All units are carnivorous; meaning that everything they come in contact with is potentially food. When in battle units will carry fallen enemies and even other fallen units back to the nearest structure, and then return to the fight.] | |
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