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I am new to play-by-post on this forum, however I have run several games from several different systems on different forums. This game will run on a modified d20 system, where RP and interaction is more important than die rolls (though they will still be used). My next post will include an attempt to show the basic breakdown of how the mechanics will function. This initial post is to drum up interest and see if I should even run this game. Read the spoiler below to see what I am looking for, soldier.
Team Onyx Wind is a black ops force of Spartans that are unknown about by anyone… anyone except Fleet Admiral Harper that is. Handpicked from the Spartan program by Harper himself, you were intended to be the sword made from shadow – a force to strike with that would vanish as quickly as it arrived.
Pulled from the Spartan program and listed as “failures” on record, Harper pushed your team further than those thought to be the fiercest soldiers that the UNSC had to offer. Not only did you complete the same regimen as the other Spartans, but you also received training to become certified as both ODST (Orbital Drop Shock Troops) and CAT (Covenant Arms and Tactics)… certified if you had been on record, that is. Any weapon or vehicle deployed by the UNSC, renegades, or the Covies that you pick up becomes an instrument in the hands of an artist.
It’s a shame that no one will ever live to tell that they witnessed your work.
Spoiler
System:D20 (modified) Player Count:No more than 6 Style of Play:Covert Ops; Heavy RP Allowed Content:
Anything from the Halo universe (knowledge of the games/books is pretty much essential, although I am not going to be a stickler about established places & dates... as admittedly, I have only played the games).
Things from other sci-fi universes may be considered, but don't bother asking to play a Jedi/Sith.
Character Creation:
Backstory: Don't bother. No one cares; the moment you were taken into the Spartan program, you were reborn - your father is the UNSC and your mother is Dr. Catherine Elizabeth Halsey. Your brothers and sisters are those men and women that fight and die beside you.
Experience: You will all be the rank of Warrant Officer (5th level)
Wealth: N/A
Ability Scores: Base 8; 35 point buy-system (with the modifications listed in the secondary spoiler below). These points may be spent in a 1:1 ratio, without getting more 'expensive' as you get higher. Just don't go insane with any one stat at the expense of the others. Spartans are well-rounded soldiers, remember that!
Hitpoints/Health: Also explained in the secondary spoiler below.
Alignment: As Spartans, you are the good guys... unless you're asking from the point of view of a split-jaw that is.
Other Notes:
Spoiler
HP - Vitality Points are called Shield Points, and take one round to begin recharging and another round to charge all the way. Wound Points are equal to CON score and can only be regained by using a health pack or by rest.
Both Damage & Explosive Vulnerability start at 0%. Certain armor permutations will adjust these either for the better or for the worse (marked as “immunity” and “vulnerability”, respectively).
Mjolnir (Mark VI) armor has a DR=4 and its shields can absorb 15 points of damage. All suits contain a defibulator, which when Wound Points reach 0 automatically is activated by the suit’s AI. All suits have an AI slot which contains a Simple AI by default. May only move double normal speed.
Equipment & Armor Abilities – All abilities take an equal number of rounds to recharge after dissipating as to their listed effects.
+ Active Camo (Lt. Blue): As D&D spell Invisibility. Lasts for five rounds, can be turned on and off.
+ Armor Lock (Orange): Invulnerable. Lasts for three rounds, can be popped to EMP within 5’ radius.
+ Drop Shield (Dk. Blue): Bullets and grenades cannot pass barrier. Lasts for five rounds.
+ Evade (Purple): +20 to Tumble check, once per round. Limit of twice in a row.
+ Hologram (Yellow): As D&D spell Mirror Image. Runs straight for three rounds until severely damaged.
+ Jet Pack (White): Fly up to 60’, lasts for three rounds.
+ Sprint (Green): Gain one additional movement for one round. Limit of twice in a row.
-----
+ EMP : Thrown. Disables shields and electronics within a 10 ft. radius for 3 rds; then explodes into a 20 ft. radius.
+ Flare : Thrown. Everyone within a 30 ft. radius is blinded for 1d2 rounds. “Burns” for 4 rds.
+ Gravlift : Hurls anything that enters it up to a height of 30 ft. Also adds a +10 to Jump checks.
+ MAC Gun : 2 shots; full round action to target; 1 round to drop; 5 explosions. 1 - knocks out all Shield Points; 2-5 - deal 3d6 points of damage within a 40 ft. radius.
+ Med Kit : One use. Heals all Wound Points.
+ Mine, Breaching : Remote or timed detonation. Deals 6d6 points of damage when it explodes in a 15 ft. cone. A Reflex @DC=18 will take half.
+ Mine, Land : Has a 5 ft. “sensitivity” radius. Deals 6d6 points of damage when it explodes in 10 ft. radius. A Reflex @DC=18 will take half.
+ Mine, Remote : Remote detonation. Deals 6d6 points of damage when it explodes in 10 ft. radius. A Reflex @DC=18 will take half.
+ Portable Cover : Absorbs 30 points of damage.
+ Radar Jammer : Scrambles enemy radar with 60 ft. radius.
+ Shield : Can be activated/deactivated. Adds a plus 1 to AC and absorbs 20 points of damage.
Helmet Attachments
+ Camera : Wearer can record/transmit visual feed.
+ Com Scrambler : Disables enemy radio contact in 100 ft.
+ Extended Air Supply : Provides twice the normal amount of
breathable air (requires the HazOp helmet attachment).
+ HazOp : Allows wearer to breathe underwater/in
space/in toxic environments (for 1 hour).
+ Light : Illuminates a 60 ft. cone.
+ Night Vision : Allows wearer to see in the dark.
+ Sonar Scanner : +4 Listen.
+ Thermal Scanner : Allows wearer to see heat signatures
(through walls, etc.) up to 60 ft.
+ Translator Chip : Allows ability to hear & speak all known
languages of the universe.
+ Visor : DR=1; +1 Spot.
I figured the best way to show you how things will run and what information I am going to need out of you as players, is to introduce you to your leader:
Onyx 1 V21: Valen
Spoiler
Spoiler
Specialty: Communications; Team Leader Armor Ability: Drop Shield (Allowed one armor ability... via Halo: Reach.) Carried Equipment: Radar Jammer (Allowed one carried equipment... via Halo 3.)
Shield Points: 20 Wounds Points: 18 Armor Class (AC): +7 {+9 in Zero G}(static 10 is replaced with a d20 roll defensively) Damage Reduction (DR): 4 Explosive Vulnerability: 0% Damage Vulnerability: 15%
Initiative: +10 Speed: 40 ft.
Fortitude: 10 (Stat (+4) plus level (+6)) Reflex: 12 (Stat (+6) plus level (+6)) Will: 7 (Stat (+1) plus level (+6))
Melee: +10 (Stat (+4) plus level (+6)) Ranged: +12 (Stat (+4) plus level (+6))
Feats:
Quickdraw
Leadership
Improved Initiative
Skills:
Spoiler
Skill
Base
Modifier
Ranks
Misc
Total
Animal Empathy
CHA
1
0
0
1
Appraise
INT ~
4
0
0
4
Astrogate
INT
4
2
0
6
Balance
DEX ~
6
0
2
8
Bluff
CHA ~
1
0
0
1
Climb
STR ~
4
0
0
4
Computer Use
INT ~
4
0
0
4
Concentration
CON ~
4
0
0
4
Decipher Script
INT
4
0
0
4
Demolitions
INT
4
0
0
4
Diplomacy
CHA ~
1
9
0
10
Disable Device
INT
4
0
0
4
Disguise
CHA ~
1
0
-20
-19
Draw Down
DEX ~
6
0
4
10
Entertain {Poetry}
CHA
1
6
0
7
Escape Artist
DEX ~
6
0
0
6
Forgery
INT
~
4
0
0
Gather Information
CHA
~
1
9
0
Handle Animal
CHA
1
0
0
1
Heal
WIS ~
1
5
0
1
Hide
DEX ~
6
0
0
6
Innuendo
WIS
1
7
0
8
Intimidate
CHA ~
1
8
6
15
Intuit Direction
WIS
1
0
0
1
Jump
STR ~
4
0
10
14
Knowledge {Covenant}
INT
4
3
0
7
Knowledge {Tactics}
INT
4
4
0
8
Knowledge {Electrical Systems} (INT)
4
6
0
10
Knowledge {}
INT
4
0
0
4
Knowledge {}
INT
4
0
0
4
Knowledge {}
INT
4
0
0
4
Listen
WIS ~
1
0
2
3
Move Silently
DEX ~
6
0
0
6
Pilot
DEX ~
6
0
0
6
Read Lips
INT
4
5
0
9
Repair
INT ~
4
0
0
4
Ride
DEX ~
6
3
0
9
Search
INT ~
4
0
0
4
Sense Motive
WIS ~
1
6
0
7
Slight of Hand
DEX ~
6
0
0
6
Spot
WIS ~
1
0
2
3
Survival
WIS ~
1
0
0
1
Swim
STR ~
4
0
-20
-16
Tumble
DEX
6
0
0
6
Use Rope
DEX ~
6
0
0
6
Spartan Adjustments: Balance +2, Disguise -20, Draw Down +4, Intimidate +6, Jump +10, Listen +2, Spot +2, Swim -20. Jump Jets Shoulder: All ability checks and skill checks made in Zero G are at a +4.
Armor:
Forest/Sage/Black Helmet: Security (with two attachments)
Grants a +1 bonus to Armor Class.
Grants +10% vulnerability versus explosions.
Sonar Scanner (built into Security helmet) Attachments:
Camera
Nightvision
Chest: Tactical/Recon
5 soft cases:
(Right) Carrying capacity of 12”x12”x6”.
(Left 1) Carrying capacity of 12"x8"x6".
(Left 2) Carrying capacity of 12”x8”x6”.
(Up L) 2 Bio-foam mini canisters – One use, heals 3d4 Wound Points.
(Center) Capacity of 12”x16”x4” (Contents invulnerable to damage).
Shoulder (R): Jump Jets
Grants a +4 to all ability and skill checks in Zero G.
Grants a +2 bonus to Armor Class while in Zero G.
Grants +10% vulnerability versus all damage.
Shoulder (L): Hazop
Wearer may generate a 10 ft. radius zone of breathable air (last 1 hour).
Grants a +5% vulnerability versus all damage.
Wrist (R): Tactical/UGPS
Display maps, schematics & routes (on device or in-HUD).
Mark nav points & distances to objectives.
Mark ally & enemy indicators.
Wrist (L): Tactical/TacPad
Upload & download digital information.
Display information (on device or in-HUD).
Monitor teammates’ health & shields.
Utility (R): UA/NxRA
+ Grants +5 Shield Points.
Utility (L): Softcase
Carrying capacity of 20”x12”x6”.
Contents vulnerable to damage.
Knees: Grenadier
Grants +10% immunity versus explosions.
Armor Permutations (very long list):
Spoiler
Helmets:
Air Assault
+ All range increments count as one step closer.
+ Grants a -1 penalty to Armor Class.
Commando
+ Grants +1 bonus to all attacks per allied Spartan within 30 ft.
+ Grants a -4 to Spot & Listen.
CQB (Close Quarters Battle)
+ Grants a +2 bonus to Armor Class versus attacks within 30 ft.
+ Grants a -2 to Reflex saves and Initiative Rolls.
CQC (Close Quarters Combat)
+ Grants a +4 bonus to Armor Class versus Melee attacks.
+ Grants a -2 to Reflex saves and Initiative Rolls.
EOD (Explosive Ordinance Disposal)
+ Grants +25% immunity versus explosions.
+ Grants a -4 penalty to Spot checks.
EVA (Extra Vehicular Activity)
+ Grants a +1 bonus to Armor Class (may maintain full AC in Zero G).
+ Grants a +2 bonus to Spot checks.
+ Grants +10% vulnerability versus explosions.
GISI (General Infantry Standard Issue) {Mark V [b]}
+ Built in night vision.
+ May establish a mobile uplink to any device within 100 ft.
+ Grants DR= -1.
Gungnir Mark I
+ Grants DR=3.
+ Grants a -4 bonus to Spot checks.
+ Grants a -1 to all attacks - All vision is through forward-mounted camera.
HazOp (Hazardous Operations)
+ Allows wearer to breathe underwater, in space, & in toxic environments.
+ Grants a -4 penalty to Move Silently & Hide checks.
Hayabusa Mark I
+ Grants +10% immunity versus all damage.
+ Grants a -4 penalty to Spot checks.
+ Grants a -4 penalty to Hide checks.
JFO (Joint Fires Observer)
+ Grants a +25% bonus to damage with any MAC Gun attack.
+ Grants a +2 bonus to all attacks with weapons with locking mechanisms.
+ Grants a -1 penalty to Armor Class.
Mjolnir Mark V
+ May still make attacks while doubling movement.
+ Grants -5 Shield Points.
Mjolnir Mark VI
+ Allows wearer to use personal x2 zoom (+4 Spot & +1 Ranged attack).
+ Grants DR= -1.
MP (Military Police)
+ Grants a +4 bonus to Spot, Listen, Search, & Sense Motive checks.
+ Grants +10% vulnerability versus all damage.
ODST (Orbital Drop Shock Troop)
+ Grants +5% immunity to heat damage.
+ Grants a +2 to all attacks in low-light or darkness - VISR system.
+ Grants a -1 penalty to Armor Class.
Operator
+ Built in com scrambler.
+ May establish a mobile uplink to any device within 100 ft.
+ Grants a -1 penalty to Armor Class.
Pilot
+ Grants a +2 bonus to Spot & Search checks.
+ Grants a +4 to Pilot & Ride checks.
+ Grants +10% vulnerability versus explosions.
Recon
+ Grants a +2 bonus to Hide & Move Silently checks.
+ Grants a -2 penalty to Spot checks.
Rogue
+ Grants +10% immunity versus explosions.
+ Grants a -2 penalty to Spot checks.
Scout
+ Grants a +2 bonus to all attacks over 100 ft. away.
+ Grants a DR= -1.
Security
+ Built in sonar scanner.
+ Grants a +1 bonus to Armor Class.
+ Grants +10% vulnerability versus explosions.
Chests (UA = “up-armor”; HP = “hard point”):
Assault/Commando
Equips two soft cases:
+ (Right) Carrying capacity of 12”x8”x6”.
+ (Left) Carrying capacity of 18”x10”x6”.
Assault/GISI (General Infantry Standard Issue)
+ Wearer may move triple the normal Speed.
If equipped with two sets of GISI Utilities:
+ Wearer may move quadruple the normal Speed.
Assault/Sapper
+ May carry twice the original allotted amount of grenades.
Collar/Breacher
+ Grants a +1 bonus to Armor Class.
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Collar/Grenadier
+ Grants DR=1.
+ Grants +10 Shield Points.
+ Grants -5 ft. to Speed.
Collar/Grenadier [UA]
+ Grants DR=2.
+ Grants +10 Shield Points.
+ Grants -10 ft. to Speed.
HP/Halo
+ May carry two additional grenades.
+ Grants 5% immunity to damage from bludgeoning attacks & falling.
HP/Hayabusa
+ Grants a +2 bonus to Strength.
+ Grants a +4 bonus to Piloting checks.
+ Grants a -1 penalty to Dexterity.
HP/Parafoil
+ Contains a G-25 PAS Airfoil Carapace.
+ Grants +5 ft. to Speed.
Tactical/LRP (Long Range Patrol)
Equips three soft cases:
+ (All) Carrying capacity of 12”x8”x6”.
Tactical/Patrol
+ Additional knife, which deals 1d4+STR damage.
+ Hood, which grants a +4 bonus to Hide checks.
Tactical/Recon
Equips five soft cases:
+ (Right) Carrying capacity of 12”x12”x6”.
+ (Left 2) Carrying capacity of 12”x8”x6”.
+ (Up L) 2 Bio-foam mini canisters – One use, heals 3d4 Wound Points.
+ (Center) Capacity of 12”x16”x4”; contents invulnerable to damage.
UA/Multi-threat Mjolnir Mark V [b]
+ May carry two additional grenades.
+ Grants DR=1.
UA/Base Security
+ May carry two additional grenades.
+ Grants a +2 bonus to Armor Class.
UA/Counterassault
+ Grants DR=1.
+ Grants a +2 bonus to Armor Class.
UA/ODST (Orbital Drop Shock Troop)
+ Grants a +2 bonus to Armor Class.
+ Grants 10% immunity to damage from bludgeoning attacks & falling.
Shoulders (UA = “up armor”; FJ = “free jump”):
Commando
+ Grants -5 ft. to Speed.
Must choose between one of the following:
+ Grants DR=1.
+ Grants +10% immunity versus explosions.
CQC (Close Quarters Combat)
+ Grants -5 ft. to Speed.
Must choose between one of the following:
+ Grants DR=1.
+ Grants a +2 bonus to Armor Class.
EVA (Extra Vehicular Activity)
+ Grants -5 ft. to Speed.
Must choose between one of the following:
+ Grants DR=1.
+ Grants a +4 to Pilot & Ride checks.
FJ/Parafoil
+ Grants a +4 to Jump (Free Fall), Balance, & Tumble checks.
+ Grants a +10% vulnerability versus all damage.
GISI (General Infantry Standard Issue)
+ Grants +5 ft. to Speed.
+ Grants -1 to Armor Class.
Grenadier
+ Grants DR=1.
+ Grants -5 ft. to Speed.
HazOp
+ Wearer may generate a 10 ft. radius zone of breathable air (1 hour).
+ Grants a +5% vulnerability versus all damage.
Hayabusa
+ Grants +1 to Armor Class.
+ Grants -5 ft. to Speed.
JFO (Joint Fires Observer)
+ Doubles original effectiveness of Com Scrambler, Sonar Scanner, or Thermal Scanner.
+ Grants -2 to Armor Class versus attacks from Energy weapons.
Jump Jet
+ Grants a +4 to all ability and skill checks in Zero G.
+ Grants a +2 bonus to Armor Class while in Zero G.
+ Grants +10% vulnerability versus all damage.
Mjolnir Mark V
+ Grants +1 to Armor Class.
+ Grants DR= -1.
ODST (Orbital Drop Shock Troop)
+ Grants 10% immunity to damage from bludgeoning attacks & falling.
+ Grants -5 ft. to Speed.
Operator
+ Wearer may carry one additional AI.
+ Grants +10% vulnerability versus all damage.
Recon
+ Adds an additional round to wearer’s Active Camo.
+ Grants +5% vulnerability versus all damage.
If second shoulder piece is equipped:
+ Active Camo recharges one round faster.
+Grants +5% vulnerability versus all damage.
Security
+ Grants -5 ft. to Speed.
Must choose between one of the following:
+ Grants DR=1.
+ Kukri – A knife that deals 1d6+STR damage.
Sniper
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
UA/Multi-threat
+ Grants +1 to Armor Class.
+ Grants +10% vulnerability versus explosions.
Wrists (UA = “up armor”):
Assault/Breacher
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
GISI (General Infantry Standard Issue)
+ Grants a +1 to attacks made using this arm.
Tactical/TacPad
+ Upload & download digital information.
+ Display information (on device or in-HUD).
+ Monitor teammates’ health & shields.
Tactical/UGPS (Universal Global Positioning System)
+ Display maps, schematics & routes (on device or in-HUD).
+ Mark nav points & distances to objectives.
+ Mark ally & enemy indicators.
UA/Bracer
+ Grants DR=1.
+ Grants -5 ft. to Speed.
UA/Buckler
+ Choose (on wearer’s turn) to activate or de-activate.
+ Grants a +2 to Armor Class while activated.
+ Cannot dual wield or use 2-handed weapons while activated.
Knees (FJ = “free jump”):
FJ/Parafoil
+ Grants a +2 bonus to Jump (Free Fall), Balance, & Tumble checks.
GISI (General Infantry Standard Issue)
+ Grants +5 ft. to Speed.
Grenadier
+ Grants +10% immunity versus explosions.
Gungnir
+ Grants +1 to Armor Class.
Utilities (UA = “up armor”):
GISI (General Infantry Standard Issue)
+ Wearer may move triple the normal Speed.
If both sides are equipped with GISI Chest:
+ Wearer may move quadruple the normal Speed.
Tactical/Hard Case
+ Carrying capacity of 18”x10”x2”.
+ Contents invulnerable to damage.
Tactical/Soft Case
+ Carrying capacity of 20”x12”x6”.
+ Contents vulnerable to damage.
Tactical/Trauma Kit
+ Medical supplies – Grant a +4 bonus to Heal checks.
+ (2) Bio-foam canisters – One use each, heals 5d4 Wound Points.
UA/Chobham
+ Grants DR=1.
+ Grants -5 ft. to Speed.
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Excellent!
Welcome aboard, Erik.
Like I was saying... this game will be very "rules-light" and will be much more based on what outfitting you pick for your Spartan when you fill out his/her sheet.
There is a skills chart, but I figured my two previous posts were a bit lengthy as it was... so I omitted it. I can include it, if you (and the other players {notice my optimism}) would like for me to!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
I'm interested never played D20 though but since it's rule light you might want me.
Have a lot of Halo knowledge and have run a virtual “Savage Worlds” Halo campaign called relics of the forerunners. So shouldn’t be too hard for me to pick up a new system if you don't mind me joining.
Will post up a first draft of a character later today
Fantastic, welcome aboard Sam!
And of course I have no problem with you joining up. The new system is really just a backdrop... so we have a skeletal structure to fall back on when numbers absolutely have to be crunched.
Like I said, I will be much more focused on you guys keeping accurate ammo & grenade counts and things like that.
If you guys have any questions at all... please feel free to ask! I also put a link to the OOC thread if you want. Once I get characters & "sheets" from you two, I will make an In Game thread with the intro into the specific mission, etc. It would be cool if we could get more players, but I'm fine running just the two of you guys (a squad of three Spartans total could work).
On a side note: If you wanted to include a screenshot or other pic of what your armor looks like... that would be awesome! The one for Valen (above) was made with a very cool program that is free for download called Vanity.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
I would love to join! I'm a huge Halo nerd and I would gladly join up. Idk how long your willing to wait though, because I won't be able to post all weekend unfortunatly
A man of few words but master of stealth and the long shot. Must always have a mission Sammael is borderline psychotic seeing the UNSC as almost a religion and the covenant as the daemons to be purged. His mental health would have gotten him expelled from any other Spartan program but he is a weapon personified and Onyx Wind has become like a shelter from the madness. Point him at a target and he’ll take it out.
Sammael’s only real companion is a repurposed scrap Forerunner Sentinel, the result of attempting to add a UNSC AI to the broken construct. However this AI awoke the sleeping AI of the Sentinel and the two mixed in a corrupt form. To the scientists and everyone else it seemed the experiment was a failure, the sentinel refused to act like an AI and instead just followed simple commands to the letter and so it was repurposed as a spotting/support drone for Sammael. Many assume it’s due to the Spartan’s mental issues as to why he talks to his Drone not knowing that the AI responds secretly over encrypted comms directly into the helmet.
Specialty: Stealth / Sniper
Image
Spoiler
Armour ability
+ Active Camo (Lt. Blue): As D&D spell Invisibility. Lasts for five rounds, can be turned on and off.
Bonus languages
- Colonial (off world human)
- Unggoy (grunt)
- Forerunner machine code (basic AI language used by lesser forerunner tech)
Feats
Point Blank Shot [General]
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Perecise Shot [General]
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Stealthy [General]
You get a +2 bonus on all Hide checks and Move Silently checks.
Armour
Spoiler
Scout Helmet
+ Grants a +2 bonus to all attacks over 100 ft. away.
+ Grants a DR= -1
Collar/Breacher Chest
+ Grants a +1 bonus to Armor Class.
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Sniper Shoulder (L)
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Sniper Shoulder (R)
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Tactical/UGPS Wrist (L)
+ Display maps, schematics & routes (on device or in-HUD).
+ Mark nav points & distances to objectives.
+ Mark ally & enemy indicators.
Assault/Breacher Wrist (R)
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
GISI Knees
+ Grants +5 ft. to Speed.
UA/NxRA Utilities
+ Grants +5 Shield Points.
Tactical/Trauma Kit
+ Medical supplies – Grant a +4 bonus to Heal checks.
+ (2) Bio-foam canisters – One use each, heals 5d4 Wound Points.
Equipment:
Grenades: Frags (4)
Sniper Rifle (S2AM) [4 round]
+ 4d10.
+ x2, x10 zoom.
+ Range- 1000 ft; Critical- 20(x3); Damage Type- Piercing.
+ All attacks made within 100 ft. suffer -4 penalty to hit.
+ Every starting weapon has two extra clips from the beginning, giving you 12 rounds total with this gun. However, because of your armor choices... you start with a whopping 60 rounds, soldier! Hoo-ah!
Pistol (M6C “Magnum”) [10 round]
+ 2d6.
+ Available attachments: silencer, x2 zoom.
+ Range- 40 ft; Critical- 20(x2); Damage Type- Piercing.
+ Small Weapon – One handed, may dual wield.
+ Likewise, you have two extra clips. So, unless you would rather assign some of your "bonus ammo" from your armor choices to pistol ammunition... you start with 30 rounds!
Repurposed Forerunner Sentinel
Acolyte (Basic AI )
Spoiler
The AI is simple and can only communicate in a language similar to binary... only the simplest of commands and ideas (just like an animal companion). You have learned to read the code, displayed in your HUD, and may issue some orders: "Go, Stay, Defend, Scout", etc.
If he 'paints' a target for you, a NAV point will be displayed on your HUD (because of your UPGS) and will grant you a further +2 to attack rolls against that target. He can paint up to 2 targets at a time for you (equal to his INT score).
Nice... that's 3! This is starting to shape up.
Welcome aboard Vixsor!
Suit up.
Sam: Looks fantastic so far. A few notes first, just to tweak and get these all to fit just right -
Personality- Just be careful how far you might stray into the "lone wolf" realm of psychosis. Onyx Wind is first and foremost a group of Spartans, but they certainly consider themselves brothers and would die for each other just as easily as they would die for the mission. You have no personal lives... no downtime... you eat, breathe, sleep, live, and sh!t with each other... day in and day out. You guys fit together like the cogs inside of a Swiss watch - well oiled and wound tight.
Numbers- Go ahead a calculate your stats. If you missed the explanation... use a base of 8 with a 35 point buy system (and then apply the Spartan Augmentation bonuses listed).
Your Shield Points will be 20, with the armor you have chosen.
Your Wound Points will equal your CON score.
Your AC will equal your DEX modifier (and will be a bonus to a defensive roll (1d20+_), as opposed to being a static 10+_). Yours will also be at a +1 because of armor you have chosen.
Your DR will be 3, with the armor you have chosen.
Your Explosive Vulnerability will be 40% (which means you will take an extra 40% damage from explosions, just to clarify).
Your Damage Vulnerability will still be 0%, with the armor you have chosen.
Your Speed will be 45 ft., with the armor you have chosen.
Gear- You may pick one more Utility piece (if you so wish it). In the game and the Vanity program you can only have one Utility and one Wrist... not the case here.
Here's the low-down on your weapons:
Sniper Rifle (S2AM) [4 round]
+ 4d10.
+ x2, x10 zoom.
+ Range- 1000 ft; Critical- 20(x3); Damage Type- Piercing.
+ All attacks made within 100 ft. suffer -4 penalty to hit.
+ Every starting weapon has two extra clips from the beginning, giving you 12 rounds total with this gun. However, because of your armor choices... you start with a whopping 60 rounds, soldier! Hoo-ah!
Pistol (M6C “Magnum”) [10 round]
+ 2d6.
+ Available attachments: silencer, x2 zoom.
+ Range- 40 ft; Critical- 20(x2); Damage Type- Piercing.
+ Small Weapon – One handed, may dual wield.
+ Likewise, you have two extra clips. So, unless you would rather assign some of your "bonus ammo" from your armor choices to pistol ammunition... you start with 30 rounds!
Sentinel- I wasn't expecting anything like that. Neat idea, but I wanna lay some ground rules first. Great call on treating it like an animal companion... good platform to go off of!
The AI is simple and can only communicate in a language similar to binary... only the simplest of commands and ideas (just like an animal companion). You have learned to read the code, displayed in your HUD, and may issue some orders: "Go, Stay, Defend, Scout", etc.
As far as skills go; it will get a +10 Spot, a +6 Search, a +4 Listen, a -2 Hide, and a -6 Move Silently (because of the light and the buzzing).
If he 'paints' a target for you, a NAV point will be displayed on your HUD (because of your UPGS) and will grant you a further +2 to attack rolls against that target. He can paint up to 2 targets at a time for you (equal to his INT score).
Shield Points: 10
Wounds Points: 12
Armour Class (AC): +4
Damage Reduction (DR): 6
Explosive Vulnerability: 10%
Damage Vulnerability: 10%
Speed (Flight): 60 ft. {55 with extended mags} (perfect)
Submachine Gun (M7 “SMG”) [20 round]
+ 2d4 (Auto Fire).
+ Available attachment: extended magazine (adds 10 rds).
+ Range- 40 ft; Critical- 20(x2); Damage Type- Piercing.
+ The most ammo he could carry (with the extended mags (costing him -5 ft. Speed)) would be 90 rounds.
Hopefully that helps. Let me know what you think!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Sam - I see you made the adjustments to your post.
Thank you!
But, you are still missing 11 points on your stats from the point buy. And you need to add in the adjustments from being a Spartan as well. Don't short-change yourself, son!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
I'm working on a pilot/engineer, where are the weapons at? I'm looking for a DMR and the Grenade Launcher. Also, can I have stickies? It would make sense since were CAT certified.
I'm having trouble tossing up a brute or a scout/tactician. Is it possible to equip two sheild bracers, and if so, would it just be strength damage to sheild bash?
I just need to find a place that shows the pointbuy rules. I'll be able to sometime this afternoon, so the characters basics will be up this afternoon barring the unforseeable, with the fluff up sometime latter. (Not sure)
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Grenade Launcher (M319) [5 round]
+ 3d4 (15 ft. burst).
+ Remote Detonation – delay up to 3 rounds; disables vehicles/shields.
+ Range- 100 ft; (As per Frag Grenade.)
+ Small Weapon – One handed, may dual wield.
And yes, stickies are definitely allowed! As are flame and spike grenades (and all covenant weaponry, actually).
Erik- We don't have a "heavy" yet, but you guys are all pretty stout. I want you guys to play whatever is going to make you happiest (within the perimeters, of course). I don't know if you were referring to the Bracer Wrist Armor Permutations or the carried equipment called "shield". Yes, you can have two Bracers, and they would deal 1d6+STR on a shield bash. The shield is like a jackal shield, and you can only have one of those. They would not deal damage on a shield bash, but I would allow you to do a shield bash discharge... which would 'pop' the enemies shields... leaving them vulnerable to subsequent attacks.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Ok, I think I have the Stat side done. More to come latter.
Name: O23-Argyle
Specialty: Tactics/Technical Opps
Personality: Arygle is a sit back kind of person, quite willing to wait days on end for an event, as such when he was interred into the Onyx group, it was expected he would be heading for sniper. Not so.
Argyle has always had a knack for controlling the battlefield, and is also a programmer (which was an offshoot from gaming, an offshoot from his tactical acumen), and has become a leader (though not that good of one) and superb tactician, who uses his subordinates to the best of their ability, and works very closely with two AI's assigned to him, and is unusual in that he is one of the very few Spartans to carry around not one simple, but 2 complex AI's (however, while he doesn't carry a third AI (He would be the only 1), he has the mods to do so when he chooses and has one available. However for his ops he instead goes with a combat knife.), which help refine his skills, but not by much, more to provide second opinions on his own combat or tactical abilities, processing reports and pointing out things he may have missed (rare, but it happens). Unlike other commanders, he leads not from the front, or from the back, but from the side. He uses his Jetpacks to achieve unparalleled (By ground units) views of the battle, and to launch his own support attacks.
Feats:
Acrobatic (+2 Jump and Tumble)
Stealthy (+2 Hide/Move Silent)
Leadership
_______
Skills:
Note: 1st Number is Points Spent, Number in () is after stat mod, Number in second () set is After Armour Mod (Spartan and modifications), anything in [] is notes.
AI 1: laoch(Hero) [Simple]
laoch is a combat AI designed to help regulate various combat functions and maintain full efficiency. It also is designed to help make approximations of opponents strengths and defences, providing means to counter or best them, often modifing the hud or placing marks on the hud, highlighting areas of weakness. laoch can also be given access to the suit's survos (His own modification, which he thinks is unknown to the team (DM Decision)). The AI is also programmed with various command prompts for aid in vehicular combat and midair combat, often time it has saved his life by providing better flight plans for his jet packs, preventing long falls. The AI takes a male form when required, appearing as a well chiselled adult male, with many scars.
Crunch
Spoiler
Lvl 1 Sorcerer:
Stats:
Int: 12
Charisma: 17
Wisdom: 8
Skill Points: 8*4+1*4=36
Skills
Note: 1st Number is Points Spent, Number in () is after stat mod, , anything in [] is notes.
Spells.
8 lvl 0, 6 lvl 1 (base + charisma mod, 5+3, 3+3)
Known
Lvl 0
1 Mending: (How) Self repairs armour, or uses repair protocals to repair another object.
2 Ghost sound: (How) Projects sounds through speakers in a ventriloquisim imitation.
3 Flare: (How) Focuses suits lights on a target, dazzling them.
4 Resistance: (How)
Lvl 1
1: Jump: (How) AI asistance with Survo's, however this requires overclocking to go further than normal.
2: Shocking Grasp (If no, True Strike): (How) AI draws power from suits battery and channels it through arms, shocking whatever is being held by the sparten.
Spells intrested in: (Level one only for now)
Jump (AI enhances survo), Magic Weapon (Targeting aid), Shocking Grasp (Electricty channaled through suit), True strike (Targeting Aid), Comprehend Languages (Activiting a 3rd Helmet chip, normally deactive), Sheild (Activate the buckler that is normally off due to energy requirements).
AI 2: Gníomhaire (Agent) [Complex]
Gniomhaire, or No (Read Naysayer) for short, is a complex AI designed for Covenent Espionage, with a good knowledge for Tactics, Verichles, various espionage areas and the Covenent. This AI is also much more social than it's owner....
Crunch
Spoiler
Lvl 3 Tech Expert
Stat:
Int 16
Wisdom: 12
Charisma: 10
Skill points 8*4+8*2 3*4+3*2= 66
Skills: 15
Note: 1st Number is Points Spent, Number in () is after stat mod, Number in second and later is moded due to feats etc, anything in [] is notes.
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Last edited by Erik Vale : 05-10-2012 at 09:11 PM.
Numbers- I think you may be missing a few ability points, and I think that (and Vixsor's initial numbers as well) is my bad. I don't usually use a buy system, so I didn't explain how I wanted you guys to do it. Bumping the stats doesn't get more expensive the higher up you go. It remains a 1:1 ratio throughout. Just don't go nuts and put them all into one stat... there are no idiot savant Spartans... as for as I know.
Your AC should be +8 (DEX+Chest+Knees).
Your DR should be 5 (Base+Chest).
The 10% vulnerability applies to Damage Vulnerability, but not to Explosions. I know it is listed as "all damage", but that really means "all damage except for explosions". They are kept separate, but you'll get plenty of both... I promise!
Gear- Are all four grenades that you are carrying plasmas (that's cool, if that's what you want).
Here's the low-down on your weapons:
Thank you guys!
Hopefully I will be able to make this enjoyable enough to make it worth the time and effort you have put in (and will be putting in).
I am going to give Vixsor through the weekend to get his Spartan rounded out and will put up the game thread on Monday! That way, there will also be more time for anyone else to chime in about joining, if they so wish. Again, if you guys have any questions... don't be shy.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Numbers- I think you may be missing a few ability points, and I think that (and Vixsor's initial numbers as well) is my bad. I don't usually use a buy system, so I didn't explain how I wanted you guys to do it. Bumping the stats doesn't get more expensive the higher up you go. It remains a 1:1 ratio throughout. Just don't go nuts and put them all into one stat... there are no idiot savant Spartans... as for as I know.
Your AC should be +8 (DEX+Chest+Knees).
Your DR should be 5 (Base+Chest).
The 10% vulnerability applies to Damage Vulnerability, but not to Explosions. I know it is listed as "all damage", but that really means "all damage except for explosions". They are kept separate, but you'll get plenty of both... I promise!
Gear- Are all four grenades that you are carrying plasmas (that's cool, if that's what you want).
Here's the low-down on your weapons:
Spiker (also called "Tarretus’ Demise" in Covie) [20 round]
+ 2d4 (Auto Fire).
+ Razorback Attack – deals 1d4+STR slashing damage.
+ Range- 40 ft.; Critical- 20(x2); Damage Type- Piercing.
+ Small Weapon – One handed, may dual wield.
+ Ready to roll, packing 60 rounds here as well.
It looks good so far!
That Stat thing makes things MUCH better. You might want to note that in your OP. I'll add the weapons and make the modifications.
Oh, and I take it that these weapons cant be modified by the lack of mods.
And yes, I am working on an outline for my 2 AI's. I am thinking Complex/Advanced for both. Ones going to be a combat based (Help me optimize), ones going to help me make tactics decisions/perform hacking and such (Think Cortana, except probably a bit less powerful).
Notes:
AC is 7, you missed the helmet penalty.
Added to Con with the aditional point.
Going to remove 2 plasma for 1 inferno (Brute, larger explosion, less damage)
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Last edited by Erik Vale : 05-03-2012 at 11:34 PM.
Will make note of it in the first post!
The weapon mods will just depend on what you are after (propose it and I will consider it)!
And yes, Cortana is a rare exception and you guys will have an AI involved with your group as well. You may end up with a lot of voices 'in your head'... but as long as you can keep them straight, it should be no problem.
Notes:
You are correct, sir... I did miss that. Thank you!
You can keep 3 plasmas/1 flame - if you'd like, no need for the 2-for-1 trade out unless you just want to.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Those will be the basic rules, yes... with some tweaking.
I wasn't going to worry about skills so much, but like I said... I have a chart, and I can slap it up here if you guys would rather!
By the way, I'm diggin' the new avatar!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Oops... I ninja'd an edit in on you (it's just about your new avatar)!
The skills are a mixture of D&D and Star Wars, with some homebrew (I think just Draw Down... which I will explain). Likewise, I will list the Spartan bonuses at the end.
Okay, here are the skills:
Spoiler
Animal Empathy (CHA)
Appraise (INT) ~
Astrogate (INT)
Balance (DEX) ~
Bluff (CHA) ~
Climb (STR) ~
Computer Use (INT) ~
Concentration (CON) ~
Decipher Script (INT)
Demolitions (INT)
Diplomacy (CHA) ~
Disable Device (INT)
Disguise (CHA) ~
Draw Down (DEX) ~
Entertain {__________} (CHA)
Escape Artist (DEX) ~
Forgery (INT) ~
Gather Information (CHA) ~
Handle Animal (CHA)
Heal (WIS) ~
Hide (DEX) ~
Innuendo (WIS)
Intimidate (CHA) ~
Intuit Direction (WIS)
Jump (STR) ~
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Listen (WIS) ~
Move Silently (DEX) ~
Pilot (DEX) ~
Read Lips (INT)
Repair (INT) ~
Ride (DEX) ~
Search (INT) ~
Sense Motive (WIS) ~
Slight of Hand (DEX) ~
Spot (WIS) ~
Survival (WIS) ~
Swim (STR) ~
Tumble (DEX)
Use Rope (DEX) ~
Those skills marked with a ~ are usable untrained.
Draw Down: Draw Down works in any situation where guns are either holstered, or drawn and readied, but no one is engaging yet (i.e. a classic Mexican Stand-Off). At the first twitch... everyone involved makes a Draw Down check and that first round of combat unfolds in the order dictated by those rolls. Certain feats, such as Quick Draw and Improved Initiative, grant a +2 misc bonus each to this skill.
Feats may be chosen from either the 3rd edition Player's Handbook or the Star Wars Core Rulebook. Ask me before you tack them onto your character, as not all will apply! You will still get them at the normal rate (every 3 levels), so you guys will all have 3 feats to choose (1 - 1st lvl, 1 - human, 1 - 3rd lvl).
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Feat's I'm interested in
Stealthy (+2 Hide/Move Silently) How loud are jet packs, I need to know before I take this). If they are horribly loud and after use there is no way I'm hiding, I go Luck of Heroes (+1 to all saves, +1 AC)
Acrobatic (+2 Jump/Tumble)
For the third feat, I either want: Martial Arts (Starwars Core), or Improved Initiative.
If Martial Arts is relevant, and I am not allowed Prophetic Dreamer, I will drop my security shoulder for another operative, either boosting my AI's or adding another.
Otherwise, its improved initiative (Weapon Focus and Dodge aren't looking to useful, and I have cover so theirs no need for Expertise)
As for skill points, what number are we using as a multiplier (IE class skill multiplier). Untill answered I will assume fighter because it's what fits best. Which means (I think) it is Int mod+2 skill points, *4 first level, with a level+4 cap (level 5, so 9) leaving me with 48 points to play with until noted otherwise.
I will only add Stealthy and Acrobatic in as feats for now.
-----
Edit: While I think about it, have you looked at making an outline for those AI's, or by being bound to the suit you will just use them for skill checks used in the RP, like my Black Leader (Can't remember her name) doing hacking etc.
Mainly need to know for my combat one, because he is designed to directly improve combat performance (Note, he is the one in my suit, the other is the one in my shoulder).
To avoid harming the sanity of the DM I can no longer:
* Cast flesh to stone on a annoying Druid
** Cast Rock to mud on a Druid statue
*** Scoop mud into little ceramic pots
**** Plant tree's in individual ceramic pots
***** Claim that I have helped them become one with nature
Last edited by Erik Vale : 05-04-2012 at 10:04 PM.
Guys - both of your feats look fine. I do not know what Prophetic Dreamer is all about, so that one is iffy.
Skill points should be done as 4+Int. Yes, times 4 at first level... but the max is level+3, not level+4.
For the AIs... I will need to think on it for another day or two, to see how I can/want to work those into the mechanics. I will have it up on Monday, at the latest.
Also a note!:
I just found out that I will be out town for a week out of this month (very soon). Unfortunately, internet access will be at a minimal at best where I will be. I profusely apologize, the conflict was unseen. I dunno if you guys would rather postpone the whole game, or I will run it with the intention of reaching a 'cliff-hanger' and we will hit the ground running when I get back. Again, I know how much this sucks... for me as much as for you guys, I promise.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
Hmm, any call for a high strength/heavy armor guy? I understand we're going Covert Ops, but it never hurts to have muscle on-board. If there's no real call for someone who can wrassle a Brute (and win), then would anyone want a close-quarters specialist or demolitions expert?