Probably right around the same time. If it is after... it would be very soon after. But the sting from Reach would still be extremely fresh in all mankind's mind.
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
It seems like it would make Onyx Wind more nessescary. After Reach there are only 2 official Spartans left and one is MIA (according to books)
@Erasmus I think you'd really enjoy the Halo book Ghosts of Onyx. Its about the Spartan III program (which is what the reach spartans are, except Jorge) on a planet called Onyx
Huh... no kidding!
I really do need to make myself read them all. I am just a slow reader when it comes to books, so I only really read like one a decade (with the exception of the Harry Potter books).
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
It took me about a deacade to read the Harry Potter books haha. I started before the first movie came out and had to wait for them to be published but I've read every Halo book I can find! I'm a nerd for Halo the way some people are for Star Treak hahaha. The only things I haven't seen/played/read are the animes they made. I've only seen like 2 of those and there are a bunch. I'm not into anime so they didn't really appeal to me.
I didn't see that one, one didn't impress me and I don't remember much, and the other was the origional Arbiter one which I thought was cool. The art style on it made it kind of hard to watch though
By the way... the armoring process takes quite some time. You are probably looking at about an hour in-game. And there are two crane arms in the ready room that help you get equipped.
The armor, weighs nearly a ton... just so you know.
LOL
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
No worries!
I was just letting everyone know that they can take their time with it. This is what you guys will be doing for about a week (real world time)!
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."
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
Improved Initiative
_______
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 2 Sorcerer:
Stats:
Int: 12
Charisma: 17
Wisdom: 8
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) AI assitance helps manuever the sparten to minimise harm. And mild placebo effect.
5: Touch of Fatigue: Lower Voltage shocking grasp.
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 4 Tech Expert
Stat:
Int 17
Wisdom: 12
Charisma: 10
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 : 05-21-2013 at 04:39 PM.
Shotgun (M90) [6 round]
+ 4d6 (40 ft. Cone; dropping a die every 10 ft.).
+ Range- Special; Critical- 20(x3); Damage Type- Piercing.
+ As the others, you get 2 extra clips... but because of your armor choices, you have a total of 36 shells!
Silenced Submachine Gun (M7 “SMG”) [20 round]
+ 2d4 (Auto Fire).
+ Range- 40 ft; Critical- 20(x2); Damage Type- Piercing.
+ Small Weapon – One handed, may dual wield.
+ You have 60 total rounds with this weapon.
Armor
Spoiler
Steel, Blue, Black
Helmet: Pilot
+ Grants a +2 bonus to Spot & Search checks.
+ Grants a +4 to Pilot & Ride checks.
+ Grants +10% vulnerability versus explosions.
-HazOp
-Thermal Vision
Chest: Hayabusa
+ Grants a +2 bonus to Strength.
+ Grants a +4 bonus to Piloting checks.
+ Grants a -1 penalty to Dexterity.
Right Shoulder: EVA
+ Grants -5 ft. to Speed.
+ Grants a +4 to Pilot & Ride checks.
Left Shoulder: Operator
+ Wearer may carry one additional AI.
+ Grants +10% vulnerability versus all damage.
Knees: Grenadier
+ Grants +10% immunity versus explosions.
Left Wrist: UGPS
+ Display maps, schematics & routes (on device or in-HUD).
+ Mark nav points & distances to objectives.
+ Mark ally & enemy indicators.
Right Wrist: Assault/Breacher
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Utility: Trauma Kit
+ Medical supplies – Grant a +4 bonus to Heal checks.
+ (2) Bio-foam canisters – One use each, heals 5d4 Wound Points.
UA/NxRA
AI 1: Mal (Simple)
Mal is a miniature strategist in your head. He'll point out ambushes, weak points in enemy formations, and ways to get flanking.
AI 2: Kaylee (Complex)
Well versed in piloting, mechanics, and weak points of all vehicles, Kaylee is a pilots best friend. With piloting skills on par with a normal soldier, coupled with a spartan she is a deadly AI in space, air, or land.
AI: Bell is a simple AI who's primary function is to aid in targeting the MAC Cannon that is linked to Tristans target locater. She also aids in combat by making minor adjusments to in his aim throught his armor. (Ill let you control her, I don't like taking leadership or having a "second character")
Speciality: Medicine;Linguistics Armor Ability: Drop Shield (Dk. Blue): Bullets and grenades cannot pass barrier. Lasts for five rounds. Carried Equipment: Shield. Can be activated/deactivated. Adds a plus 1 to AC and absorbs 20 points of damage.
Feats:
Leadership: Able to have a complex AI
Point Blank Shot: You get a +1 bonus to attack and damage with ranged weapons against opponents up to 10 meters from your position.
Rapid Shot:You get one extra attack per round with a ranged weapon, but each attack takes a -2 penalty.
Self-Sufficient: +2 to Heal and Survival checks
White/gold/steel
Helmet:GISI
+ Built in night vision.
+ May establish a mobile uplink to any device within 100 ft.
+ Grants DR= -1.
+ Translator Chip :Allows ability to hear & speak all known
languages of the universe.
+ Visor: DR=1; +1 Spot.
Chest: 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.
Shoulders
Left:CQC (Close Quarters Combat)
+ Grants -5 ft. to Speed.
+ Grants a +2 bonus to Armor Class.
Right:Sniper
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Wrists
Left:Assault/Breacher
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Right:UA/Bracer
+ Grants DR=1.
+ Grants -5 ft. to Speed.
Knees
Gugnir
+ Grants +1 to Armor Class.
Utilities
Tactical/Trauma Kit (2)
+ Medical supplies – Grant a +4 bonus to Heal checks.
+ (2) Bio-foam canisters – One use each, heals 5d4 Wound Points.
AI The Doctor (Complex): Essentially a walking medical encyclopedia designed to be able to assist in any medical procedure or task on either a human or alien. While primarily designed to be of use in healing, the AI also has extensive knowledge of how to cause pain and suffering and the capability to use it, as well as various chemical interrogation techniques, which was added after being assigned to a member of Onyx Wind.
Equipment:
Grenades: Plasma (4)
Shotgun (M90) [6 round]
+ 4d6 (40 ft. Cone; dropping a die every 10 ft.).
+ Range- Special; Critical- 20(x3); Damage Type- Piercing.
+ As the others, you get 2 extra clips... but because of your armor choices, you have a total of 36 shells!
Silenced Submachine Gun (M7 “SMG”) [20 round]
+ 2d4 (Auto Fire).
+ Range- 40 ft; Critical- 20(x2); Damage Type- Piercing.
+ Small Weapon – One handed, may dual wield.
+ You have 60 total rounds with this weapon.
Armor
Spoiler
Steel, Blue, Black
Helmet: Pilot
+ Grants a +2 bonus to Spot & Search checks.
+ Grants a +4 to Pilot & Ride checks.
+ Grants +10% vulnerability versus explosions.
-HazOp
-Thermal Vision
Chest: Hayabusa
+ Grants a +2 bonus to Strength.
+ Grants a +4 bonus to Piloting checks.
+ Grants a -1 penalty to Dexterity.
Right Shoulder: EVA
+ Grants -5 ft. to Speed.
+ Grants a +4 to Pilot & Ride checks.
Left Shoulder: Operator
+ Wearer may carry one additional AI.
+ Grants +10% vulnerability versus all damage.
Knees: Grenadier
+ Grants +10% immunity versus explosions.
Left Wrist: UGPS
+ Display maps, schematics & routes (on device or in-HUD).
+ Mark nav points & distances to objectives.
+ Mark ally & enemy indicators.
Right Wrist: Assault/Breacher
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
Utility: Trauma Kit
+ Medical supplies – Grant a +4 bonus to Heal checks.
+ (2) Bio-foam canisters – One use each, heals 5d4 Wound Points.
UA/NxRA
AI 1: Mal (Simple)
Mal is a miniature strategist in your head. He'll point out ambushes, weak points in enemy formations, and ways to get flanking.
AI 2: Kaylee (Complex)
Well versed in piloting, mechanics, and weak points of all vehicles, Kaylee is a pilots best friend. With piloting skills on par with a normal soldier, coupled with a spartan she is a deadly AI in space, air, or land.
Feats:
Leadership
Lightning reflexes: +2 Reflex
Quick Draw: Draw weapons as a free action
Improved Initiative: +4 to Initiative
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).
As an additional note that I couldn't find a home for among my posts in game:
The Dawn Evader has eight drop pods on it; and Alpha Pod is never used. The reason for this is that Onyx Wind used to have an eighth member - a female Spartan named Ophelia, callsign T273. She loved to drop in through orbit and always raced to be the first one (and usually won, claiming Alpha). She was the Runner and Scout of the team and had a playful attitude that formed a good portion of the heart of Onyx Wind.
About a year and a half ago, you were involved in a skirmish that turned hot in a hurry. Your team managed to complete your objective and fight your way to a crippled Pelican (Rush I). Ophelia was the last one in and as you lifted off... she cried out and pushed Tristan to the side, causing the incoming plasma grenade to attach itself to her torso instead. If that grenade had gone off inside the belly of the already-smoking Pelican, the resulting explosion would've taken out all of Onyx with it. In a snap decision, and before anyone could say a word, Ophelia flung herself out the back of the aircraft.
Alpha Drop Pod has remained unused ever since.
Spoiler
__________________ "There's a beast in every man, and it stirs when you put a sword in his hand."