
GM Tirq |

New from the mind of Tirq is the game of Halo: Combat Evolved, with a twist! Special rules for this mission, though. Half-Races and Human along with the:
Specialized (1 RP): Pick either mental or physical ability
scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type.
Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but
have monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoids have the darkvision 60 feet
racial trait.
• Monstrous humanoids breathe, eat, and sleep.
Fearless (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on all saving throws
against fear effects. Special: This bonus stacks with the
bonus granted by the lucky (greater or lesser) racial trait.
Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever
a member of this race is reduced to half its hit points or fewer
and has no conscious ally within 30 feet, it gains a +2 racial
bonus on melee attack rolls and to Armor Class.
Skill Training (1 RP): Prerequisites: None;
Benefit: Pick up to two skills. These skills are
always considered class skills for members of
this race.
ELITE
Type
Monsterous Humanoid 3RP
Size
Medium 0RP
Base Speed
Normal 0RP
Ability Score Modifiers
Specialized (+2DEX, +2CHA, -2WIS) 1RP
Languages
Common, Sang'heili 1RP
Racial Traits
Cornered Fury 4RP
Skill Training 1RP
Fearless 1RP
Half Races automatically become Human, and the Elites are always male. Thus is tradition for their people that would not be swayed by humans.
The allowed classes are: Fighter, Barbarian, Gunslinger, Cavalier^, Rogue^, Paladin*, Wizard*
* are Elite only. They get a special powers due to pro-longed exposure to Relics throughout their ancestery. A prepared spell is actually a small Forerunner device that functions exactly like the spell.
^ are Human only. They're cocky, and certain traits come to them naturally while Sang'heili are too proud for such behavior.
Shields are equal to your bonus Health gained from leveling up.
Starting Level is 2, GP is average for 1st level of your class, Starting health is full, with the rest of the level 1/2 +1 HD IE 8 1st, 5 2nd.
Weaponry will be added in the Campaign Info section.

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Here is my Elite Palidin
Margon
Elite Paladin 2
LG Medium Monstrous Humanoid
Init +3; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 21 (2d10+4)
Fort +7, Ref +5, Will +5
Defensive Abilities Cornered Fury, Fearless
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
Gravity Hammer (Earth Breaker) +3 (2d6+1/x3)
Sniper (Greatsword) +3 (2d6+1/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0, 3 melee touch, 5 ranged touch):
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Extra Lay on Hands
Traits Fencer, Patient Optimist
Skills Acrobatics -3, Climb -5, Diplomacy +6, Escape Artist -3, Fly -3, Heal +4, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +4, Ride -3, Spellcraft +5, Stealth -3, Swim -5
Languages Common, Sang'heili
SQ Aura of Good, Battle/Wrath Variant Channeling (±1 Sacred), Lay on Hands (1d6) (5/day)
Combat Gear Earth Breaker, Four-mirror armor, Greatsword; Other Gear Backpack (empty), Bedroll, Blanket, Crowbar, Flint and steel, Grappling hook, Rope, silk (50 ft.)
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Battle/Wrath Variant Channeling (±1 Sacred) Grants a bonus/penalty to damage and confirming criticals
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Fearless (Ex) +2 to save vs fear effects.
Fencer +1 to hit with dagger or sword AoOs.
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.

GM Tirq |

You have your lv. 1 HP, Full+con.
All Levels gained afterwards are shields. Lv.2, if you're a fighter, you should have 6+con. If you have Favored class bonuses in health, then you add that to your shields.
Shotguns are a 5 foot AoE. Miss the specific target, and you miss the whole group.
Light Weapons have Free Action reload time,
One-Handed have Swift Action reload time,
Two-Handed have Move action.
Rapid Reload can decrease this, as usual.

Berenzen |

Male Human Gunslinger 2
NG Medium Humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 11 (1d10+1) Shield 7 (1d10+1)
Fort +4, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Pistol +5 (1d6/19-20/x2) and
. . Sniper Rifle +6 (2d6+4/19-20/x2)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +3; CMD 18
Feats Rapid Reload (Sniper Rifle), Weapon Focus (Sniper Rifle)
Traits Armor Expert, Highlander (hills or mountains)
Skills Acrobatics +9, Climb +6, Perception +7, Profession (soldier) +7, Ride +9, Stealth +10, Survival +7 Modifiers Highlander (hills or mountains)
Languages Common, French
SQ Deed: Deadeye, Deed: Gunslinger's Dodge (+2 AC), Deed: Quick Clear, Grit, Gun Training +4 (Sniper Rifle)
Combat Gear Pistol, Sniper Rifle, Studded Leather; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (4 @ 20 lbs), Bedroll, Crowbar, Flint and steel, Rope, hempen (50 ft.)
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +4 (Sniper Rifle) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Rapid Reload (Sniper Rifle) You can reload fast with one type of Crossbow or Firearm.
Don't know how you want to work deadeye, maybe change it to: Use 1 Grit, resolve the attack against Touch AC.
Also don't know if you're still doing misfires, if you're not, Quick Clear becomes basically useless as well.

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Corrections have been made.
Margon
Elite Paladin 2
LG Medium Monstrous Humanoid
Init +3; Senses Darkvision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 Shield 8 (2d10+4)
Fort +7, Ref +5, Will +5
Defensive Abilities Cornered Fury, Fearless
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
Gravity Hammer (Earth Breaker) +3 (2d6+1/x3)
Sniper (Greatsword) +5 (2d6/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0, 3 melee touch, 5 ranged touch):
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Extra Lay on Hands
Traits Fencer, Patient Optimist
Skills Acrobatics -3, Climb -5, Diplomacy +6, Escape Artist -3, Fly -3, Heal +4, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +4, Ride -3, Spellcraft +5, Stealth -3, Swim -5
Languages Common, Sang'heili, Unggoy
SQ Aura of Good, Battle/Wrath Variant Channeling (±1 Sacred), Lay on Hands (1d6) (5/day)
Combat Gear Earth Breaker, Four-mirror armor, Greatsword; Other Gear Backpack (empty), Bedroll, Blanket, Crowbar, Flint and steel, Grappling hook, Rope, silk (50 ft.)
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Battle/Wrath Variant Channeling (±1 Sacred) Grants a bonus/penalty to damage and confirming criticals
Cornered Fury (Ex) When at less than ½ Hp with no ally in 30 ft, gain +2 to att and AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Fearless (Ex) +2 to save vs fear effects.
Fencer +1 to hit with dagger or sword AoOs.
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
Patient Optimist You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.

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Ok, so I have my character set up, I hope it goes according to your demands, oh great and powerful GM Jerk--I mean Tirq.
Male Seng'heili-Elite Wizard (2)
LN
M Monstrous Humanoid
Init: +1
HP 12 (1d6+6) Shield 7 (1d6+3)
Senses: Darkvision 60
DEFENCE
AC: 11 (Touch 11, Flatfooted 10)
HP 12 (1d6+6) Shield 7 (1d6+3)
Fort +2
Ref +3
Will +2
OFFENCE
Speed 30
RANGED: Plasma Rifle +2 (1d6, 18-20 x2)
Magic +2-Touch
MELEE:
Magic +3-Touch
STATISTICS
STR14 DEX12 CON14 INT16 WIS10 CHA10
BAB +1: CMB +3 CMD 14
FEATS
Toughness
Traits:
Theoretical Magician
You've studied more magic than what you can actually perform.
Benefit: You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren't a spellcaster.
Resilliant
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.
Skills:
Knowledge: Arcana (Forerunners) +7
Knowledge: Engineering +7
Knowledge: Nature +7
Knowledge: Religion +7
Perception +0
Spellcraft +9
Languages: Common, Sang'heili, Unggoy, Huragok, Russian
GEAR:
Plasma Rifle
Wrist Mounted Computer w/ Palm Sequencer (Arcane Bond)
PDA (Spellbook)
Sticky Grenade (x1)
Bedroll
Blanket
Chalk (x5)
Charcoal (x1)
2 weeks of Rations
MAGIC:
0-All of them!!
1: Burning Hands
Shocking Grasp
Color Spray
Vanish
Magic Missle
Detect Secret Doors
Mage Armor
Abundant Ammunition

GM Tirq |

ODST and Spartans are pretty much one-in-the-same here with the only real differences being rank, title, and name. John117 was Spartan, while Dutch was an ODST. Your characters are already enhanced, since you are super soldiers, and the power armor is the normal armor reskinned. For example, a normal human not wearing armor and with no DEX has an AC of 10. The normal Spartan/Elite has super armor that reacts with how they want to move, so their AC is a 14 without DEX if they choose Chainshirt as their starting gear. Its not your chainshirt, its actually the Mjolnir armor.
Hey Loup, glad to see more people taking intrest.

Loup Blanc |

So just to clarify some things while I think about a character:
The only weapons available are those listed in the Campaign Info tab, I assume? I mean the only ones to spend starting wealth on.
I'm also guessing those weapons have the same "credit" cost as the original weapons do in gp.
You say spells are pre-formed tech; are magic items essentially the same idea? If so, should potions be reskinned as med-packs? I'm thinking I may try playing a medic-ish character.
Gunslingers presumably use the variant rule from the Guns Everywhere gameplay style, where they lose Gunsmith and instead get Gun Training from level 1?
I think that's all my questions for now.

GM Tirq |

If you want a weapon that I have not mentioned, I'll add it to the list. When we encounter them in the game play, I'll add them to the list.
Same credit cost, including masterwork.
Yes, yes, and I think a Medic is just what this group still needs. A Heal skill goes a long way.
I'm going to say No to getting Gun Training at first level. It just seems a little over powered, especially how I'm trying to do this.
Also: Health
The bonus from Favored Class Bonus goes to your Health only for the first level. The Next level and all levels following are put into shields.

Loup Blanc |

Cool. And I'm guessing you're doing some kind of work to have shields regenerate?
Also, the Toughness feat: health or shields? Or maybe health for the original +3, then the rest go to shields? I'm just wondering; it could make a big difference depending on how it's applied to this.
I'll definitely do a Medic then! I also thought it could be helpful, considering the number of high-damage submissions.

GM Tirq |

First 3 go into health, the rest go into shield.
Too much health is a bad thing, but not enough is also bad. Thus the reason of not getting Gun Training at 1st level, the good Corporal will be doing 2d6+3, advancing it to +4 when a fighter would be doing 2d6+2 by the same level.
Shields return after 1 round of not taking damage at 1d6 per round. Hiding behind cover for a round to replenish you shields is in the memory of Halo and allows certain characters to rush forward with their Gravham or Sword.

DM Jelani |

When you say shields are equal to your health bonus from leveling up, do you mean your constitution score modifier, your favored class bonus, or both? Do you still get them to your HP, or are they shifted over to shields? How exactly does a shield work, against all damage?
For example, Joe schmo is a level 2 fighter with a 16 con, and it's his favored class. His Hp would be (10+6+8)=22 and his shield would be 8?
Edit:How much does an energy sword cost? Isn't the damage on the grenades a little low?

GM Tirq |

Oh, hey Jelani, sorry I missed that question the first time.
No, you don't have to be an Elite to wield an Energy Sword, and I don't know why the game says no to dual-wielding it. But that doesn't mean I say no to you as well.
Now to answer the rest of them. Joe Schmo has a start of 10+3+1 for his health, but his shield is 6+3, another +1 if he adds his favored class bonus to it. Every level up he gains it will be another 6+3, another +1 if he adds his Favored class bonus to it. You will never gain HP unless you get Toughness as a feat, and even then its a +3 health, the rest is shield. On the other hand, a level 1 Wizard/Rogue/Cavalier/whatnot will do the same damage as a level 20. Fighter gains a bonus to damage and to hit, Gunslinger gain a bonus to damage, Paladin and Cavalier gain Challenge damage (to ranged attacks as well, I'm changing that), Rogue gain extra d6s for surprises, and Wizards gain stronger spells. The enemy doesn't gain much more than that, anyway.

GM Tirq |

When you get the smartest people from half a dozen races together bent on unglassing a planet, people tend to get it done. It has been 20 years, the entire planet has not been entirely unglassed, but its close enough that people can grow food.
Think of it kinda like terra-forming from Firefly, but with a Forerunner Relic instead.

DM Jelani |

SPARTAN-213 Brian |

This is Loup, and this alias is far from finished
Also, I'm wondering, purely on curiosity since I probably wouldn't use them, but would rocket launchers and grenade launchers be available here? What about other powerful weaponry-- SPARTAN lasers, stuff like that?
Also, would it be possible to wield a minigun like the one Jorge uses in Halo: Reach? Normally you'd have to detach a turret, I know.
Finally, how does reloading on the guns work? You already put the reload times; I'm wondering A) how many shots each gun has per magazine, and B) does it take two hands to reload? I'm thinking I may go dual-wielding pistols, but that depends on how easy it'd be to TWF with them.

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Female Human Rogue 2 | [Neutral Good]
Age 21
Looks Auburn hair, Green eyes
Height/Weight 5'5 tall, 150lbs. (Medium)
12 (+1)
Hit Points
HP 11/ 5 Shield
Strength 12 (+1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 10 (+0)
Initiative +3
Skills
Acrobatics +8
Appraise +1
Bluff +5
Climb +5
Craft +1
Craft +1
Craft +1
Diplomacy +4
Disable Device +8
Disguise +0
Escape Artist +9
Fly +3
Handle Animal +0
Heal +1
Intimidate +0
K (Dungeoneering) +1
K (Local) +1
Linguistics† +5
Perception +6
Ride +3
Sense Motive +6
Sleight of Hand +8
Spellcraft +1
Stealth* +10
Survival +1
Swim +6
Use Magic Device +0
Armor Check Penalty -1
Equipment
2 Pistoles (dagger)
111 credits
Languages: common, German
Base Speed [ 30 (6 sq.) ]
AC [16] = 10 + 3 [Studded Leather] +3 [Dex]
Touch AC [13] Flat-Footed [13]
Base Attack Bonus +1
Basic Melee Attack +2
Basic Ranged Attack +4
Weapon
Dagger/pistole (2) (1d6+1)
Fortitude Save +2
Reflex Save +6
Will Save +1
CMB +2
CMD +15
Feats
Stealthy
Two-Weapon Fighting
Traits
Dirty Fighter
Fast-Talker
Carrying Capacity
Light Load: 43lbs.
Medium Load: 86lbs.
Heavy Load: 130lbs.
Lift Over Head: 130lbs.
Lift Off Ground: 260lbs.
Push or Drag: 650lbs.
Evasion
Trapfinding
Sneak Attack +1d6