In Search of Paradise (Inactive)

Game Master Tirq

Based on Halo: Combat Evolved


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'Dotting' for interest.

No real idea for a character. Though some of my fav class builds would be viable in this game/context. Also, rules for S.P.A.R.T.A.N's?

Much cheers to all *Bows*


, wrote:
Also, rules for S.P.A.R.T.A.N's?

First off, I like your name! Secondly, I suppose I should've asked about this before deciding to make my character a SPARTAN. I can easily change him to being just a UNSC Marine or an ODST, but when GM Tirq said we were "already enhanced," I assumed that meant we could play SPARTANs.


*Bows* Thank you, it's my quieter nom de plume.

I am already thinking of perusing the ARG and looking at 'Building' said S.P.A.R.T.A.N type from it.

Though, there are also some ideas from other setting which might carry over/back into said works as well....

Much cheers to all.


ARG-created SPARTANs? Interesting thought. It could probably work.

I've been contemplating using the ARG rules to create Urak-Hai for an evil Lord of the Rings campaign I've been thinking about.

They actually seem like a very similar concept: take common race, and breed/mutate it for war.


I had assumed that any and all humans are Spartans unless otherwise mentioned. Jelani is an ODST, and Brian is a Spartan.

Loup/Brian: If there is a wepon you want to use, then I'll modify a weapon for that purpose.

Ashteral: If you still want a rapier, then it would be a Carbine.

Weapon Ammunition is directly based off of the game. You may either consult a Wiki for the info or you may use the game.


Tirq, maybe I phrased my question poorly: I'm wondering if I can dual-wield pistols and reload them both simultaneously. The only reason I'm wondering about this is that I know you can do it in Halo 3: while dual-wielding, you can reload both guns at once, even SMGs and other larger 1-handed weapons. It doesn't seem particularly logical or physically possible, but at the same time you can do it in the game AND it doesn't seem like it'd break the game here.

I'd like your GM ruling though.


I'd say sure.

The reason why I wouldn't do it:
It lowers you to hit, at the price of doing only a d4 damage. You also use up more ammo.

The reason why I would do it:
The more shots you pull, the better the chances of hitting and crit-ing. Plus it just plain looks awesome.


Any ideas on what I could get in replacement for gun training at first level? Maybe Prone Shooter as a bonus feat instead?

Also, have a good idea for what to replace quick clear with: the Steady Aim Deed from the Musket Master.

Deed: Steady Aim: At first level, as long as a gunslinger has 1 grit point, they can take a move equivalent action to increase the accuracy of a two-handed firearm. When they do, the range of their firearm increases by 10 feet. This stacks with other abilities that increase their range increment.

Dark Archive

Alrighty I will make that change on my character sheet then. Also how soon do you need the back story?

Dark Archive

charlotte:
Charlotte
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)
Rapier/ Carbine (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


My only problem with Prone Shooter is that it doesn't do anything. We'll change that so it will instead say +2 instead of ignore the penalty.

Backstories will be accepted anytime before we start playing. The faster you get it done, the faster we start playing.

I'm alright with running the 7 people so far. But if some of you don't like that idea what we can actually do is split it into two groups if someone else joins/I play.


Alright, it seems I forgot to mention this, but it is important.

No one has been on Paradise. Researchers have been looking into it, but no one has been there yet.


backstory:
Charlotte grew up in the military life from the time she was born. Her father was an ODST that died in combat when she was 3. Around the age of 5 since she was smarter than most children her age was taken into the Spartan Super Solider program. She was from then on Training in the art of fighting and discipline. She was one to get into trouble though here and there. She could break into things with ease with the dexterity of her hands and also talk her way out of most things. She went on a couple tours but saw no real combat it was mostly to break into said place to get said information. Due to her talents she was recruited into a group of soldiers being sent to the new plant paradise to investigate and see what was there exactly.

Ashteral here, made my character, profile is pretty much done after you A-ok the backstory.


Sang'heili scientist Ram'Dain at your service, Master GM. I look forward to this venture into the unknown. SinBlade06 here. Just thought I'd throw this up. Hope the profile pic is convincing enough that he's not human

Backstory:

Ram'Dain was born and raised in a small town just north of St Petersburg, Russia on Earth. Due to his family being very, very poor, he didn't really have much to grow up on. When his family had saved up enough, they enrolled him into the local college to try and make a name for themselves. They didn't know that Ram'Dain would actually graduate top of his class and provide them a much better place to live.

Ram'Dain was always fascinated with technology, but his greatest love was for the vastness of space. So when he was given the chance to go to another planet to discover what was on it, he jumped at the chance! Besides, who would turn down a ticket to Paradise?


Thanks for the ruling, Tirq! One more question though:

GM Tirq wrote:
...doing only a d4 damage.

Do pistols do d4? Since they replace shortswords, I assumed they did d6. That would also affect my decision.


Sorry, you're right. They are d6s. I don't know why I said d4.

Ram'Dain, I like it. Especially the pic.


Okay. I've got some other stuff going on right now, but hopefully I can finish the profile and get it up before long.

I'm gonna try out a 2WF build, and if it falls apart, I think I'll grab a shotgun for close-range defense.

One more question, Tirq, and almost entirely curiosity: what are the stats for a minigun, or a turret if those will be at all common? I just have this vision of the medic wading through the battlefield, laying down heavy support fire with a machine-gun, then crouching to help the wounded.


1d10 damage, Fires like under always under Multi-Shot, stacks with Multi-Shot, and takes 2 Full-Round actions to reload.


Cool. Any sort of price or weight attached? I imagine that it'd slow you down like medium armor, and probably give an ACP.

Either that, or just weigh obnoxiously much, so you practically always get encumbrance.


Research says that a Minigun weighs 85 pounds.It uses 2 hands, so no other hands are usable when wielding it. Ammo also weighs a whole freaking lot, and would be mounted on the hips or back. I would say an ACP of -1. I'll say the thing is FREAKING expensive, so it and a full bag of ammo would be 100 credits, with 50 for more ammo.

All ammo costs half the price of the gun for a full clip.


Alright. So I could do this, but it would slow me down a good deal... I'll keep that in mind. Probably won't grab the mingun, though it'd be fun to play a heavy character who uses one.


Loup Blanc wrote:
Alright. So I could do this, but it would slow me down a good deal... I'll keep that in mind. Probably won't grab the mingun, though it'd be fun to play a heavy character who uses one.

*with Russian accent* Cry some more!!


Looking through the armor variants, I'd like to have MarkVI Mjolnir armor with the Hazop variant, makes sense for a medic type. However, I'd also like to have the CBRN attachment on the helmet. Does that cost any extra?


Cosmetics costs nothing.


Cool, just checking.


Still don't know how much energy swords cost :(


Jelani wrote:
Still don't know how much energy swords cost
Campaign Info wrote:
Energy Sword is a 2d4 Melee weapon. It is a Martial Weapon, deals slashing or piercing, and is a light weapon. It costs 20 credits.

That help?


How did I read that like 50 times and not see that. x_x


Tirq, have you considered the semi-auto, automatic and burst-fire rules from Pathfinder Modern? I've run a couple games with modern/sci-fi firearms using them, and they work alright. I think they would work especially well with your no touch AC rule. It basically goes like this:

Semi-Auto:Functions as rapid shot, but can stack with rapid shot. So at first level you can rapid shot with a semi-auto weapon for three shots at -4 each.

Burst:Fires three rounds per attack at a -4 penalty. If you hit the shot does 3x damage. Can be set to single shot.

Automatic:Fires a spray of rounds in a 30' cone using 10 rounds of ammunition. You can take one attack on each creature in the cone (up to 10) at -4 each. Uses ten rounds regardless of how many attacks you end up rolling.

Without some kind of rules for rate of fire with modern guns, there's no real difference between an assault rifle and a sniper rifle except the sniper rifle has better range and damage.
----------------
Second question, the MA5B Assault Rifle is the equivalent of a longsword. Does that mean the BR85HB Battle Rifle would be the equivalent of a bastard sword?


Also, I feel like this was on here already somewhere, but did you come up with a replacement for the Quick Clear deed? I know we changed Deadeye.


Berenzen wrote:

Also, have a good idea for what to replace quick clear with: the Steady Aim Deed from the Musket Master.

Deed: Steady Aim: At first level, as long as a gunslinger has 1 grit point, they can take a move equivalent action to increase the accuracy of a two-handed firearm. When they do, the range of their firearm increases by 10 feet. This stacks with other abilities that increase their range increment.

Tirq posted after that and didn't say anything about it, so I'm assuming he's down with that. He might let you take the pistolero deed:

Up Close and Deadly (Ex)

At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

You're going for dual pistols yes?


Another question: is Ride applicable to vehicles, or should it be replaced with another skill called Drive or Pilot, a la SWRPG?

@ Jelani: I'm not sure yet. I'll compare dual pistols with a shotgun and see which is better. I think pistols would be incredibly cool and kinda bad@$$, but it's much less impressive to say "Brian comes up firing both pistols... he misses all his shots"

Plus there's something cool about shotguns too...


5' range though? That's brutal. Should be a 15' cone like the normal shotgun in my humble opinion.

Updated my alias, now has an image linked. Rewrote the fluff to make it better, I did a sh*t job the first time. Also updated the equipment some. Might try to switch out the assault rifle for a BR depending on how you answer my questions above.


Here's my current character (in profile). I haven't yet chosen traits, and need to write background and other such fluff. Hopefully I can pull it off...

However, right now I'm tired and it'd be really crappy if I tried it right now. I'm leaving the forums for the night (based on where I am in the world), hoping to receive answers to all the many questions I've posed to the (hopefully) patient GM Tirq.

I also think the shotgun should have some range. Maybe 10 ft. And rather than AoE, give it extra damage, like maybe 2d4 or even 1d10. I dunno. I feel like the shotgun should be more powerful than the assault rifle at close range.


Here are the Pathfinder modern weapons. I think three round burst as they interpret it is too powerful. The semi-automatic penalty is actually -4 instead of -2 like I said above. Other than changing the burst thing, I've used these guns rules in games and they function well. Not saying you have to use any of this, just throwing it out there as it seems it would fit well.

Burst could be one attack fires three rounds, at a -6 penalty. On a hit it does 3x base damage then add modifiers. So deadly aim, enhancement bonuses, gun training etc. would only get added once.


I was just reading through the firearms rules, and I think you're misreading the concept of Three-Round Burst.

The idea is that when you pull the trigger, three bullets are fired. If one hits, they all hit because of how the gun fires the bullets. That's where the x3 damage comes from, because all three rounds hit the target. This is all up to GM's discretion, of course.

If it were up to me, I'd have one roll for the first bullet, then the same roll for the second and third bullet, but the second and third bullet are at a -2 and -3 penalty. One may hit, but the target had enough time to avoid the second or third shot.

The reason for -2 and -3 instead of -1,-2 or -2,-4 is because I think that the first bullet was going where it was intended to, but the kickback from the first shot threw off the aim of the second and third, but the shooter had enough time to aim again between rounds.

Again, this is just me.


Note to self, don't go to bed early.

Ride applies to vehicles, and Cavaliers gain either a Mongoose or a Wart-hog w/o gun for a vehicle. Cavaliers can later gain other vehicles such as Scorpians or Hornets, but must be a higher level.

I knew there was a d20 Modern, but I didn't know about Pathfinder Modern. I'll say it works the way you say it does, and I'll edit the campaign info later.

I'll update the weapons later, too.

I'll except Up Close and Deadly for a replacement. I was going to do something along the lines of that, anyway, but I didn't have a chance to post anything.

My original thought with the shot gun was that it has a range increment of 30 and fires an AoE of 5'. If the opponent was within 10', then it is not an AoE and instead the opponent takes damage equal to minimum+rolled damage. 15' spray works, though.

What I'll do is I'll look through the weapons in the PFModern and see if I prefer them to what I've already said.

Thanks for your patience.


If I'm allowed any input, I'd say I like the 30' range with extra damage within 10' option for the shotgun. Preferable to the 15' cone. Shotguns don't actually fire like that.

'Bout to continue work on the avatar.


Would the Warthog w/o a gun be a Troop Transport Wathog? Or just a Warthog with a passenger seat and a regular seat in the back where the gun would be?


Updated Brian's profile. I took the Armor Expert and Rich Parents traits, and updated his equipment to show the extra credit gain. If you'd rather he didn't have that amount of gear/credits, just let me know and I'll come up with something else, but I spent most of the extra money on more medpacks and upgrading armor.


Brian, SPARTAN-213 is FINISHED! Let me know if anything's wrongbadnotfun.

Sczarni

Here is my back story.

Margon's BackStory:

Growing up with an elite commander as a father was not easy. There was no separation between duty and home with him. My 3 brothers and I where expected to be just like the soldiers he commanded. By the time the Human Covenent War started I was getting ready to become a teenager. My two oldest brothers left to fit the war with father. In the midst of the war I lost my eldest brother. This deviated the family and I vowed to honor him.

Now twenty years later, at the age of 33, I have finally earned my place among the Elites. I have finally honored my fallen brother by becoming an elite. Having been told I am to check out this place called Paradise has me a bit on edge as no one has yet to go there.


Alright, I'll go with the 30' spray with an aditional d4 damage if its within 10'. Rich Parents is fine with me, and so is your build.

Vonzara, that doesn't work. The Humans and the Covenant had been going at it for 30 some odd years before Halo: CE was introduced. This is 20 years after Halo: 3, so its been 50 or so years since the war started. Now, since I have yet to find anything about how old an Elite may become, only that they might age at the same rate as humans, I'm going to use the Human chart for aging.

The Warthog is a TT, like you said Sinblade.


@ Ram-Dain - I was also saying one attack roll for three shots. The way they have it 3 round burst guns are king. One attack roll at no penalty for 3x damage? Why would you use anything else?

@ Loup Blanc - The shotty's extra damage comes from its wicked crits. Also you always have the option of loading a slug for direct fire instead of the cone.

I'll wait till Tirq makes a final ruling on the modern gun stuff before further comments.


Jelani, the only thing is, in the Halo universe they assume shells. That's the only thing the shotguns ever fire; there are no slugs as far as the games are concerned. And for the short-range weapons shotguns are designed to be in the games, slugs are unnecessary; shells just make more sense and have more stopping power (damage).

Tirq, I'm a little confused by "30' spray"-- do you mean it has a range of 30 ft with your 5 ft AoE rule, or do you mean it shoots in a 30' cone? The 30 ft range with AoE makes more sense.

Heck, I'm even fine with the shotgun having a short range (10-15 ft) and deals more damage. I just find the cone thing overdone and unrealistic. Even in the Halo games, the chances of hitting more than one enemy with the shotgun are low, and really the only chance of it is at really close range.

Sczarni

@Tirq I'll fix the story. Put dad in the war and blah blah blah.


I much prefer my weapons over those in the PFModern. Those are a bit more suited to its own game, not mine.

Thanks for the link, though. I might just use that somewhere else.

EDIT: Vonzara, thanks

Loup, AOE.


Cool! Fun.


Hello I am Batista Grave, also called Boze by some of my friends who have introduced me to this campaign. I will be joining you all and will be posting my information for verification by the GM. Hope to talk to everyone soon and hope to have fun!


Hey boze.

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