View Full Version : [Halo] Onyx Wind [OOC]

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2012-05-01, 04:14 PM
Here is the OOC thread for my (potential) Halo game.
Hopefully there is some amount of interest, but we shall see!
But if anyone has any questions about the game... they can ask it here.

You can find the game recruiting thread here (http://www.giantitp.com/forums/showthread.php?t=241656).

The game thread itself will be up shortly!


Battle Chart
{table=head]Init|Name (Callsign)|SP|WP|Position|Notes

The Team
{table=head]Label|Name (Rank)|Callsign|Specialities|Player|Missions
Eclipse 1|Valen (Lt. Colonel) (http://www.giantitp.com/forums/showpost.php?p=13306844&postcount=76)|V21|Communications; Team Leader|NPC|Operations: Down Fire; Cleansing Spyglass; Black Cloak; Fog of War; Silent Derelict; Reclamation Castle
Eclipse 2|Argyle (Major) (http://www.giantitp.com/forums/showpost.php?p=13237473&postcount=49)|O23|Tactics; Tech Ops|Erik Vale|Operations: Cleansing Spyglass; Black Cloak; Fog of War; Silent Derelict; Reclamation Castle
Eclipse 3|Volsung (Major) (http://www.giantitp.com/forums/showpost.php?p=13242957&postcount=52)|R36|Medic; Linguistics|DoctorFaust|Operations: Cleansing Spyglass; Black Cloak; Fog of War; Silent Derelict; Reclamation Castle
Eclipse 4|Anex (Captain) (http://www.giantitp.com/forums/showpost.php?p=14317982&postcount=430)|544|Stealth; Scouting Ops|Moomoo|Operations: Silent Derelict; Reclamation Castle
Eclipse 5|Jason (Captain) (http://www.giantitp.com/forums/showpost.php?p=14317955&postcount=429)|E507|Tech Ops|YakYak|Operations: Silent Derelict; Reclamation Castle
Eclipse 6|Simon (Warrant Officer) (http://www.giantitp.com/forums/showpost.php?p=16448339&postcount=1267)|P24|Pilot|CaptianMorgan42|Operatio ns: Avenged Beginnings; Reclamation Castle
Eclipse 7|Gunnar (Warrant Officer) (http://www.giantitp.com/forums/showpost.php?p=16426989&postcount=1201)|G527|Skirmisher|Clarkson|Operation s: Avenged Beginnings; Reclamation Castle
Eclipse 8|Vidarr (Warrant Officer) (http://www.giantitp.com/forums/showpost.php?p=16473053&postcount=1311)|VD47|Sniper|Darklink Shadow|Operations: Avenged Beginnings; Reclamation Castle
Eclipse 9|Wilhelm (Warrant Officer) (http://www.giantitp.com/forums/showpost.php?p=16423945&postcount=1193)|OT34|Breacher|Otep|Operations: Torpedo; Reclamation Castle


http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Dead%20Calm/Docface_zps51f6b3c8.jpg|Doc|Complex AI|Assigned to the UNSC Summer Storm
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Dead%20Calm/FleetAdmiralJonasAHarperface_zps7eef75c3.jpg|Jonas A. Harper|Fleet Admiral|
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Dead%20Calm/Headshot-ValenV21face_zpsbc1d5380.jpg|Valen {V21}|Major (Spartan)|
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Dead%20Calm/Valkyrie2face_zps1d08a0ff.jpg|Valkyrie|Complex AI|Assigned to the UNSC Dawn Evader & Onyx/Ivory Team
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/HeadshotCearaface_zps60a5cee0.jpg|Ceara {T97}|Warrant Officer (Spartan)|KIA during Operation: Silent Derelict
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/HeadshotDanteface_zpsf5a1ab76.jpg|Dante {X666}|Warrant Officer (Spartan)|KIA during Operation: Silent Derelict
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/HeadshotDrakeface_zpsf209f425.jpg|Drake {X696}|Sergeant (Spartan)|KIA during Operation: Silent Derelict
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Headshot-HinderanceH04face_zpsec4c8a17.jpg|Hinderance {H04}|Warrant Officer (Spartan)|KIA during Operation: Fog of War
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/HeadshotJamesface_zps6cd9e4e2.jpg|James {G426}|Sergeant (Spartan)|KIA during Operation: Silent Derelict
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Headshot-OpheliaT273face_zps91f3592d.jpg|Ophelia {T273}|Corporal (Spartan)|KIA during Operation: Cleansing Spyglass
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Headshot-SammaelOW-013face_zps8c0da9e9.jpg|Sammael {OW-013}|Warrant Officer (Spartan)|KIA during Operation: Fog of War
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/Headshot-TristanX218face_zpse17d8be3.jpg|Tristan {X218}|Warrant Officer (Spartan)|KIA during Operation: Fog of War
http://img.photobucket.com/albums/v71/Erasmas/Halo%20Onyx%20Wind/HeadshotValeriaface_zps20806c2a.jpg|Valeria {FU23}|Warrant Officer (Spartan)|KIA during Operation: Silent Derelict

Ranking Up

When you "rank up" (or level, in this game's terms), there are several things that need to be adjusted:
If it is a level divisible by 3, you earn a new Feat.
If it is a level divisible by 4, you get an Ability Point.
Each of your Saving Throws increase by 1 point.
Both your Melee and Ranged Attack Bonuses increase by 1 point.
You gain (4+INT) Skill Points.

2012-05-02, 09:36 AM
Wow... this got buried fast!
Just to give it a chance...

2012-05-03, 11:14 PM
Alright guys, this is shaping up nicely! Here's what we have so far!

Team Onyx Wind:
{table]Onyx 1|V21|Valen|Communications|Team Leader|Player: NPC
Onyx 2|OW-013|Sammael|Stealth Ops|Long-Range Engagements (Sniper)|Player: Sam Fisher
Onyx 3|O23|Argyle|Tactical Maneuvers|Technical Ops|Player: Erik Vale
Onyx 4|X65|John|Piloting Ops|Demolitions & Deconstruction|Player: Q'telun
Onyx 5|R36|Volsung|Medic|Linguistics|Player: DoctorFaust
Onyx 6|X218|Tristan|Close Quarters Engagements (CQC)|Heavy Weapons|Player: Vixsor Lumin
Onyx 7|H04|Hinderance|Hazardous Operations|n/a|Player: Xacerbate

Sam Fisher
2012-05-04, 10:56 AM
Oh we have a OOC thread =)

So any teasers of what our mission might involve? by the sound of it Onyx Wind wouldnt be involved in standard missions.

2012-05-04, 02:16 PM
I guess I could go ahead and put up the Game Thread... and post the lead-in to it.
But I was waiting until we had our full team assembled, so that way nobody's itchy trigger finger (mine included) wouldn't set things off too early.

But I can drop some background info, I suppose.

Onyx Wind does not get your typical mission assignments, that is certainly true. You are always simply told that you are a "Go" and you all climb aboard your ship - The Dawn Evader, your home away from home. Your ship is piloted by the AI that also holds all of the details of your operations. You are always briefed en route.

It never matters where you're going, you always pack the same.

2012-05-07, 11:57 AM
Okay, so during my absence... here is my plan:

I am going to establish some of the setting and your surroundings and then remove Valen from the situation (it will be a casual one). And then I am going to let you guys chat in character for the week I will be gone. What I am looking for is for you all to throw around, "Hey, remember when we..." type scenarios that are of your own design. Stay with things that you guys have done as Onyx Wind, since you each have no previous Spartan experience, having been pulled directly out of training and being reassigned to this team. Obviously, avoid anything that is game-breaking and impossible (such as, "Yeah, and that time that I single-handedly wiped out the entire collective of Convenant races, that was good times!"). Keep it feasible and remember that you guys are a team (and a family, of sorts).
This 'locker room chat' should work in such a way as with one person giving a tidbit of a past mission, and leaving it open to additions... which another player will then build on, and so on. You guys will be forming cooperative story elements about your team... and will get to feel out your characters' personalities, as well as those of everyone else. And hopefully, as this is happening, you guys will get to build up your teamwork and get an idea about the pace of all of the posters involved in the game.

What are your thoughts?

2012-05-07, 02:19 PM
In addition... choose languages!
You are all given Earth-born (English) to start, unless you were raised elsewhere. But this is the most common human language, and is the language of the UNSC. Others include Colonial (common out-worlders' tongue), Ri (Covenant common tongue), and a whole smattering of other Covie languages (cannot remember all the names of the individual races).

You get a number of bonus languages (other than your starting language) equal to your Intelligence modifier!

I also added a Translator Chip as a helmet attachment. It allows the wearer to understand and speak in any UNSC-known language of the universe.

2012-05-08, 10:36 AM
Sounds good.

Erik Vale
2012-05-08, 06:28 PM
That will be good for the locker room. Just remember to keep checking recruitment for those still fidling. (Say my AI's.)

Languages (1+4):English, Scottish, German, Ri, Colonial.

2012-05-08, 09:48 PM
Yes... I will. I am holding off on posting the IC thread until I have the full team ready. And once you guys reach the 'mission launch' point of the game... most of your choices will be locked in and you will only be able to make certain changes to your sheets. At that launch point, I will make a copy of each of your sheets that I will keep off-sight.

Sam Fisher
2012-05-09, 07:30 PM
Just a point is there any point in knowing languages if we all have translator chips installed?

Is it obvious we are being translated? ie less persuasive?

On an another note: would for example knowing Unggoy (grunt) be more effective for intimidating / persuading a grunt than knowing the general covenant language?

2012-05-09, 09:21 PM
I'd say a shotgun in the mouth gets the point across more than any language could.

Erik Vale
2012-05-09, 09:50 PM
Yes, but they wont know what you want them to do. Particularly if its a complex task.

2012-05-09, 10:36 PM
If someone takes the translator chip... no, there wouldn't be much point (while in armor, that is). But so far, no ones has. And just because your character might not use it, doesn't mean they don't know how.

And yes, your voice would sound different, as it would be your suit's main AI voice doing the speaking. So that could be less persuasive... just depends on the audience, the AI, and the situation. But there is certainly something to be said for someone interrogating you in your own tongue.

Erik Vale
2012-05-09, 10:56 PM
How many helmet addons can you actually have. I only have 2 at the moment, as the leader only has 2, but if we can have more I will pick it up.

However, I think the medic/diplomat should pick it up. Or if someone has a persausive AI, which I have.

Sam Fisher
2012-05-10, 09:35 AM
Sorry that was my bad skim reading. I thought you meant we all the chips installed as standard.

1st language- Earth-born (English)

Bonus languages
- Colonial (off world human)
- Unggoy (grunt)
- Forerunner machine code (basic AI language used by lesser forerunner tech)

2012-05-10, 10:16 AM
Yeah... two helmet attachments is the maximum allowance.

Sam: Languages look good. Keep in mind that you will only be able to understand the Forerunner Code... not speak it. You're AI, on the other hand... would be able to translate (or simply 'voice' your thoughts) for you.

2012-05-10, 03:26 PM
I've got the translator chip attachment for my helmet, by the way.

Vixsor Lumin
2012-05-10, 05:08 PM
Would we all be able to speak Spartan Sign Language? Like I said I'm a Halo nerd, and the entire Spartan II generation could give and receive orders with nothing more than a few finger twitches and head movments. The point was to be able to communicate while under observation without using a comm. If its not garunteed to us, that's gonna be my language bonus :smalltongue:

2012-05-10, 07:35 PM
Not so much "sign language", but certainly extensive hand signals (like a SWAT or Navy SEAL team). You guys will basically make Innuendo checks at a low DC, and with a circumstancial bonus, when performing such an action amongst each other.

Vixsor Lumin
2012-05-10, 07:48 PM
Hmm can I put skills in Innuendo? And can it be applied to other situations? :smallwink:

2012-05-10, 08:01 PM
Absolutely... it is just a cross-class skill.

Erik Vale
2012-05-10, 08:25 PM
Wait. Some of the skills are cross class? This wasn't indicated. Can you please indicate which skills are class and cross class, both for AI and not.
Unless that was a joke. In which case, good one. (I think My AI has innuendo, not me. I will check my abilities in innuendo.)

One of my AI's do, but I'm not sure If i can actualy use it untrained.

2012-05-10, 08:28 PM
Sorry, Erik... that was intended as a joke. I obviously failed my Innuendo check.

2012-05-10, 09:59 PM
Wouldn't that be a failed sense motive check on his part?

Erik Vale
2012-05-10, 10:02 PM
That or Failed Innuendo. But with the internet penalty it is excusable I think.

Besides, the way he said it he is making another joke (I think).

2012-05-11, 09:15 AM
Either or... that's the thing about opposed skill checks - success or failure isn't dependent on one person's good or bad die roll. And indeed, the penalty for text-based emoting is ridiculously steep.

And of course, I almost always am jesting. I have a very sarcastic 'wit' and am not afraid to use it!

2012-05-11, 11:44 AM
Alright... here are the "rules" for posting in the game thread (when it goes up). I'm not going to be too much of a [email protected]$$ on most of these, but don't push it (especially on #1 and #3)!

1. Do not post anything about killing or destroying anything. You post the action or the cause… I reply with the outcome or the effect! And don’t post something that makes a decision or action take place for another character (other than your Spartan and your AIs)!

2. Post your die-rolls in a spoiler and include them in your post. Please read the thread on the coding for die rolls, if you do not already know how. You can find the thread here (http://www.giantitp.com/forums/showthread.php?t=100917). Note that if you try and preview your post… your rolls will not work properly!

3. All out of character chatter goes here. Please keep it out of the In-Game thread!

4. When the communal AI talks to you, it will be in blue. If I choose to have any of your AIs speak it will be in a color that will be constant for their ‘character’ (chosen by you or me, whoever posts in their ‘voice’ first). Please stay with this color for them if you post anything said by them as well!

5. All dialogue will be assumed to be broadcast to the team only. If you are speaking ‘aloud’ (aka broadcasting outside of your helmet), please put that part in bold type. If any speech appears in italics… whatever is said is heard only by the character indicated and not by the whole team; so please indicate who you are directing said dialogue towards.

6. This game will contain elements of canon Halo lore smashed right up against things of my own design and/or b*llsh!t. Please just roll with it and try to have fun!

Erik Vale
2012-05-11, 09:32 PM
If the leader isn't using it, I think I will take This one. Assuming everyone can read it.

2012-05-11, 10:20 PM
It is a little hard to read, but I can manage with it. I'm also on my phone, so that could make a difference.

Vixsor Lumin
2012-05-11, 10:51 PM
Aaaaw my color got taken haha guess ill take This.

Sam Fisher
2012-05-12, 04:40 AM
Then i will have THIS for my colour

When will this campaign be set?

Before or after the covenant civil war?

2012-05-12, 10:56 AM
Well, I've always liked this color.

2012-05-12, 12:58 PM
This will be taking place several months after the fall of Reach.

Vixsor Lumin
2012-05-12, 05:36 PM
So after Reach, is it before the Pillar of Autumn come back from the first Halo?

2012-05-12, 06:08 PM
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.

2012-05-12, 09:03 PM
I think I'll be taking this for my color.

Sam Fisher
2012-05-13, 06:56 PM
Sounds good to me, we seem to start winning after the civil war so i like the almost hopeless vibe after reach for a campaign.

Vixsor Lumin
2012-05-13, 07:29 PM
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

2012-05-13, 08:07 PM
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).

Vixsor Lumin
2012-05-13, 11:03 PM
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 :smalltongue: 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.

2012-05-13, 11:12 PM
Yeah, not much of an anime fan myself. Legends was alright... but the last one in that group (it was more CGI that animated) was freakin sweet.

Vixsor Lumin
2012-05-13, 11:19 PM
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

2012-05-14, 09:33 AM
Yeah... definitely. Their society was a little too close to feudal Japan for my tastes, but yeah... the art style was a pain.

But the last one... Super B-A! The space bike things they had (can't remember the name right now) were awesome.

2012-05-14, 11:28 AM
Alright, gents... the game is up!

Suit (http://www.giantitp.com/forums/showthread.php?p=13226994#post13226994) up and head out!

2012-05-14, 12:48 PM
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.

Vixsor Lumin
2012-05-14, 01:04 PM
I hope I didn't make it seem to fast, in my mind Tristan's just got the boots on and everything is powering up

2012-05-14, 01:11 PM
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)!

Erik Vale
2012-05-15, 10:33 PM
Character, just to make sure it doesn't disapear.

Ok, I think I have the Stat side done. More to come latter.

Name: O23-Argyle
Level 7 Spartan
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.

Armor Ability: Jetpack
Carried Equipment: Portable Cover

Strength: 18 +4 (14+4)
Dexterity: 20 +5 (16+4)
Constitution: 18 +4 (12+6)
Intelligence: 18 +4 (16+2)
Wisdom: 14 +2 (14+2)
Charisma: 10 +0 (10+0)

Shield Points: 20 (Base+5)
Wounds Points: 17
Armor Class (AC): 18
Damage Reduction (DR): 5 (Base+1)
Explosive Vulnerability: 0%
Damage Vulnerability: 20%

Initiative: +9
Speed: 40 ft.

Fortitude: 11
Reflex: 12
Will: 9

Melee: 11
Ranged: 12

Grenades: Plasma 1, Inferno 3. 1Inferno used.

DMR (M392) [20 round]
+ 3d6.
+ x2 zoom; Semi-auto Fire.
+ Available attachments: silencer.
+ Range- 500 ft; Critical- 20(x2); Damage Type- Piercing.
+ Lock and load with 60 rounds, Buttercup!

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.

Colours: Blue Base with black secondaries. Has red highlights.
Operator (Built In comlink, Access devices within 100ft, -1 AC)
Attachments: Thermal (60ft heat vision, through walls) and Camera (Receive, Transmit and record visual information)
Chest: UA Counter Assault (+2 AC, +1 DR)
Shoulder (R): Operator (+1 AI, 10% Vulnrability)
Shoulder (L): Operator (+1 AI, 10% Vulnrability)
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 (+5 Sheild)
Utility (L): Tactical/Trauma Kit

2* 5d4 healing. +4 Heal Checks.

Knees: Grungir (+1AC)

Skills and Feats

Acrobatic (+2 Jump and Tumble)
Stealthy (+2 Hide/Move Silent)
Improved Initiative
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.

Animal Empathy (CHA)
Appraise (INT) ~ (4)
Astrogate (INT)
Balance (DEX) ~ 7 (12) (14)
Bluff (CHA) ~ (0)
Climb (STR) ~ 2 (4)
Computer Use (INT) ~ 6 (11)
Concentration (CON) ~ (4)
Decipher Script (INT) 3
Demolitions (INT)
Diplomacy (CHA) ~ (0)
Disable Device (INT) 3 (7)
Disguise (CHA) ~ (0) (-20)
Draw Down (DEX) ~ 5 (10) (14)
Entertain {__________} (CHA)
Escape Artist (DEX) ~ (5)
Forgery (INT) ~ (4)
Gather Information (CHA) ~ (0)
Handle Animal (CHA)
Heal (WIS) ~ (2) (6)
Hide (DEX) ~ 7 (12)
Innuendo (WIS)
Intimidate (CHA) ~ (0) (6)
Intuit Direction (WIS) 1 (3)
Jump (STR) ~ 6 (10) (20)
Knowledge {Tactics} (INT) 6 (10)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Listen (WIS) ~ 4 (6) (8)
Move Silently (DEX) ~ 7 (12)
Pilot (DEX) ~ 5 (10)
Read Lips (INT)
Repair (INT) ~ (4)
Ride (DEX) ~ (5)
Search (INT) ~ 2 (7)
Sense Motive (WIS) ~ (0)
Slight of Hand (DEX) ~ (5)
Spot (WIS) ~ 4 (6) (8)
Survival (WIS) ~ (2)
Swim (STR) ~ (4) (-16)
Tumble (DEX) 5 (10)
Use Rope (DEX) ~ (5)

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.


Lvl 3 Sorcerer:
Int: 12
Charisma: 17
Wisdom: 8
Note: 1st Number is Points Spent, Number in () is after stat mod, , anything in [] is notes.

Animal Empathy (CHA)
Appraise (INT) ~
Astrogate (INT)
Balance (DEX) ~ 4
Bluff (CHA) ~
Climb (STR) ~
Computer Use (INT) ~ 5
Concentration (CON) ~
Decipher Script (INT)
Demolitions (INT)
Diplomacy (CHA) ~
Disable Device (INT)
Disguise (CHA) ~
Draw Down (DEX) ~ 5
Entertain {__________} (CHA)
Escape Artist (DEX) ~
Forgery (INT) ~
Gather Information (CHA) ~
Handle Animal (CHA)
Heal (WIS) ~
Hide (DEX) ~ 5
Innuendo (WIS)
Intimidate (CHA) ~
Intuit Direction (WIS)
Jump (STR) ~ 5
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Listen (WIS) ~ 1
Move Silently (DEX) ~ 5
Pilot (DEX) ~ 5
Read Lips (INT)
Repair (INT) ~
Ride (DEX) ~
Search (INT) ~
Sense Motive (WIS) ~
Slight of Hand (DEX) ~
Spot (WIS) ~
Survival (WIS) ~
Swim (STR) ~ 4
Tumble (DEX)
Use Rope (DEX) ~

Skill Focus: Jump (+3)

9 lvl 0, 8 lvl 1 (base + charisma mod, 6+3, 5+3)
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.
3: True Strike

Spells intrested in: (Level one only for now)
Magic Weapon (Targeting aid), True strike (Targeting Aid), Comprehend Languages (Activiting a 3rd Helmet chip, normally deactive), Shield (Activate the buckler that is normally off due to energy requirements).

AI 2: Gníomhaire (Agent) [Complex]
Gniomhaire, Gnomere, 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....


Lvl 5 Tech Expert
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.

Animal Empathy (CHA)
Appraise (INT) ~
Astrogate (INT)
Balance (DEX) ~
Bluff (CHA) ~ 6 (12)
Climb (STR) ~
Computer Use (INT) ~ 8 (14)
Concentration (CON) ~
Decipher Script (INT) 6 (7)
Demolitions (INT) 2 (5)
Diplomacy (CHA) ~ 4
Disable Device (INT) 4
Disguise (CHA) ~
Draw Down (DEX) ~
Entertain {__________} (CHA)
Escape Artist (DEX) ~
Forgery (INT) ~ 4 (7)
Gather Information (CHA) ~ 4
Handle Animal (CHA)
Heal (WIS) ~
Hide (DEX) ~
Innuendo (WIS) 1 (4)
Intimidate (CHA) ~ 4
Intuit Direction (WIS) 3 (5)
Jump (STR) ~
Knowledge {Tactics} (INT) 5 (8) (16)
Knowledge {Covenent} (INT) 5 (8)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Knowledge {__________} (INT)
Listen (WIS) ~ 6 (7)
Move Silently (DEX) ~
Pilot (DEX) ~ 6
Read Lips (INT)
Repair (INT) ~ (7)
Ride (DEX) ~
Search (INT) ~ 4 (7)
Sense Motive (WIS) ~ 4 (5)
Slight of Hand (DEX) ~
Spot (WIS) ~ 6 (7)
Survival (WIS) ~
Swim (STR) ~
Tumble (DEX)
Use Rope (DEX) ~

Class feat choices:
Skill Emphasis: Computer Use, +3 to computer use.
Instant Mastery choice: Repair (bumped to 4)

Own Choices:
Skill Emphasis: Bluff (+3)
Skill Emphasis: Tactics (+3)
Expert: Knowledge [Tactics]

2012-05-16, 05:52 PM
Just as a general rule, what vehicles does the Dawn Evader carry?

And following Erik's lead
Onyx 4
X65 - John Smith

Specialty: Pilot; Demolitions
Armor Ability: Drop Shield
Carried Equipment: Mines, Breaching

Strength: [18] {+4}
Dexterity: [21] {+5}
Constitution: [24] {+7}
Intelligence: [14] {+2}
Wisdom: [13] {+1}
Charisma: 11 (+0)

Shield Points: 20
Wounds Points: 24
Armor Class (AC): +5
Damage Reduction (DR): 4
Explosive Vulnerability: 10%
Damage Vulnerability: 10%

Initiative: +5
Speed: 35 ft.

Fortitude: 12
Reflex: 12
Will: 6

Melee: +9
Ranged: +10


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.


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.

-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.

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 (http://www.dndsheets.net/view.php?id=35179) (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.


Lightning reflexes: +2 Reflex
Quick Draw: Draw weapons as a free action


[+10] Astrogate (INT) 8 ranks +2
[+10] Demolitions (INT) 8 ranks +2
[+9] Heal (WIS) ~ 8 ranks +1
[+13] Pilot (DEX) ~ 8 ranks +5
[+10] Repair (INT) ~ 8 ranks +2

Vixsor Lumin
2012-05-16, 06:01 PM
Following the lead of... everyone haha :smalltongue:

Onyx 6
X-218: Tristan

Speciality: CQC/Heavy Weapons

Armor Ability: Armor Lock
Invulerable for three rounds. Can pop to EMP out 5'

Equipment: MAC gun (target designator)

Strength: 22
Constitution: 24
Dexterity: 22
Wisdom: 14
Intelligence: 12
Charisma: 8

Shield points: 25
Wound points:24
AC: +7 (+10 with buckler)
DR: 7
Explosive Vulnerability: 0%
Damage Vulnerability: 0%

Initiative: +10
Speed: 35 ft

Fortitude: +12
Reflex: +11
Will: +7

Melee: +11
Ranged: +11

1 frag
1 inferno
1 plasma
1 spiker

(Primary) Gravity hammer 2d8+STR (+2d4 electrical for 10 ammo)
100 ammo +200 carried
Critical 20 (x3)

(Secondary) Spartan Laser: 6d4 (ignores DR)
Full round action to charge
Full round to cool down
12 shots with starting ammo

Helmet: JFO
25% bonus to MAC damage
+2 on locking weapons
-1 AC
Spot +1
Night Vision

Chest: UA/ Counterassault
+2 AC

Shoulder (R): Security
Kukri 1d6+STR

Shoulder (L): Grenadier
-5 speed

Wrist (L): UA/Buckler
+2 AC when activated
1 hand weapons only when activated

Wrist (R): Tactical/TacPad

Knees: GISI
+5 speed

Utilities: UA/ NxRA
+5 SP

+5 SP

Feats: Power attack, Improved initiative, blind fight

Skills: Innuendo: 8
Tumble: 8
Hide: 8
Move Silently: 8
Draw Down:8

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")

2012-05-16, 09:05 PM
They lead, and I will follow. Baa.

Onyx 5

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.

Strength: 17(+3)
Dexterity: 18(+4)
Constitution: 18(+4)
Intelligence: 20(+5)
Wisdom: 18(+4)
Charisma: 10(0)

Shield Points: 15
Wound Points: 18
Armor Class: 17
Damage Reduction: +5
Explosive Vulnerability: 20%
Damage Vulnerability: 0%

Initiative: +4
Speed: 30 ft.

Fortitude: 11
Reflex: 11
Will: 11

Melee: +10
Ranged: +11

Grenades: Plasma (2), Incindiary (2)
Needler Rifle (Watva’s Divination) [25 round]
+ 2d4 (1 rd. delay, additional 2d4 explosive damage).
+ Semi-auto Fire.
+ Range- 500 ft; Critical- 20(x2); Damage Type- Piercing/Explosive.
Brute Shot (Garraptus’ Fury) [10 round]
+ 3d4 (15 ft. burst).
+ Semi-auto Fire; Razorback Attack – deals 2d4+STR slashing damage.
+ Range- 100 ft; Critical- 20(x2); Damage Type- Explosive.

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

Move Silently (11){15}
Heal (13)[+2]{20}
Search (9){14}
Bluff (9){9}
Climb (9){12}
Hide (9){13}
Forgery (9){14}
Tumble (5){9}[+1 to AC]
Jump (10){13}
Repair (7){12}

+ 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.

Left:CQC (Close Quarters Combat)
+ Grants -5 ft. to Speed.
+ Grants a +2 bonus to Armor Class.
+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.

+ May carry twice the original allotted amount of ammunition.
+ Grants +10% vulnerability versus explosions.
+ Grants DR=1.
+ Grants -5 ft. to Speed.

+ Grants +1 to Armor Class.

Tactical/Trauma Kit (2)
+ Medical supplies – Grant a +4 bonus to Heal checks.
+ (2) Bio-foam canisters – One use each, heals 5d4 Wound Points.

The Doctor (http://www.dndsheets.net/view.php?id=35194)(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.

Sam Fisher
2012-05-17, 05:18 AM
And Mine

OW-013 Sammael

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


Armour ability
+ Active Camo (Lt. Blue): As D&D spell Invisibility. Lasts for five rounds, can be turned on and off.

Carried Equipment
+ Portable Cover : Absorbs 30 points of damage.

+4 STR, +4 DEX, +6 CON, +2 INT, +2 WIS

Strength: 12 {16}
Dexterity: 20 {24}
Constitution:16 {22}
Intelligence: 14 {16}
Wisdom:12 {14}
Charisma:8 {8}

Shield Points: 20
Wounds Points: 22
Armour Class (AC): +7 +1 Armour
Damage Reduction (DR): 3
Explosive Vulnerability: +40%
Damage Vulnerability: +0%

Speed: 45 ft.

Melee: +8 (Stat (+3) plus level (+5))
Ranged: +12 (Stat (+7) plus level (+5)


Fortitude: 11 (Stat (+6) plus level (+5))
Reflex: 12 (Stat (+7) plus level (+5))
Will: 7 (Stat (+2) plus level (+5))


[4] Computer Use (INT) ~
[5] Climb (STR) ~
[6] Disable Device (INT)
[5] Draw Down (DEX) ~
[3] Heal (WIS) ~
[6] Hide (DEX) ~
[4] Jump (STR) ~
[5] Listen (WIS) ~
[9] Move Silently (DEX) ~
[5] Spot (WIS) ~
[4] Tumble (DEX)

Balance +2, Disguise -20, Draw Down +4, Intimidate +6, Jump +10, Listen +2, Spot +2, Swim -20.

- Earth-born (English)

Bonus languages
- Colonial (off world human)
- Unggoy (grunt)
- Forerunner machine code (basic AI language used by lesser forerunner tech)


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.


Scout Helmet
+ Grants a +2 bonus to all attacks over 100 ft. away.
+ Grants a DR= -1

Helmet Attachment
+ Nightvision attachment
+ Thermal Scanner

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.

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 )


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.

+10 Spot
+6 Search
+4 Listen,
-2 Hide
-6 Move Silently

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).

Strength: - -
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 2 (-4)
Wisdom 16 (+3)
Charisma: - -

Shield Points: 10
Wounds Points: 12
Armour Class (AC): +4
Damage Reduction (DR): 6
Explosive Vulnerability: 10%
Damage Vulnerability: 10%
Speed (Flight): 55 with extended mags

Submachine Gun (M7 “SMG”) [30 round]
+ 2d4 (Auto Fire).
+ Attachment: Extended Magazine
+ Range- 40 ft; Critical- 20(x2); Damage Type- Piercing.
+ Ammo: 90

2012-05-22, 12:15 PM
I am back and have posted in the game thread!

Vixsor Lumin
2012-05-22, 01:16 PM
Hooray! :smallbiggrin:

2012-05-23, 04:00 PM
I am putting off until a little later this evening to post again.
I'm hoping to get in the other two before then, but if not... I will post anyways!

Vixsor Lumin
2012-05-23, 04:02 PM
I don't know where X went. Were supposed to be making characters for a duo dungeoun crawl, but I didn't hear from him yesterday

2012-05-23, 07:40 PM
Hmm... hopefully he and Sam are both still around. It's way too early for us to lose players!

2012-05-23, 07:58 PM
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.


2012-05-23, 10:04 PM
In case any of you are wondering what "Sherman's March" means, its a reference to a civil war campaign (http://en.wikipedia.org/wiki/Sherman's_March_to_the_Sea).

2012-05-24, 12:22 PM
There are new posts in the game thread, just so everyone knows!
Things disappear on this board very, very quickly... so I was also posting this as a bump.

Erik Vale
2012-05-24, 06:14 PM
A horrid loss....

Erasmus, i'm going to PM you a plot idea when I have a spare moment.

2012-05-24, 06:44 PM
Okay... sounds good!

And Spartans must die tragically. It simply wouldn't do for one to die from being hit by a bus or a seriously infected hangnail.

Erik Vale
2012-05-24, 07:06 PM
So no dieing in my sleep of old age then?


2012-05-24, 09:32 PM
It's possible... just not likely (nor very glorious).

I actually found a great picture of an older guy today that looks like an aged Spartan. I'll post it up here tomorrow!

EDIT: Sweet, I just photobucket'd from my phone.


Erik Vale
2012-05-25, 05:12 AM
Considering they are supposed to go like that from their suits (example: 117), he may not be old.

2012-05-25, 09:14 AM
Possibly, possibly.

Erik Vale
2012-05-28, 09:01 PM
Fort Roll:
I'll post IC when you put up the required roll. However given my rolling, I'm either almost dead, or it was a criticle succes and I am the most awake of all of us, having taken a nap on the way down.

Edit: Ahh, the Dice roller helped me this time. However that means my Fallout rolls will be screwed....
Damn, I'm not sure if I can be happy...

Vixsor Lumin
2012-05-28, 09:41 PM
rolling here to so i can make sure i pass before posting.


Erik Vale
2012-05-28, 09:58 PM
Due to time constraints, i'm posting actions now (in spoiler) on the assumption that the DC was less than 26.

2012-05-28, 10:25 PM
Posting roll here first, just in case i fail it.


2012-05-28, 10:28 PM
oh lord, I hate rolling on the forums.

2012-05-29, 12:00 AM
So far, so good. You four (and Valen) all passed. Tristan came close, probably blacked-out for a split second. But you may post if you are one of these four. However, you are a little spread out... as much as 150 meters or so in some cases.

Sam Fisher
2012-05-29, 07:19 AM

I have a bad feeling i'm going to crash and burn...

2012-05-29, 09:09 AM
Crash - of course... that was the whole idea (albeit a slightly controlled crash, but still)!
However, you did indeed fall unconscious with impact. Those of you with TacPads can see that everyone's shields have taken a hit, but Sammael's are fully depleted and flashing currently.

2012-05-29, 11:05 AM
I am also putting Valen here... just in case.

Onyx 1
V21: Valen
Lieutenant Colonel [Level 8]



Specialty: Communications; Team Leader
Armor Ability: Drop Shield
Carried Equipment: Radar Jammer

Strength: 18 (+4)
Dexterity: 22 (+6)
Constitution: 18 (+4)
Intelligence: 18 (+4)
Wisdom: 14 (+2)
Charisma: 12 (+1)

Shield Points: 20
Wounds Points: 18
Armor Class (AC): +7 {+9 in Zero G}
Damage Reduction (DR): 4
Explosive Vulnerability: 0%
Damage Vulnerability: 15%

Initiative: +10
Speed: 40 ft.

Fortitude: 12 (Stat (+4) plus level (+8))
Reflex: 14 (Stat (+6) plus level (+8))
Will: 10 (Stat (+2) plus level (+8))

Melee: +12 (Stat (+4) plus level (+8))
Ranged: +14 (Stat (+6) plus level (+8))

Improved Initiative


Animal Empathy|CHA|1|0|0|1
Appraise|INT ~|4|0|0|4
Balance|DEX ~|6|0|2|8
Bluff|CHA ~|1|0|0|1
Climb|STR ~|4|2|0|4
Computer Use|INT ~|4|0|0|4
Concentration|CON ~|4|2|0|4
Decipher Script|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|3|4|10
Entertain {Poetry}|CHA|1|6|0|7
Escape Artist|DEX ~|6|0|0|6
Forgery|INT| ~|4|0|0|4
Gather Information|CHA| ~|1|9|0|10
Handle Animal|CHA|1|0|0|1
Heal|WIS ~|2|7|0|9
Hide|DEX ~|6|0|0|6
Intimidate|CHA ~|1|8|6|15
Intuit Direction|WIS|2|3|0|5
Jump|STR ~|4|1|10|14
Knowledge {Covenant}|INT|4|4|0|8
Knowledge {Tactics}|INT|4|5|0|9
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 ~|2|0|2|4
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 ~|2|6|0|8
Slight of Hand|DEX ~|6|0|0|6
Spot|WIS ~|2|2|2|6
Survival|WIS ~|2|0|0|2
Swim|STR ~|4|0|-20|-16
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.

Grenades: Frags (4)
Weapon (Primary) - Battle Rifle
Weapon (Secondary) - SMG (Silenced)

Helmet: Security (with two attachments)

Grants a +1 bonus to Armor Class.
Grants +10% vulnerability versus explosions.
Sonar Scanner (built into Security helmet)

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.

2012-05-29, 01:10 PM
Completely unrelated...

I am also starting up a different game, D&D-based. If anyone might be interested, here (http://www.giantitp.com/forums/showthread.php?t=244755) is the recruitment thread.

/shameless plug

Vixsor Lumin
2012-05-29, 03:06 PM
it looks interesting, but only getting one thing beyond core puts too many limits for my liking. I know its to keep cheese out, but its possible to make a character from beyond core without breaking anything, and I like to build characters that are strong (not minmaxed) and thats hard to do with just core.

2012-05-29, 04:25 PM
I understand. I don't agree, but I respect your opinion on it enough to not argue the point.

2012-05-29, 06:05 PM
Has anyone seen or heard anything from X lately?
He seems to have disappeared...

Vixsor Lumin
2012-05-29, 06:13 PM
haha well thanks :smallwink: no i havent heard from him in days :/ i think he got nabbed by cande ja-

Erik Vale
2012-05-29, 06:17 PM
Not heard from him.

I don't have access to the core books unfortuneately. However depending on how rule light it is, I can play, if your willing. Warlock Human.

2012-05-29, 06:52 PM
Not sure where the warlock is from, but it will be fairly "rules-light" after the initial character creation (which there is an SRD online that you can use for). If you're down... head on over there and give it a post!

Erik Vale
2012-05-29, 09:14 PM
Warlock is from something (I think complete) Arcane. I only know DnD really from NWN 1 and 2. I know that there is an SRD by I didn't think it covered everything, so I will take a look....

2012-05-30, 03:21 PM
Alright, X also lost consciousness during the drop. I will give him a little while longer to come back around, but if he doesn't... well, we'll cross that bridge if/when we come to it.

Sam Fisher
2012-05-31, 04:58 AM
Ok dose someone need to roll healing on me or somthing or can i roll to see if i recover myself?

2012-05-31, 09:18 AM
I was kinda waiting for DoctorFaust, to see what he wanted to do (if anything). Since he is the medic and all.

Sam Fisher
2012-05-31, 09:52 AM
ye no problem im waiting for the healing roll critical 1 so i die before getting out of the pod haha

2012-05-31, 10:59 AM
You want me to roll a heal check to see if I can wake him up without anything bad happening?

2012-05-31, 11:01 AM
Well, even a critical failure on a Heal check isn't going to kill you.

I was just going to see what course of action the medic might take, is all. If enough time passes... you will just wake up on your own. But everyone just standing around an unconscious person staring at them is general not enough to rouse them, in my experiences.

2012-05-31, 12:40 PM
And Sammael is now awake!

Sam Fisher
2012-05-31, 02:32 PM
Rolling a quick spot check to make sure nothings approaching us

Acolyte Spot roll:

NOOOOO dam it i hope i see somthing because there goes a wasted 20 otherwise.

2012-05-31, 04:16 PM
Since you rolled a 20 on a Skill check... that actually counts as a Critical Success (a 30). So your result is actually a 40 (30+10)!

But you see nothing that seems to be approaching you. You do, however, notice a small amount of smoke rising up into the air beyond the rim of the sinkhole. It is to the southwest of your current position.

Erik Vale
2012-05-31, 05:40 PM
So a ALMOST waisted spot check.

Don't worry, it appears the roller is being nice to this game.

Vixsor Lumin
2012-05-31, 07:39 PM
sweet! haha i didnt specify which way i was going, because i didnt check the OOC, and Tristan doesnt know about the smoke anyways.

Vixsor Lumin
2012-06-01, 02:39 PM
Figured I should grab these haha. Now I just gotta find my sheet...

Spartan Laser (M6 G/GNR) [4 round]
+ 6d4 (Ignores DR).
+ Must charge to attack, which is a full-round action.
+ Must cool down for one full round before it can be fired again.
+ x2 zoom
+ Range- 400 ft; Critical- 20(x2); Damage Type- Energy.
+ You will be able to shoot of a total of 12 shots with the ammo you start with!
Gravity Hammer (Fist of Rukt) [0 pt. Swing/10 pt. Burst]
+ 2d8+STR.
+ Electrically Charged Burst – additional 2d4 electrical damage.
+ Range- /; Critical- 20(x3); Damage Type- Bludgeoning/Special.
+ Using normally is "free", but it has a plasma cell (worth 100 points) and you can choose a more powerful hit at a cost. You can carry two additional cells.

Erik Vale
2012-06-03, 06:36 PM
Argyles spot roll. Also Seach roll. (Using Thermal Vision.)

(Search 7, Spot 7)

Spot: [roll0]
Search: [roll1]

(Gnomere Complementry, Spot 5, Search 7)

Spot: [roll2]
Search: [roll3]

Spot: (1d20)[19] (Total mod +9, total 28)
Search: (1d20)[20] (Total mod +14, Total 34)

Spot: (7, -2, +4 for complex, total is +2)
Search: (15, +3, +4 for complex, total is +7)

Also, Argyle is turning on his camera.

IC Post Comming Soon.

Edit: Damn I rolled well. Not so much for Gnomere, thank god she is complex.
Edit 2: IC post up. Tell me as soon as I get into a device so Gnomere can start hacking.

2012-06-04, 09:56 AM
Sorry guys... was waiting on some of the other players to post and then had a crazy-busy weekend!

Will get the post up shortly.

Sam Fisher
2012-06-04, 02:40 PM
Posting from my phone is there any high ground covering our teams approach? If so ill take it and keep cover with my sniper from above if not ill follow the rest of the team magnum drawn. Ic post when i get chance

2012-06-04, 03:27 PM
If you follow either Argyle or his drone, you would be able to get good coverage while the team remained outside of any buildings (obviously).

Sam Fisher
2012-06-04, 04:37 PM
I'll follow you guys then mag drawn

2012-06-04, 08:50 PM
Just so we're clear... there is a device reading from the area.

Erik Vale
2012-06-04, 09:16 PM
Edditing post.

Also, computer use rolls for hacking:
Argyle's Base: 10
Gnomere's Base: 12
Argyle: [roll0]
Gnomere: [roll1]

Arrgh F***. No chance we can say that Gnomere is actually taking the lead, like she really does?

Any way, total 1+10+((14+12+4-10)/2)
Total is 21, or an auto fail due to a 1.

Vixsor Lumin
2012-06-04, 10:26 PM
which onyx am i again? haha

Erik Vale
2012-06-04, 11:01 PM
see page 1...

2012-06-05, 09:25 AM
If it is always going to be her doing it, then we can do it that way. But not if it's just this time because she rolled better.

However (this time), it appears that almost as soon as you start tampering and before any real information comes your way, you are locked out.

2012-06-05, 09:39 AM
And Q, let me know if that's too much personality for Mal. Sorry, couldn't help myself!

2012-06-05, 10:24 AM
Its fine. Rule 1 of any game: The DM is always right. Besides, you won't get any complaints from me about having a mini-Mal in my suit.

2012-06-05, 10:39 AM
Good deal! Ur... rather... shiny!

Erik Vale
2012-06-05, 05:50 PM
No, she always takes the lead when she can gat a connection, and nothing needs to be physically typed in. (In other words, unless I need a hard conection, she does it and I offer advice should something pop up. Mostly because it's hard to hack and effectively fight...) I assume the rolling is still the same in order to maintain balance?

However, this is a better scenario than being flooded with a data bomb as I was thinking you would do. I would have made it funny though...

2012-06-05, 10:38 PM
Just a note, I'll be out of town for 10 days. John will follow orders from Valen and do his best not to die.

Erik Vale
2012-06-05, 11:10 PM
So thats a No for you painting yourself fluro pink and walking up to the town as our messanger?

Sam Fisher
2012-06-06, 04:06 AM
Ok so I'll take the high ground to the right and keep you all cover.

spot check to see if i can find my self a good target.

Me 1d20 +5
Acolyte1d20 +10

Sam Fisher
2012-06-06, 04:16 AM
not sure what went wrong there

[roll0] +5

[roll1] +10

ok so thats a 35 for me and a 17 for my drone what do i see?

2012-06-06, 09:51 AM
You see the sentry posted up in the tower, and two more milling about outside the buildings. Those two are seated next to a medium-sized campfire, cooking and chatting about something. And yes they are all armed. You have no visuals on any of the interiors of the buildings - the bunker is too dark and the others have glass that is coated with dust and grime.

This is purely to give you an idea of the general appearance of the people you see. (Note: there may or may not be four of these people... and they do not necessarily represent specific individuals, at this time.)


Erik Vale
2012-06-06, 05:55 PM
Ok then. Well is someone going to walk up to the door and knock like a nice person, now that we're all ready?

2012-06-06, 07:25 PM
Good question.

Erik Vale
2012-06-06, 07:42 PM
Mmmm. Perhaps the boss, having sent everyone else where, will manage to think of something. Perhaps, knocking?

Vixsor Lumin
2012-06-06, 07:51 PM
i would volunteer, but my solution would be to smash heads in. literally. that may not be the best course of action haha

Erik Vale
2012-06-06, 07:54 PM
No, the only character that doesn't have something to do is Valen, as he has given us all tasks (Well, I generated my own, but still.)

2012-06-06, 09:44 PM
I guess Communications is one of his specialities...

Vixsor Lumin
2012-06-07, 12:53 AM
fixing the ghost post

2012-06-08, 09:16 AM
Sentry's attack roll:

Valen's defense roll:

Erik Vale
2012-06-10, 09:04 PM
As I don't know what I can shoot and who I can see, I'll leave rolls to you, as for what I'm doing.
Argyle will be making a DMR shot as described in game, using thermal vision to shoot through any thin walls should no targets present themselves through normal vision.(say, plasterboard, but he isn't going to try through concrete.) (Not deploying cover at the moment.)
Iaoch will use flare on the same target (if possible), or on another target if present. As normal Argyle is monitoring vitals and helping coordinate using Tac points and such (Argyle’s Wrist slots). I’ll let you decide how tactics works. (Remember, Gnomere helps)

But, as I don’t know what I can target and so forth, you get to roll.

2012-06-10, 10:04 PM
So Im sitting in a class called info, not understanding a word the teacher is saying. So I get on here, and find the shooting has already started. Maybe I should have explained in my plan that the idea was to MINIMIZE shooting with the presence of a BAMF, a translator, and the team leader.

Erik Vale
2012-06-11, 02:00 AM
Same here.

But I wasn't the moron who made me a liar or aimed at a Spartan, or the Spartan standing in the open.

2012-06-11, 11:04 AM
Whoa... let's not start calling our fellow posters and players names, there's no need for that. This is a game, gentlemen and let's keep it exactly that - a game between gentlemen. Keep all the violence and insults in character, please. Decisions are made in the game just like die rolls, good and bad, but sometimes you don't know which it will be until you commit. I promise you, the game will move on.


Erik: You have two potential targets at the moment - You can spot the toe of the boot of the person stacked up inside the left of the gate doorway from where you are at; and you see one more person coming out of a building through the gate doorway (a long shot). You could also ready an action and fire on the sentry in the tower, if he pops back up again. Most, if not all of the buildings that you can currently see seem to be made of rock, concrete, or steel. This place nearly has the look of a fortress (check the picture again to see what I am talking about).

Q: You see a shadow move through the slit in the bunker (far left) and see a gun barrel stick out of it... it seems to be pointed in the direction of Valen and Tristan.

Vixsor: In order to reach the guys with the 50 cal, you will have to go through the gate opening and to a staircase that you see them ascending on the right just inside. You also currently see the individual stacked up inside the righthand side (just below the staircase) with a shotgun.

2012-06-11, 11:35 AM
Valen's grenade throw:
[roll0] {His ranged bonus at a -2 (for an attempted 'bank shot')}

Guys-with-the-turret's saves (just in case it is accurate):
[roll1] {Gun carrier}
[roll2] {Tripod carrier}

Grenade damage (wherever it goes off):

Vixsor Lumin
2012-06-11, 11:39 AM
Hmmm in that case, I should deal with the shotgun guy first..... what would the DC be to swing my hammer through the wall into him? If I go out of my way a bit, I could put the wall between us and get close enough to attack. The attack is where I'm having difficulties. So would it be possible to swing through the wall into the guy?

If not ill just throw an inferno grenade while I'm running up

2012-06-11, 11:55 AM
The grenade rules that I am using (if anyone is interested). It is from a table-top game that I run involving the modern day zombie apocalypse, so ignore some of the specifics in that regard.

Grenade attacks are handled a little differently, since the damage that they do is not a direct result of the attack, but rather a secondary effect. The attack is made, with no countering defensive roll, to determine the accuracy of placement. An attack roll of 15 or higher hits directly where the character was aiming. Otherwise, the grenade lands away from the targeted area at a distance of 5 ft. per every one point the attack roll was below 15. Then roll 1d8 to determine the direction of the miss randomly. For example, Hector lobs a frag grenade into a crowd of zombie baseball fans. He rolls a total attack roll of 8; 7 points shy of 15… so he missed his mark by 35 feet (7x5=35). Hector then rolls a d8 and comes up with a result of 1… he overthrew it, and it lands on the opposite side of the crowd from Hector. Poor Hector.

Any targets within the area of the grenade’s effect then roll Reflex saves. If they score a result of 15 or higher, that target manages to “bunker down” or dive for cover in such a way as to avoid the direct explosion. On this same save, if they score a result of 20 or higher, that target has the option of picking the grenade up and throwing it away (possibly even back at the original attacker). However… if a 1 is rolled on the returning throw, the grenade detonates in the target’s hand (and no further saving throw is required). After the first save is resolved, there is a second save to be made as listed on the Weapons Chart. If the target is “bunkered down” or has full cover between themselves and the blast and passes this save… they completely ignore the effects of the explosion. If they fail the secondary save, however, they take half damage but may ignore any other effects of the grenade. Someone who fails the first save, but passes their second takes half damage and any other effects’ durations are halved as well. And of course… anyone who fails both of these saves takes the explosion full-on. Boom, baby!

Valen's throw was accurate, so... they both need additional saves:

[roll0] {Gun carrier}
[roll1] {Tripod carrier}

Vixsor: Sorry... I may not be giving enough details or something that you guys can get a good idea of the layout. I usually have the battle mat and miniatures for combat. The DC for swinging you hammer through the concrete wall would be 25 (impossible for a normal human, difficult for you); however, you get 1.5 on your Strength check for it being two-handed and if you use the Charged Burst on it, you would get a +6 to the check as well.

2012-06-11, 12:48 PM
Okay, gun carrier failed both saves and takes full damage (17 points, killing him). The tripod carrier passed his first and failed his second, so he takes half damage (8 points, seriously wounding him).

Maybe this will help!


2012-06-11, 12:49 PM
Right then, rolling to shoot the tripod guy with the needler.

2012-06-11, 12:57 PM
Sorry, forgot to roll damages and it wouldn't let me do it in the original post for some reason.


2012-06-11, 01:14 PM
His defensive rolls:

Wow... pitiful. You hit on both and deal 10 additional points to him. Added to his already done 8, for a total of 18. He's dead.

Vixsor Lumin
2012-06-11, 05:54 PM
that picture helps alot haha. im gonna switch from the shotgun guy to the assault rifle guy, since V21 is already against that wall. i did the math, and with all my strength bonus and expending a charge i have a 50/50 shot at swinging through the wall. my only question before i roll is this: can i power attack and do even more damage? im not going to attack for full, since i would like to his the guy behind the wall but if i could nudge those odds over even 1% ill be happy. as of now i need to roll a 10 or better.

Erik Vale
2012-06-11, 10:45 PM
Ok then.
Ioach will flare the long shot to keep him away, I will be tossing a grenage (Inferno, less damage but a larger radius) in the room he's hiding in.

My attack roll: [roll0], DC 15 (I'm aiming in at the guy's foot, since it's a sticky)

2012-06-12, 09:59 AM
Vixsor: Good... I'm glad! Of course you can Power Attack (up to a +5 bonus to damage), but that same bonus becomes a penalty to your attack. Not the check to get through the wall, but the following attack on the guy behind it.

Erik: I'm not sure what the "flare" ability you are trying to do with Ioach. If you are talking about the Carried Equipment of the same name... then that's actually a physically thrown item (like from Halo 3). And for Carried Equipment I have you down as having a Portable Cover... but that could be wrong.

Your target's save:
[roll0] {Initial}
[roll1] {Secondary}

Okay, that makes good sense. He rolled a 1 on his initial save, so the grenade hit his foot directly. And he will take full damage from that grenade!

Erik Vale
2012-06-12, 06:54 PM
Ohhh, he is very very dead. Nice and roasted, along with anyone else (yay for larger radius)

Ioach is using the flare spell, Arcane Cantrip (You told me to build him as a sorcerer, his known spells are on the second page, with the rest of everyone's character sheets.), not using flare.

Now, since Vix has gotton through the wall, I'm going to have to join him, which means some use of jump, my jet pack or both, would you either tell me what I need to work through, or letting me know not to worry (in which case, just put me near Vix's charactor, and I'll draw my spiker and maybe deploy cover.
Also, the spiker (in reach) has a knife on the end, I take it that the spiker also counts as having a combat knife attached.

2012-06-13, 12:04 PM
Oh, right, right... I gotcha now, sorry. And excellent! For future reference (since he is now roasting alive), what is the range of the 'spell' and the DC for the saving throw to go up against?

"Reinforcement's" Fortitude save:

As for the action at the wall. The gate is open (it has been since the beginning) so you would have no problems getting to the other side, if you so wish. Tristan pretty much just put a beach-ball-sized hole in the concrete. You can still jet pack over if you'd like (which is a simple Move Action on your part), or maybe up to the tower where the sentry is still posted up. The Spiker does yes (I called it a "razorback attack"):

Spiker (Tarretus’ Demise) [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.

2012-06-13, 12:24 PM
Picture (showing the current dead and my understanding of current positions):


Okay... now it is their turns!

Tristan needs four defense rolls (1d20+AC), the last at a +4... he apparently called more than just a little attention to himself! The first three defenses are against the attacks from the guy in the bunker (battle rifle, semi-auto fire). The last is versus the guy opposite Valen (shotgun works in a cone effect, see below)... to which he gets partial cover from the wall.

Argyle needs three as well, from the sentry in the tower (at a +8 for partial cover and the "pop-up-and-shoot-then-duck-back-down" method of attack).

Bunker Dude:
[roll0] (damage, if hit... [roll1])
[roll2] (damage, if hit... [roll3])
[roll4] (damage, if hit... [roll5])

Shotgun Dude:
[roll6] (damage, if hit... [roll7] (normally 4d6, but you are out of the initial 20 ft range, just barely))

[roll8] (damage, if hit... [roll9])
[roll10] (damage, if hit... [roll11])
[roll12] (damage, if hit... [roll13])

Shotgun Rules

A shotgun deals damage differently than a normal weapon. It sends out a cone of lead goodness to its maximum distance to everything within that cone. One attack is rolled and every target makes its defensive roll separately. The damage dealt decreases by one die per 20 ft. increment (and the cone increases by 10 ft. of width) it is away from the point of origin.

Erik Vale
2012-06-13, 06:05 PM

AC rolls:
[roll0] (DC 14, Dam 16)
[roll1] (DC 14, Dam 12)
[roll2] (DC 6, Dam 9)

That should be right... Rolling.
Hah, no damage!

Flare: 25feet (You said I was within jump pack range, so I'm within 20feet, so I'm in) Fortitude save negates, but otherwise the person is dazzled. (Unsure what this meens of the top of my head, pretty sure it's -1 to attack rolls (basing off NWN though, so *Shrug)

Also, taking to movement means I can't attack right? (I'f I can, I'll just perform an attack on the sentry with the weapons blade. Non-Lethal if I can (Will look for)

Vixsor Lumin
2012-06-13, 06:14 PM
Ok my saves are coming up! I know the gate was open, but if had gone around to attack, id be on the same side of the wall as everyone else, which seemed like a bad idea :smalltongue:

[roll2] ok so this one hit.

I've got 25 sheild points, so I'm fine right?

Erik Vale
2012-06-13, 06:22 PM
Thats the rules. As long as you have sheild points you havn't been wounded, so now you have 4 guys to bludgeon.

Vixsor Lumin
2012-06-13, 06:36 PM
And bludgeon I shall :smallamused: haha still, what are the rules on non lethal damage?

2012-06-13, 06:39 PM
Erik: The sentry's shots all miss you! And yes, two Move Equivalent Actions means that you cannot take an Attack Action this round. However you will be in the tower with him at the end of the round.

Sentry's Fort Save:

Vixsor: The first attack of the sentry hit (the 12 tied, and a tie always goes to the aggressor), well as the shotgun blast (I think your Defense Roll for that should've been a +11, not a +13... your normal 7+4 (partial cover)... but with an 18, he hit regardless). So your Shield Points are depleted by a total of 22 points (11 from each). So you have 3 Shield Points remaining, until we have to go into Wound Points (which is where DR will cone in)! :smallwink:

You just need to declare that you are intending in inflicting "subdual damage" with an attack before it is made.

Erik Vale
2012-06-13, 06:46 PM
Ok. I'll modify my post to incorperate Vix getting shot, but we're ready for round two.

Vixsor Lumin
2012-06-13, 06:50 PM
Oops sorry, ok, ill go post with that kind of damage in mind. And there's no penalty or anything for subdual damage??? Sweet haha, that makes this much easier :smalltongue:

Erik Vale
2012-06-13, 07:00 PM
Intimidation Roll: (Sentry, hopping it's relevent)

Argyle's base bonus: 6

Argyle: [roll0]
Ioach: [roll1]
Modifier given: +5
Gnomere: [roll2]
Modifier Given: +3

Roll + total modifier: 30.

Should the intimidation matter, then that was a very useful roll.

2012-06-14, 10:50 AM
Vixsor: There is usually a penalty for attempting a subdual strike, but you guys have received all kinds of special training that minimizes (or negates) a lot of those little penalties.

Erik: I am assuming that those rolls from your AIs are to assist you in your Intimidate. If so, then the breakdown on the bonuses (based on those rolls) works like this:

Ioach's base roll: 15
Ioach's skill bonus: +3
Ioach's total: 18 (which generates a +4 for you)

Gnomere's base roll: 9
Gnomere's skill bonus: +4
Gnomere's total: 13 (which generates a +1 for you)

Your base roll: 19
Your skill bonus: +6
Ioach's bonus: +4
Gnomere's bonus: +1
Total Intimidate Check: 30

So you got the right total, and you may have generated it in the exact same way, but I was confused by some of the breakdown in your post (namely the "modifier given" parts), so I went ahead and showed you guys how I calculate this stuff out!

I haven't seen any of the other guys around since combat started (Doc posted once or twice at the beginning). I would like to have them post some input on the battle, but I don't want to "kill the mood" by waiting on them for too long either.

2012-06-14, 12:58 PM
On a nearly unrelated note... I do still play quite a bit of Reach online, if any of you guys would be interested. My gamertag is o Erasmas o and I am on in the evenings (Central Time Zone) and on the weekends.

If you don't mind:
A lot of communication during the game, such as, "Two guys coming in the front of the base, one has rockets!" (but which also, unfortunately leads to some cursing and screaming into the mic on my part)
Hardcore teamwork
A preference of Objective over Slayer (at the expense of K/D Spread at many times)

And you don't partake in:
Tea bagging
Spawn camping
Team killing (or fighting over specific weapons or vehicles)
Racist/hateful language

Then me and my buddies would love to have you on our team! If you send me a friend invite, just be sure to include a note saying who you are!

2012-06-14, 02:13 PM
I know that Q's going to be out of town for a few more days, but I have no idea about the others.

2012-06-14, 03:08 PM
Alright, Doc... I need two attacks from you, sir! The Tango will have significant cover, but you guys are pros.

2012-06-14, 03:11 PM
Ah, bugger, right. Rolling for attack and damages now.


2012-06-14, 04:06 PM
And his defenses:

Damn, bro... a miss on both! He is only presenting a small target, because of the bunker, so he had a +6 bonus on his AC. And it proved to be all the difference in the world! Your two shots hit the concrete very close to him, causing him to recoil back inside.

Vixsor Lumin
2012-06-14, 05:10 PM
On a nearly unrelated note... I do still play quite a bit of Reach online, if any of you guys would be interested. My gamertag is o Erasmas o and I am on in the evenings (Central Time Zone) and on the weekends.

If you don't mind:
A lot of communication during the game, such as, "Two guys coming in the front of the base, one has rockets!" (but which also, unfortunately leads to some cursing and screaming into the mic on my part)
Hardcore teamwork
A preference of Objective over Slayer (at the expense of K/D Spread at many times)

And you don't partake in:
Tea bagging
Spawn camping
Team killing (or fighting over specific weapons or vehicles)
Racist/hateful language

Then me and my buddies would love to have you on our team! If you send me a friend invite, just be sure to include a note saying who you are!

I recently sold a bunch of my games, but I'm pretty sure I kept Reach :smallbiggrin: I'm moving and won't have internet until I find a cheap way to get it, but its one of my top priorites haha! Once I get my stuff situated, expect a friend request from mortos der soul :smalltongue: I live in AZ and time is weird here cus we don't do daylight savings, but for half the year we are on pacific time

Erik Vale
2012-06-14, 05:31 PM
I'd love to, but I can't manage live costs with my other stations...

2012-06-15, 09:38 AM
Understandable, on both accounts guys!

Looking forward to seeing you online when you get there Vixsor!

Meanwhile... back to the game at hand (even though the game is afoot)...

2012-06-15, 12:20 PM
Sentry's Will save:
[roll0] (not a chance in Hell, but still...)

2012-06-15, 12:33 PM
Valen's Knife Attack:
[roll0] (damage, if it hits [roll1])

Shotgun's Defense Roll:

2012-06-17, 09:41 AM
Lets lay down some covering fire on that bunker.
Submachine gun I think.

Erik Vale
2012-06-17, 07:58 PM
Judging by the lack of being shot at, should I assumy that my opponent has either surrended or I have time to bash him for being to bewildered to drop his weapon?

2012-06-18, 09:37 AM
Defense in the Bunker:
[roll0] (still has significant cover)

Erik: He hasn't surrendered, but he is definitely stunned. So you may take an action before he has time to do anything else, if you wish.

Erik Vale
2012-06-18, 05:49 PM
Well then, I will attack him for non lethal damage, bludgeing him with my weapon. Attacking his arms, if it's not to much trouble.

Attack Roll

2012-06-19, 10:40 AM
Sentry's Defense Roll:

The guy in the bunker is returning fire to Volsung. You get a +4 from your cover to your AC!

Bunker Tango's Return Fire:
[roll1] (damage, if hit [roll2])
[roll3] (damage, if hit [roll4])
[roll5] (damage, if hit [roll6])

2012-06-19, 11:11 AM
By the way, are the needles explosions to small for them to have the slightest chance of hitting the guy at this point?


2012-06-19, 11:22 AM
Okay, you took one hit (of course it was the one for the most damage). :smallfrown:

Yes... the ones that miss him are too small to damage him, sadly. But do keep in mind that any that do hit will automatically do explosion damage the following round!

2012-06-19, 05:27 PM
And of course I forgot to make a damage roll.

Erik Vale
2012-06-19, 05:28 PM
Is it possible for Argyle to get into the bunker from where he is? Prefferably while still allowing an attack action.

2012-06-20, 10:48 AM
Okay, the guy in the bunker has 7 damage... but is still up.

And no, Erik... not that you can see.

Vixsor: Yes, your shields are just now fully recharged!

Erik Vale
2012-06-20, 05:39 PM
Ok then.... Are the guys attacking Tristen still up (near the wall), and if so, how long would it take me to get to them?

(if no, I will step on the guys dropped gun, report in that I'm holding a captive. I will probably try to help fix his injuries.)

Vixsor Lumin
2012-06-20, 06:20 PM
I actually for got about them haha, the shot gun guy is till there I think. I was gonna go after the guy in the bunker, but if there are people who could shot at me while I'm doing that its probably a bad idea.

Erik Vale
2012-06-20, 06:35 PM
If it's just the shotgun, you can take him (Try nonlethal though). Composing an IC post.

2012-06-20, 08:22 PM
I should be able to handle the guy in the bunker, and I was planning on just chucking in a grenade. And just so I don't double post again, I'm going to roll for attack before I post IC.


2012-06-21, 09:31 AM
Okay... hang on, I think there is some confusion again!

There are three Tangos (that you know of right now) that are still alive:
The Sentry (subdued by Argyle, via broken arm)
The Shotgun Tango (subdued by Valen, via hamstring cuts)
The Bunker Tango (possibly killed by Volsung's grenade)

Bunker Tango's Saves:
[roll0] {Initial}
[roll1] {Secondary}

EDIT: Wow... this guy is a freakin ninja! Don't bother rolling, Volsung... he managed to take complete cover from the grenade with those two saves. Jeez!

Erik Vale
2012-06-21, 05:51 PM
He was making up for the other guy being incinerated, from it being latched to his toe.....:smallcool:
Thats gonna keep me laughing for a while.

But yes, as many foes as I thought there where.

Erik Vale
2012-06-21, 09:20 PM
Argyle gonna perform a heal on the guy with a brocken arm while I wait for the doc. Specially since the other guy is gonna need it more (20 damage, wow)

Ioach: Not Rolling (-1 is a big no.)

Gnomere's base roll: [roll0]
Gnomere's skill bonus: +1
Gnomere's total: 21 (generates a +10 (4 from 6 from roll))

Your base roll: [roll1]
Your skill bonus: +6
Ioach's bonus: N/A
Gnomere's bonus: +10
Total Heal Check: 31

Now I have no clue how I should act. Should he let me I think I might have effectively cast cure minor.

Erik Vale
2012-06-21, 09:35 PM
Sorry for a tripple post, but heres a diplomacy roll, just in case it's needed.

Ioach's base roll: [roll0] (9)
Ioach's skill bonus: +3
Ioach's total: (Generates +3)

Gnomere's base roll: [roll1] (14)
Gnomere's skill bonus: +4
Gnomere's total: (generates a +8)

Your base roll: [roll2] (13)
Your skill bonus: + 0
Ioach's bonus: + 4
Gnomere's bonus: + 8
Total Diplomacy Check: 24

2012-06-22, 10:11 AM
Well... you certainly managed to set his broken arm, that's for damn sure.

I still don't think you're calculating the assisted skill checks correctly. But also, for everyone else's benefit:

Ioach's base roll: (1d20)[9] (9)
Ioach's skill bonus: +3
Ioach's total: 12 (which would generate a +1 as a stat, not a +3)

Gnomere's base roll: (1d20)[14] (14)
Gnomere's skill bonus: +4
Gnomere's total: 18 (which would generate a +4 as a stat, not a +8)

Your base roll: (1d20)[13] (13)
Your skill bonus: + 0
Ioach's assist bonus: + 3
Gnomere's assist bonus: + 4
Total Diplomacy Check: 20 (instead of a 24)

For something like this is certainly isn't imperative... but again, just so that later when it is, everybody is on the same page!

2012-06-22, 10:34 AM
These attacks are directed at John, so you need three defenses (at a +4 as well).

Bunker Tango's Attacks:
[roll0] (damage if it hits, [roll1])
[roll2] (damage if it hits, [roll3])
[roll4] (damage if it hits, [roll5])

2012-06-22, 10:38 AM
Uh oh... that last roll could potentially be very bad!

Rolling for Critical Miss Possibilities:

(I know it's a lot of rolls, but there are a lot of possible outcomes!)
EDIT: Okay... the first roll determined the outcome and now I know what happened!

2012-06-22, 08:24 PM
Haha, made the ones that count!

Sam Fisher
2012-06-25, 07:56 AM
Hey sorry I’ve been away on holiday i was sure i had made a post saying that i would be away but obviously it didn't post dam Droid phone. Anyway looks like I’ve missed a lot of the action.

From my covering vantage point can i see any enemies?


Me - [roll0] +5
Drone - [roll1] +10

2012-06-25, 10:46 AM
Alright Q... he missed you with all of them.

Sam: You can see that the Sentry and the Shotgun Tango have both been neutralized. You can still see/hear the fire coming from the bunker, but you cannot see the Tango. Your drone, however, can and you think you may have a slim chance at ricocheting a shot off of the "window sill" of the slit he is firing out of. It would translate into a steep penalty on your shot, but would be an epic shot if you pull it off!

Sam Fisher
2012-06-26, 04:41 AM
Ok i try and make the shot

Ok drone paints the target. +2
Scout helmet range bonus. +2
Ranged skill +12


Damage if I’m epic


OMG rolled 19 not bad just hope it's enough to prove my absence was just a way of comming back in awsome style. wait how did i manage to roll so little damage...

2012-06-26, 10:38 AM
Okay... the penalty I had decided on was a -10, so you still have a good chance of landing the shot! Here goes:

Bunker Tango Defense:

EDIT: Wow... pretty close, but you managed to hit him! And that damage is enough to take him out!

Vixsor Lumin
2012-06-26, 10:42 AM
Good god! :smalleek: remind me not to piss off the sniper! Hahaha:smallbiggrin:

2012-06-26, 10:46 AM
Q: You can have chosen to withhold detonation on your mine, if you wish. If you still would like to go through with it... roll for damage please!

Yeah, that was a difficult and epic shot indeed!

Sam Fisher
2012-06-26, 12:27 PM
I aim to please.

2012-06-26, 01:03 PM
Har har har...

Sam Fisher
2012-06-26, 04:18 PM
I tried to find a an animated giff of Horatio Caine putting on his shades. sadly i couldnt.

Vixsor Lumin
2012-06-26, 04:46 PM
That would've been awesome haha :smallbiggrin:

2012-06-26, 11:02 PM
Yeah, Ill hold off. The only question being, am I going to have to make a disarm check?

2012-06-27, 08:18 AM
Casting cure light wounds on shot gun guy.


2012-06-27, 09:49 AM
Q: No, you won't need a disarm check, since you're the one who rigged it. You can simply remove the attachment and stow it away again!

Doc: Are you doing so through The Doctor (your AI)? Because you could just make a Heal check if you want... your Trauma Kit Utilities grant you a +4 bonus to Heal checks because of the supplies they contain. And they also have 2 Bio-foam canisters (so you have 4 total; using one up heals 5d4 Wound Points.

2012-06-27, 12:59 PM
Yeah, I'm doing it through my AI, and I'll stick with cure light wounds. I get four of them a day anyway, and I don't want to have to use the bio-foam canisters unless it's for something important.

2012-06-27, 03:22 PM
Gotcha! Sounds like a plan.

You patch him up well then. Not sure how to explain a Cure Light in this universe's terms, but maybe your AI uses some manner of bio-foam and electricity stored within your suit to carry out the same net effect.

Sam Fisher
2012-06-28, 07:36 AM
Ok after a short while of covering you guys I’ll do another spot check to see if i can see anyone who's trying to sneak up or notice anything unusual.


Me - [roll0] +5
Drone - [roll1] +10

2012-06-28, 09:30 AM
Although you have a great vantage point, you see no further activity.
It looks clear!

2012-06-28, 11:56 AM
Do we take the truck?

2012-06-28, 02:56 PM
Good question...

Sam Fisher
2012-06-29, 08:51 AM
Can we all fit in the truck?

2012-06-29, 10:31 PM
I don't think so. If we had two trucks, maybe. But we might as well hoof it until we can find better transport.

Vixsor Lumin
2012-06-30, 12:12 AM
Well.... two in the cab.... I could see 3 on the back if I remember correctly how Jorge looked in the game.... and someone who can run really fast? Haha

Sam Fisher
2012-06-30, 06:12 AM
If we can't all fit in new plan . Check to see if it has any kind of gps if it dose see if it has any locations saved in or if not hack it to see where it has been alot. Hopefully well find any other out posts and or main bases.

2012-07-02, 09:28 AM
You could all fit, but it would certainly be tight. Two in the cab, two standing up looking over the cab, two sitting behind them with their legs hanging off of the sides and one with his legs off of the rear.

The real question isn't space, but a weight limit on the suspension and/or the towing capacity of the engine.

2012-07-02, 08:06 PM
The engine isn't a problem, thats just piloting checks. If we have enough space for all of us, lets take the truck. We'll reimburse them for it after we're through with it.

Vixsor Lumin
2012-07-02, 08:08 PM
Sounds good to me, although we should still look for a gps.

Erik Vale
2012-07-03, 04:23 AM
He was talking about the engine carrying over 7 tons.

But if it works, sure.

2012-07-03, 10:14 AM
Yeah, the carrying capacity is what I was talking about. But we'll probably just chalk that one up to the Willing Suspension of Disbelief and move right along!

You do not find any sort of GPS on the Spade. It looks like it is pretty basic and utilitarian in design. However, you also discover (whilst poking around) that there is only one discernible road leading away from this place.

Sam Fisher
2012-07-03, 01:17 PM
Meh a mongoose is supposed to be able to easily carry 2 spartans.

There is just one thing to say in this situation.


2012-07-05, 09:23 AM
Cool, so...

Does someone want to post what they are doing, or... ?

Erik Vale
2012-07-05, 07:59 PM
I think its time for you to but in. Do any interrogation/searching before we go, and then put us on the road.

2012-07-05, 09:51 PM
I said SHOTGUN! Shotgun, damnit!

2012-07-06, 09:32 AM
Alright... I was trying to make sure that no one had anything else that they wanted to do while you were here. I guess that is a resounding "no".

Okay... so who's driving? There seems to be some discrepancy. Q is listed as the pilot, but he did also call 'shotgun' (which means "I call passenger seat"... at least where I come from)?

Erik Vale
2012-07-06, 07:07 PM
Q is space pilot I think.
Anyway, I believe I grabbed drivers seat, if not then the leader should, being the leader and all.

2012-07-06, 08:05 PM
I was quoting Sarge, and in IC I got in the driver's seat. Which means Erik is sitting on my lap. Which is more uncomfortable than awkward.

2012-07-08, 03:58 PM
Alright you two... we seem to be at an impasse. So we will settle it like gentlemen; in an old-fashion showdown (read "roll off")!

Each of you roll a Reflex save, please.

Erik Vale
2012-07-08, 05:19 PM

2012-07-10, 08:28 AM

2012-07-10, 09:15 AM
Alright... Erik won the roll off.
That means that Argyle got to the driver's seat first this time!

Do with that what you will (in character). And if you would, please Q, edit your post to reflect this! Thank you!

2012-07-11, 11:56 AM
I need everyone to roll Spot checks!
Sammael, if your Sentry Bot would usually grant you a bonus, please remember to strike that... since he is indisposed at the moment!

2012-07-11, 03:21 PM
I sincerely hope this isn't for an ambush.


Erik Vale
2012-07-11, 05:49 PM
Gnomere: Spot (WIS) ~ 4 (5)
Me: Spot (WIS) ~ 3 (5) (7)

Argyle: Roll [roll0]
Skill Bonus: +7
Gnomere: Roll [roll1]
Skill and AI bonus: +9
Stat Effective Bonus: +4

Total: 16.

Well, it wasn't a total screw-ball. Thank god for AI.

2012-07-11, 10:51 PM
You know its an ambush when the DM makes you roll a spot check.

Erik Vale
2012-07-12, 12:06 AM
And you know that you have successfully been when you are all rolling low.
Any chance of rolling listen as well? Or is that screwed by the truck?

2012-07-12, 09:25 AM
Negative... Listen will definitely not factor in here!

2012-07-12, 11:57 AM
I am gonna give Sam (and Vixsor, possibly) some more time, but will post tomorrow regardless!

Erik Vale
2012-07-12, 03:13 PM
Oh... It's going to be aerial.


2012-07-13, 10:38 AM
Valen's Spot:

2012-07-13, 09:46 PM
Could Kaylee and I roll a "Knowledge: Vehicle" check to id it?

Sam Fisher
2012-07-16, 06:51 AM
Ok i send my drone high and let it have a look around the area to try and find what we're loking for.

SPOT: 1d20+10

Sam Fisher
2012-07-16, 06:52 AM
i'll try again not sure why that didn't work


Sam Fisher
2012-07-16, 06:54 AM


after all that ... typical

2012-07-16, 09:16 AM
Q: Yes, have Kaylee roll an "assist roll" to determine a bonus for you.

Sam: Your drone see the same thing I posted that the others had seen, and reports that there is something that doesn't compute on the other side of the hill as well.

Erik Vale
2012-07-16, 06:35 PM
I'll roll a piloting check here before I post.

Argyle's Roll [roll0] (16)
Argyl's Base Bonus: 6
Gnomere's Roll: [roll1] (22)
Bonus to Roll: 8 (4 Pilot, 4 Smart)
Gnomere's Granted Bonus: +6
Iaoch's Roll: [roll2] (8)
Bonus to Roll: 6 (4 Pilot, 2 Dumb)
Iaoch's Granted Bonus: -1

Net Total: 27. I know how to drive :smallcool:

Erik Vale
2012-07-16, 06:57 PM
Search, Spot and Listen rolls, for ambush preventers and if I see anything interesting.

Argyle's Roll [roll0]
Argyl's Base Bonus: 7
Gnomere's Roll: [roll1]
Bonus to Roll: 11 (7 Search, 4 Smart)
Gnomere's Granted Bonus: +9
Iaoch's Roll: Not Rolled
Net Total: 36 (With a critical. I find something, hoepfully not useless)

Argyle's Roll [roll2]
Argyl's Base Bonus: 7
Gnomere's Roll: [roll3]
Bonus to Roll: 9 (5 Spot, 4 Smart)
Gnomere's Granted Bonus: +8
Iaoch's Roll: Not Rolled
Net Total: 18 (A slightly blinder driver)

Argyle's Roll [roll4]
Argyl's Base Bonus: 2
Gnomere's Roll: [roll5]
Bonus to Roll: 9 (5 Listen, 4 Smart)
Gnomere's Granted Bonus: +5
Iaoch's Roll: Not Rolled
Net Total: 15 (A slightly deafer blinder)

Erik Vale
2012-07-18, 05:50 PM
Rolling Gnomere's Computer Use if it's needed.


2012-07-18, 05:57 PM
Alright, Kaylee's roll
And John's

Sam Fisher
2012-07-19, 07:49 AM
i'm slightly lost as to what everyone's rolling for...

2012-07-19, 09:16 AM
Erik is rolling for the attempt to clear up the communications with Valkyrie, I believe.

I'm not real sure what Q is rolling for.

Erik Vale
2012-07-19, 05:31 PM
Whatever it was, it failed.

The rolls before that where:
Driving- To make Sure I don't Crash
Search- Find anything Interesting.
Spot/Listen- Rolling to avoid ambush before I'm told to roll.

Erik Vale
2012-07-25, 06:00 PM
No clue on how to open the pod outside of brute force, so as many rolls as I can think of with the possibility of them working.... However my character probably knows so most of these could be ignored.... Will spoil.


Gnomere Base Bonus: 8 +Ai (Total 112)
Total: 32, nat 20, Temporarily know everything about the covenent, so I should know how to open it,
Nat 20 and 32, Temporarily know everything about the covenent, so I should know how to open it.

Argyle Base Bonus: 4
Gnomere Base Bonus: 3 +Ai (Total 7)
Gnomere Given Bonus: 5
Ioach base bonus: 1+ai (Total 3)
Ioach Given Bonus: 3
Total: 32
Nat 20 again and 32 again. If I didn't know, I figure it out.


Argyle Base Bonus: 4
Total: 18
Rolled 18 on my strength check if that means anything. Hopefully I can still open it.

Computer Use

Argyle Base Bonus: 10 (Secondary)
Argyle Given Bonus: 7
Gnomere Base Bonus: 12 +Ai (Total 16)
Ioach base bonus: 4+ai (Total 6)
Ioach Given Bonus: 3
Total: 42
Great roll, 42 on computer use. So if I can hack it to open or unlock, I just did. Perhaps I find out if something bad is in it and stop before I open it.
Oh, and post roll doesn't match database because for some reason I didn't delete Gnomere and Ioach under the strength spoiler, willing to reroll.

2012-07-26, 09:55 AM
No need to reroll. Admittedly, they were a little unnecessary, but hopefully they made you feel better.

You would know that the drop pod has a small release latch that is tucked away, so as not to activate on deployment from the air.

Sam Fisher
2012-08-02, 04:40 AM
Some more Spot checks !

Me - [roll0] +5
Drone - [roll1] +10

we are all totally ambushed...

Erik Vale
2012-08-04, 12:49 AM
Ok, can I get a quick guide to hijacking a covenant banshee mid flight in this game, other than try and jump/use jet-pack to land on it.
Speaking of which, can I combine Jump and Jet-Pack for range?

2012-08-06, 09:22 AM
The Jump/Jet Pack combination will grant you a little bit of extra height, but not all that much in the grand scheme. As for how we would handle such a thing...

It would be a Reflex save if one got close enough, and then probably a grapple check. And then just opening the cockpit and tangling with the pilot (it won't be as simple as grabbing onto the vehicle and automatically wrenching out the driver/pilot)!

Doc: Hey, make a Hide check for me, please! And you get a +2 for using the rock.

2012-08-06, 10:41 AM
I'm expecting to fail miserably at this, but who knows.

Erik Vale
2012-08-06, 10:07 PM
The Jump/Jet Pack combination will grant you a little bit of extra height, but not all that much in the grand scheme. As for how we would handle such a thing...

It would be a Reflex save if one got close enough, and then probably a grapple check. And then just opening the cockpit and tangling with the pilot (it won't be as simple as grabbing onto the vehicle and automatically wrenching out the driver/pilot)!

Doc: Hey, make a Hide check for me, please! And you get a +2 for using the rock.

I know it wont add much, I know the DC for jumping up. So Reflex to grab, Grapple to hold. Open for Free, then grapply to pilot to throw him out.

2012-08-20, 10:09 AM
Gentlemen... I fear that the game has dwindled down to just the two of you (if Doc is still around as well, that is). I don't really want to, but I was thinking that it might be time to fold. I don't know what else to do... so that's why I am asking you guys.

2012-08-20, 12:43 PM
I'm still around. This was a fun game, but I think at this point there's not much more that can be done with two people in a game designed for a squad, besides a rocks fall, everybody dies sort of situation. As much as i regret saying this, folding does seem to be one of the few things that can be done. Alternatively, however, you could just kill of the people who dropped, reopen recruiting and try again.