Mister_CD's Characters & Things Associated With
Mister_CD's Characters & Things Associated With
Hey,
...
I don't really know how to start this.
This is a place for me to put my random character builds that I put together in my spare time - mainly M&M stuff, but I might end up putting some Wild Talents write-ups as well, at some point.
I actually used to post on the Green Ronin Forums, back in the day, so some of the stuff on here will be transplanted as best I can from there.
...
Hmm. I don't really know how to end this, either. I put links here, as the thread gets filled up with characters (if it gets that far, anyway), but for now, this will be a little bit thread-bare.
...
Anyway, let's get this started.
...
I don't really know how to start this.
This is a place for me to put my random character builds that I put together in my spare time - mainly M&M stuff, but I might end up putting some Wild Talents write-ups as well, at some point.
I actually used to post on the Green Ronin Forums, back in the day, so some of the stuff on here will be transplanted as best I can from there.
...
Hmm. I don't really know how to end this, either. I put links here, as the thread gets filled up with characters (if it gets that far, anyway), but for now, this will be a little bit thread-bare.
...
Anyway, let's get this started.
Re: Mister_CD's Characters & Things Associated With
Welcome to Echoes! Make yourself at home, looking forward to your thread.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)
Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
- Captain Marvel SHAZAM! : Power of Hope (2000)
Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Re: Mister_CD's Characters & Things Associated With
Source~ https://www.deviantart.com/valderrama/a ... -335175744
SPARTAN II (“Typical”) PL: 12, pp: 168
Abilities: 62 Points“Die? Don't you know? Spartans never die.”
STR 8/7 STA 8/7 AGL 5/4 DEX 4 FGT 7/6 INT 2 AWE 3 PRE 0
Powers: 56 Points
Enhanced Mobility & Reflexes: 6 points.
Enhanced Trait 2 (Traits: Dodge 1 (+8), Parry 1 (+8)) (Flaws: Limited - only for off-setting modifiers to defenses due to Growth Modifiers), Quickness 1, Speed 4.
SPARTAN II Augmentations: 18 points.
Carbide Ceramic Ossification: Immunity 20 (Very Common Descriptor: Bludgeoning) (Flaws: Limited – Half Effect), Carbide Ceramic Ossification:
Protection 2, Catalytic Thyroid Implant: Growth 1 (Extras: Innate, Flaws: Permanent), Occipital Capillary Reversal: Senses 3 (Acute Sight, Extended
Sight 1 (x10) *, Low-Light Vision.
Device: MJOILNIR Powered Assault Armour: 32 (Removable – 8) points.
Restricted Users: SPARTANs only: Feature 1
AI Support Systems: Enhanced Trait 5 (Traits: Dexterity +1 (+5), Fighting +1 (+9), Advantages: Evasion, Uncanny Dodge, Flaws: Limited – Only with an AI onboard. (NOTE: not included in normal stat block, see below) **
Automatic Bio-foam Injectors: Enhanced Trait 2 (Traits: Stamina +1 (+7).
Energy Shield: Protection 4 (Extras: Sustained, Flaws: Fades.
Helmet Systems: Immunity 2 (Suffocation: Limited Internal Air Supply, Suffocation: Toxic Atmosphere.
Helmet Systems: Senses 10 (Dark Vision, Detect: Motion 2: ranged, Direction Sense, Distance Sense, Extended Sight 1 (x10) (NOTE: stacks for (x100) with *), Radio, Radius: Detect, Time Sense.)
Hydrostatic Gel & Pressure Seal: Immunity 4 (Environmental Conditions: Cold, Heat, High Pressure, Vacuum).
Polymerized Lithium Nibocene Layer & Force-Multiplying Circuits: Enhanced Trait 6 (Traits: Strength +1 (+7), Fighting +1 (+8), Agility +1 (+5), Flaws: Permanent.
Titanium Alloy Outer Shell, Bodysuit & Hydrostatic Gel: Protection 2 (Extras: Impervious [6 extra ranks [Impervious 8]].
Equipment: 5 Points
PDA: Cell Phone (Smartphone), Commlink, Standard Weapons: (Assault Rifle (Assault Rifle), Magnum (Heavy Pistol & Laser Sight), Fragmentation
Grenades (x2), Knife).
Advantages: 27 Points
Accurate Attack, All-out Attack, Benefit, Ambidexterity, Benefits, Status 1: SPARTAN II, Diehard, Favoured Foe: The Covenant, Great Endurance,
Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 1, Improved Trip, Interpose, Move-by Action, Power Attack, Ranged Attack 4,
Takedown 1, Teamwork, Equipment 5, Languages 1 (Base: English, Extras: Spartan Sign Language/Speech).
Skills: 13 Points – 26 Ranks
Acrobatics 2 (+7), Athletics 4 (+12), Close Combat 0 (+8), Deception 0 (+0), Expertise 6: SPARTAN/UNSC Military (+8), Insight 2 (+5), Intimidation 0
(+0), Investigation 0 (-), Perception 4 (+7), Persuasion 0 (+0), Ranged Combat 0 (+4), Sleight of Hand 0 (-), Stealth 2 (+6), Technology 2 (+4),
Treatment 2 (+4), Vehicles 2 (+6).
Offensive:
Initiative +9, Assault Rifle, +8 (DC 20) (Ballistic / Multiattack, Crit 20), Magnum, +10 (DC 19) (Ballistic, Crit 20), Fragmentation Grenade, +8 (DC
Dodge 15), Grab, +8 (DC Spec. 18) (Bludgeoning, Crit 20), Knife, +8 (DC 24) (Piercing, Crit 19-20), Throw, +8 (DC 23) (Bludgeoning, Crit 20),
Unarmed, +8 (DC 23) (Bludgeoning, Crit 20).
Defensive: 10 Points
Dodge 3 (8/7), Parry 1 (8/7), Fortitude 2 (10), Toughness 16 (Impervious 8), Will 4 (7)
Points Total: Abilities 62 + Powers 56 + Advantages 27 + Skills 13 + Defenses 10 = 168
Complications:
Fame: It’s a Spartan! – Spartans are famous throughout the UNSC – and the Covenant – for their actions throughout the Human/Covenant war; living legends to the people around them – for better, or for worse.
Motivation: Patriotism, Responsibility: The UNSC – SPARTAN II’s were almost born to serve the UNSC and its people, and, though many reach great heights in the UNSC hierarchy, they are all still, in a sense, UNSC property: weapons in the war for humanity’s survival.
Relationship – SPARTAN II’s have a deep relationship with both each-other, and certain members of the greater UNSC – Doctor Halsey, in particular, though others stand out as well.
Power Loss: Energy-Ballistic Weapons – While MJOLNIR armour is the best humanity can provide, it isn’t all-protective. The energy shield is meant primarily to protect against energy attacks, and so ballistic weapons can drop it far faster. Meanwhile, while the armour itself is treated to be more resistant against energy weapons, it isn’t nearly as protective against such attacks as its shield is.
**, While included in this MJOILNIR armour write-up, most Spartans don’t go into battle with an A.I onboard, so the advantages given are largely moot. They are still included in the points total for the armour, however.
__________________________________________________
... Because this was the first write-up I posted, and the MCC collection is making the rounds, so what the hell - there's some semblance of timeliness to putting this first.
Anyway, Spartans. Incredible super-soldiers of the future, and main characters (mostly) of the Halo series. If you've played a video game at any point in your life, or otherwise expressed any interest in them, then, chances are, you've seen these guys and girls before. Chosen for their incredible potential, and secretly abducted at a young age, the spartan II candidates were trained by the best of the best, to be the best of the best, and given augmentations to be even better. A shining, titanium-wrapped vision of what humanity could one day be (even if they were originally built to put down human insurrectionists, not the covenant (you can thank the UNSC for the cover-up)). I think I did them well - it's always a problem when you're making a write-up of an already long-established piece of fiction like this, as, since by now, the Halo universe has had a dozen different writers for, over the years, there have been a dozen different explanations of the exact limits of their abilities. The differences are closer than most, but it can still be a bit tricky to pick which one to hew too. But I think I did them justice. If you need me to be more specific, this is a Spartan II circa the Human-Covenant war, so no fantastic Gen 2 armour for this, or anything else.
This is a write-up of a 'typical' Spartan, and so any named one would have these stats, plus a few others. The Mjolnir armour also has a built-in interface for an A.I to hop into, and ride along with the wearer, improving their abilities, but the A.I doesn't come standard. If you wanted to try and use this to stat up the Master Chief himself, you could just stat up an A.I companion (high intelligence, lots of skills, snappy personality, and insubstantial nature) and given him some points in Luck, to round out the math, and you should be good to go. The PL is out of way, in terms of PL to PP, but after looking through everything, everything I've put on the sheet, makes sense, so I don't think I'll worry too much about it.
Oh, and hey, thanks! Happy to be here.Ares: Welcome to Echoes! Make yourself at home, looking forward to your thread.
EDIT: Just went in, and cleaned some stuff up with the senses. Managed to get a 7 in the points.
EDIT: Just change the Growth-Stats around. Same end-point of the stats, just a change around in how large these lads are.
Last edited by Mister_CD on Sun Sep 06, 2020 5:09 pm, edited 9 times in total.
Re: Mister_CD's Characters & Things Associated With
Source~ https://www.deviantart.com/the-chronoth ... -645600538
Spartan III (“Typical”) PL: 10, pp: 150
Abilities: 62 points“Make the units better with new technology. Make more of them. And make them cheaper.”
STR 6 STA 6 AGL 4 DEX 4 FGT 6 INT 2 AWE 3 PRE 0
Powers: 42 points
Enhanced Mobility & Reflexes: 6 points.
Enhanced Trait 2 (Traits: Dodge 1 (+8), Parry 1 (+8)) (Flaws: Limited - only for off-setting modifiers to defenses due to Growth Modifiers), Quickness 1, Speed 4.
SPARTAN III Augmentations: 15 points
88947-OP24 - "Retina-Inversion Stabilizer" Drug: Senses 2 (Acute Sight, Extended: Sight 1 (x10)*, Low-light Vision)
8942-LQ99 - "Carbide Ceramic Ossification Catalyst" Drug: Immunity 20 (Very Common Descriptor: Bludgeoning)
8942-LQ99 - "Carbide Ceramic Ossification Catalyst" Drug: Protection 2
Device: Semi-Powered Infiltration Armour: 21 (Removable -5) points
Enclosed Helmet & Oxygen: Immunity 3 (Environmental Condition: Vacuum, Suffocation: Limited Air Supply)
Hardened Plate & Liquid Nanocrystals: Protection 2 (Extras: Impervious [6 Extra Ranks [Impervious 8]])
HUD & Helmet Systems: Senses 9 (Acute Detect, Detect: Neural Interface/Motion Tracker 2 (ranged), Direction Sense, Distance Sense, Extended Sight 2 (x10) (NOTE: stacks for (x100) with *), Radio, Time Sense
Photo-Reactive Panels & Cooling Systems: Concealment 4 (All Visual Senses) (Flaws: Blending, Partial)
Semi-Powered Armour: Enhanced Ability: Enhanced Strength 1 (Flaws: Limited to Lifting), Force Multiplying Circuits: Strength-based Damage 1
Equipment:
PDA (Cell Phone (Smartphone)), Commlink, Standard Weapons: Assault Rifle (Assault Rifle), Magnum (Heavy Pistol + Laser Sight), Fragmentation Grenade x2, Knife
Advantages: 24 points
Accurate Attack, All-out Attack, Benefit: Ambidexterity, Benefit: Status (SPARTAN III), Favoured Foe: The Covenant, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 1, Interpose, Move-by Action, Power Attack, Ranged Attack 4, Takedown 1, Teamwork, Equipment 5
Skills: 13 points – 26 Ranks
Acrobatics 2 (+6), Athletics 4 (+10), Expertise 6 (+8): SPARTAN III/UNSC Military, Insight 2 (+5), Perception 4 (+7), Stealth 2 (+6), Technology 2 (+4), Treatment 2 (+4), Vehicles 2 (+6)
Offensive:
Initiative +8, Assault Rifle, +8 (DC 20) (Ballistic/Multiattack, Crit 20), Magnum, +10 (DC 19) (Ballistic, Crit 20), Force-Multiplying Circuits: Strength-based Damage 1, +7 (DC 22) (Crit 20), Frag Grenade, +8 (DC Dodge 15), Grab, +7 (DC Spec. 16) (Bludgeoning, Crit 20), Knife, +7 (DC 22) (Piercing, Crit 19-20), Throw, +8 (DC 20) (Bludgeoning, Crit 20), Unarmed, +7 (DC 21) (Bludgeoning, Crit 20)
Defensive: 9 points
Dodge 2 (7/6), Parry 1 (8/7), Fortitude 2 (8), Toughness 10 (Impervious 8), Will 4 (7)
Total Points: Abilities 62 + Powers 42 + Advantages 24 + Skills 13 + Defenses 9 = 150
Complications:
Fame: It’s a Spartan! – Spartans are famous throughout the UNSC – and the Covenant – for their actions throughout the Human/Covenant war; living legends to the people around them – for better, or for worse.
Hatred: The Covenant: The SPARTAN III’s are all recruited from worlds that have been destroyed by the Covenant; children made orphans by their campaign of glassing UNSC colonies, which, while giving them something no Spartan II has ever really had – motivation – it also fills them with a lot of anger, too.
Motivation: Patriotism, Responsibility: The UNSC – SPARTAN III’s serve the UNSC and its people, and, though many reach great heights in the UNSC hierarchy, they are all still, in a sense, UNSC property: weapons in the war for humanity’s survival.
Relationship: SPARTAN III’s have a deep relationship with both each-other, and certain members of the greater UNSC.
Quirk: Expendable: Despite all the modern miracles that go into making a SPARTAN III, they are, almost to a one, considered expendable; continually sent on suicide missions to buy time for the larger UNSC in the desperate struggle against the Covenant.
Power Loss - Photo-Reactive Panels & Cooling Systems: The photo-reactive panels of the SPI can be damaged fairly easily, and so loose the ability to hide the wearers form.
___________________________________________________
aaAnd here'r the Spartan III's. First showing up in the books, and only later appearing in game in Halo: Reach, the Spartan III's have always interested me - even more so than the II's. Made as a follow-up to the SPARTAN II program, the III's are meant as an improvement on the concept; using modern technology, and the lessons from the previous attempt, to make a unit that's cheaper in every way, and then make more of them. Dr. Halsey, the genius pioneer of the SPARTAN II program hates the III's because of this; the II's were, while soldiers, also meant to be the next step in humanity - a glittering example of human potential, and the future of humanity - while the III's are just ... soldiers. Super soldiers, to be sure, but there's no more to them than that. Even the purpose for their creation is different; for all their power, the III's are just a sign of the time, and the state of the Human-Covenant war. The II's are incredible, able to perform feats that a hundred other soldiers couldn't do in a hundred years, but they're insanely expensive, and humanity just doesn't have the resources, or the time, to make any more. So the III's are made instead - as an improvement on the previous program, to be sure - but more that they just need, well, expendable versions of what came before. Trading lives for time.
When I first heard about them, and the whole idea behind them, I first thought they were just el-cheapo Spartans - inferior in every way to their predecessors - but, after reading about them, they're actually almost on part with them. The technology that makes them is just superior to their predecessors, and has none of the side-effects that their fellows had. The only real difference they have, is in their size, and that damn Mjolnir armour - that's the real kicker, and the difference between them (though, certain III's were given their own suits of Mjolnir, later on).
I tried getting the III's to a straight 150pp, but I couldn't figure out how to were to put those last two points - or a place I felt comfortable putting them, rather. The one place I can think off, however, wouldn't be standard for them - the III's were made in batches (Alpha Company, Beta Company, etc), and Gamma Company, after their handlers had to see the horrific losses suffered by the proceeding batches in battle, added an extra set of augmentations to the Gamma's, discretely.
Though, the extra augmentation comes with009762-OO - "Neural-altering non-carcinogenic mutagen.": Regeneration 2 (Flaws: Fades), Enhanced Trait 1: Diehard
____________________________________________________Complication - Temper: Unless properly treated with regular doses of specific drugs, Spartan III's that have been enhanced by 009762-OO can suffer psychotic episodes, and general levels of elevated aggression.
This should cover to the two 'main' groups of Spartans. I don't think I need to go over the other two - the Spartan I's were basically just up-stated versions of any 'Elite Modern Soldier' build that you can find for M&M, and the IV's are just III's, with their complications changed (more or less). Having these two, should be enough of a change for now.
It also occurs to me, as I'm writing this, that some people might not be that familiar with Halo, and everything I've writen in the last two posts is utter gibberish to them. I did have a quick explanation of it on my thread on the Green Ronin Forums, but I can't A: find it, or B: be bothered to look, so I won't worry about that for now. I'll add it later, if I think I need to.
EDIT: Edited some of the senses. Now fits in for a full 150pp, and the extra augmentations the Gamma's got makes 152
EDIT: Just added a bit more information about them.
Last edited by Mister_CD on Sun Sep 06, 2020 5:10 pm, edited 7 times in total.
- Hellstormer1
- Posts: 33
- Joined: Fri Aug 07, 2020 1:15 am
Re: Mister_CD's Characters & Things Associated With
Hey, thanks! Glad you like it.Nice! Love me some Halo...
Re: Mister_CD's Characters & Things Associated With
And now, for something Spartan-adjacent ...
Source~ https://www.warhammer-community.com/202 ... uary-2020/
Space Marine (Tactical) “Typical” PL: 12 pp: 215
STR 9/8 STA 9/8 AGL 3 DEX 4 FGT 7 INT 1 AWE 3 PRE 0
Powers: 98 points
Post-Human Dread: 7 points
Enhanced Trait 3: Traits: Dodge +1 (+5), Parry +1 (+10), Intimidation +2 (+5); Flaws: Quirk – only for off-setting negative modifiers due to Growth.
Quickness 1, Speed 4
“They Shall Be My Finest Warriors …”: 22 points
Occulobe (The Eye of Vengeance) & Neuroglottis (The Devourer): Senses 7 (Acute Sight, Smell & Taste, Extended 1 Sight (x10) ***, Smell, Low-light Vision)
Ossmodula (The Ironheart) & Boscopea (The Forge of Strength): Growth 2 (Extras: Innate, Flaws: Permanent)
Secondary Heart, Catalepsean Node, Multi-lung, Melanochrome & Lyman’s Ear: Immunity 14 (Aging*, Damage Effect: Sonic*, Disease*, Environmental Adaption: Radiation, Poison*, Sleep*, Suffocation: Drowning, Suffocation: Toxic Atmosphere, Uncommon Descriptor: Dizziness & Motion-Induced Nausea* (Flaws: Limited – Half Effect (Partial 11)*)
The Black Carapace (Interface): Protection 2 (Extras: Feature 1 (Link with Power Armour)
Bolter Drill: Feature 10 (Notes: adds ‘Multiattack’ extra to held Bolters and variants (Not other ‘Bolter-Type’ weapons (Heavy Bolters, for example)), up to rank of held weapon damage, or 10, whichever is lower.) (Extras: Variable Descriptor 1: Bolter Weapons) - 11 points
Gifts of The Geneseed (Array): 10 points (6 Points Maximun **)
-Betcher’s Gland (The Poison Bite): Damage 3 (Extras: Reach (ranged): 5 ft) **
-Betcher’s Gland (The Poison Bite): Weaken 3 (Affects Stamina, Resisted by: Fortitude), Extras: Affects Objects
-Omophagea (The Remembrancer): Senses 2 (Postcognition (Limited): What Target Knew in Life) (Flaws: Source: Target(s) Flesh)
-Oolitic Kidney (The Purifier): Immunity 2: Disease, Poison (Flaws: Limited: Ingested Food & Drink only, Side-Effect 2: Unconscious During)
-Sus-an Membrane & Mucranoid: Immunity 11 (Aging, Disease, Environmental Conditions (All), Poison, Starvation & Thirst, Suffocation (All) (Flaws: Side-Effect 2: Incapacitated During)
Device: Space Marine/Astarte’s-Pattern Bolter: 12 (Easily Removable -8) points
Boltgun Burst: Damage 7 (Extras: Increased Range 1, Penetrating 5, (New Advantages: Improved Critical 1 (Boltgun Burst)
Device: Space Marine/Astarte’s-Pattern Power Armour: 36 (Removable -9) points
Adamantium and Plasteel Plates, Encased in a Ceramite Ablative Layer: Protection 3 (Extras: Impervious (9 Ranks)
Autosenses: Immunity 5 (Sensory Affliction Effects) (Flaws: Limited – Half Effects, Limited – Sight Only), Autosenses: Senses 10 (Accurate Sight, Acute Hearing, Direction Sense, Distance Sense, Extended 1 (Sight) (Stacks with *** (x100)), Infravision, Rapid 1 Sight, Time Sense, Ultravision
Life Support Systems, Life-Signs Monitor & Chemical Injector: Regeneration 1 (Flaws: Unreliable (5 uses)
Life Support Systems, Life-Signs Monitor & Temperature Regulator: Immunity 8 (Disease, Environmental Condition: Heat, Cold, High Pressure, Vacuum, Suffocation: Limited Air Supply)
Magnetic Greaves, Made with a Micropore Adherent Compound: Movement 2 (Environmental Adaptation: Slick Environment, Zero-G)
Muscle-Fibre Bundles, Actuators & Chem. Injectors: Enhanced Trait 3 (Strength +1, Stamina +1, Acrobatics -2)
Restricted – Possessors of The Black Carapace: Feature 1
Suit Systems (Array) (2 points (1 point maximum **)
-Backpack Flight Systems: Flight 1 (Flaws: Limited – Space Only)
-Voice Amplification: Feature 1
Equipment: 7 points (35 EP)
Data Slate (Cell Phone (Smart Phone)), Commlink, Wargear: Astarte’s-Pattern Combat Knife (Sword), Fragmentation Grenade, Krak Grenades (Plastic Explosive)
Advantages: 36 points
Accurate Attack, All-Out Attack, Benefit, Ambidexterity, Benefit, Status (Adeptus Astartes), Diehard, Eidetic Memory, Fearless, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 1, Improved Trip, Interpose, Move-by Action, Power Attack, Ranged Attack 4, Takedown 1, Teamwork, Tracking, Trance, Ultimate Effort: Toughness, Will, Equipment 7, Languages 1 (Base: High/Low Gothic, Extras: Astartes Battle Language)
Improved Critical: Boltgun Burst: Damage 7
Skills: 15 points (30 ranks)
Acrobatics 2 (+3/+5), Athletics 4 (+13), Close Combat 0 (+8), Expertise 6 (+7) Adeptus Astartes, Insight 2 (+5), Intimidation 2 (+3/+5), Perception 4 (+7), Ranged Combat 2 (+6) Boltgun Burst, Stealth 2 (+3), Technology 2 (+3), Treatment 2 (+3), Vehicles 2 (+6)
Offensive:
Initiative +7, Astarte’s-Pattern Combat Knife, +8 (DC 27) (Slashing, Crit 19-20), Betcher’s Gland (The Poison Bite): Damage 3, +8 (DC18) (Crit 20), Betcher’s Gland (The Poison Bite): Weaken 3, +8 (DC Fort 13) (Crit 20), Boltgun Burst: Damage 7, +10 (DC 22) (Crit 19-20), Fragmentation Grenade, +8 (DC Dog 15) (Crit 20), Grab, +8 (DC Spec 19) (Bludgeoning, Crit 20), Krak Grenades (DC Dog 20) (Crit 20), Throw, +8 (DC 24) (Bludgeoning, Crit 20), Unarmed, +8 (DC 24) (Bludgeoning, Crit 20)
Defensive: 9 points
Dodge 3 (6/5), Parry 1 (8/7), Fortitude 1 (10), Toughness (14) (Impervious 12), Will 4 (7)
Total Abilities 60 + Powers 98 + Advantages 33 + Skills 15 + Defenses 9 = 215
Complications:
Fame: The Space Marines of The Adeptus Astartes are considered legend by many; the angels of death, and warriors of the God-Emperor. They are known everywhere they go.
Motivation: For The Emperor! Space Marines live to serve The Emperor and the Imperium, their every thought turned towards its protection. They live to serve.
Motivation: For the Chapter! Space Marine Chapters are often insular, with strange quirks and rituals of their own; secrets and taboos that must be kept.
Quirk: The Geneseed – the augmentations that make a Space Marine what he is – varies between chapters, often with mutations to the basic structure and nature of the augmentations, with a variety of results. In addition, the geneseed is what allows Space Marines to make more of themselves, and it is of paramount importance that they are protected – and recovered should they be lost.
Superhuman: While the Space Marines know no fear, they do know other emotions and feelings - hate, love, pride, worry, and so on. While there training does keep them away from the worst of their humanity, when they do touch upon it, they are like demigods - in triumph and victory, like on-to a saint, in defeat and failure, like a god. There is a reason that they often-times form the greatest foes of mankind, as they do its defenders...
_________________________________________________
And there we go. Space Marines - iconic figures in-universe and out, the Space Marines of the Adeptus Astares are taken at a young age, and raised to be super-human killing machines, augmented with - wait, and I talking about the Spartans, again? Jokes, I know, but the two get compared a lot - often with massive s&%$-flinging involved, so I hope posting the two of them, together, won't cause that here.
But, anyway, the Space Marines. The Adeptus Astartes. Taken at a young age, and put through a variety of tests and challenges (which change from Chapter (the main organizational body of a group of space marines) to chapter), the unworthy being weened off, and the worthy being given, steady, the augmentations that will turn them into a giant amongst men, until, finally a Space Marine is produced, and sent forth to do battle in The Emperor's name.
I think I had a good go at it - though, I will admit, I was going back and forth during the build (both back when I posted it on the old forum, and now, doing an update to it), looking at my Spartans, just out of habit - but I think I reached a good place for it. They're inhumanly fast and agile, despite their hulking build, even when it armour, and all but immune to what many of their enemies can deal back to them, able to return it ten-fold to anyone left standing. There's always going to be trouble adapting a long-written, pre-established character to a build - which writer/interpretation do you hew to? - and Space Marines have some of the worst of it. There are stories that show them as inhumanly fast, despite their size, and there are stories that have then slapping bullets out of the air with the flat of their swords, so which to pick from is always a hassle - and it's even worse, when you compare story Space Marines, to table-top Space Marines, but I think I did a good job of it, here - though I'm deffinitly hewing to the story-books, rather than the rule-books.
I did used to have common variants of Space Marines built, as well (Scouts, for example, or Terminators), but I think I'll leave it here, for now
EDIT: Just added a bit more info.
EDIT: Did some small changes to their FGT & Powers.
Source~ https://www.warhammer-community.com/202 ... uary-2020/
Space Marine (Tactical) “Typical” PL: 12 pp: 215
Abilities: 60 points"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armour I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines ... and they shall know no fear."
STR 9/8 STA 9/8 AGL 3 DEX 4 FGT 7 INT 1 AWE 3 PRE 0
Powers: 98 points
Post-Human Dread: 7 points
Enhanced Trait 3: Traits: Dodge +1 (+5), Parry +1 (+10), Intimidation +2 (+5); Flaws: Quirk – only for off-setting negative modifiers due to Growth.
Quickness 1, Speed 4
“They Shall Be My Finest Warriors …”: 22 points
Occulobe (The Eye of Vengeance) & Neuroglottis (The Devourer): Senses 7 (Acute Sight, Smell & Taste, Extended 1 Sight (x10) ***, Smell, Low-light Vision)
Ossmodula (The Ironheart) & Boscopea (The Forge of Strength): Growth 2 (Extras: Innate, Flaws: Permanent)
Secondary Heart, Catalepsean Node, Multi-lung, Melanochrome & Lyman’s Ear: Immunity 14 (Aging*, Damage Effect: Sonic*, Disease*, Environmental Adaption: Radiation, Poison*, Sleep*, Suffocation: Drowning, Suffocation: Toxic Atmosphere, Uncommon Descriptor: Dizziness & Motion-Induced Nausea* (Flaws: Limited – Half Effect (Partial 11)*)
The Black Carapace (Interface): Protection 2 (Extras: Feature 1 (Link with Power Armour)
Bolter Drill: Feature 10 (Notes: adds ‘Multiattack’ extra to held Bolters and variants (Not other ‘Bolter-Type’ weapons (Heavy Bolters, for example)), up to rank of held weapon damage, or 10, whichever is lower.) (Extras: Variable Descriptor 1: Bolter Weapons) - 11 points
Gifts of The Geneseed (Array): 10 points (6 Points Maximun **)
-Betcher’s Gland (The Poison Bite): Damage 3 (Extras: Reach (ranged): 5 ft) **
-Betcher’s Gland (The Poison Bite): Weaken 3 (Affects Stamina, Resisted by: Fortitude), Extras: Affects Objects
-Omophagea (The Remembrancer): Senses 2 (Postcognition (Limited): What Target Knew in Life) (Flaws: Source: Target(s) Flesh)
-Oolitic Kidney (The Purifier): Immunity 2: Disease, Poison (Flaws: Limited: Ingested Food & Drink only, Side-Effect 2: Unconscious During)
-Sus-an Membrane & Mucranoid: Immunity 11 (Aging, Disease, Environmental Conditions (All), Poison, Starvation & Thirst, Suffocation (All) (Flaws: Side-Effect 2: Incapacitated During)
Device: Space Marine/Astarte’s-Pattern Bolter: 12 (Easily Removable -8) points
Boltgun Burst: Damage 7 (Extras: Increased Range 1, Penetrating 5, (New Advantages: Improved Critical 1 (Boltgun Burst)
Device: Space Marine/Astarte’s-Pattern Power Armour: 36 (Removable -9) points
Adamantium and Plasteel Plates, Encased in a Ceramite Ablative Layer: Protection 3 (Extras: Impervious (9 Ranks)
Autosenses: Immunity 5 (Sensory Affliction Effects) (Flaws: Limited – Half Effects, Limited – Sight Only), Autosenses: Senses 10 (Accurate Sight, Acute Hearing, Direction Sense, Distance Sense, Extended 1 (Sight) (Stacks with *** (x100)), Infravision, Rapid 1 Sight, Time Sense, Ultravision
Life Support Systems, Life-Signs Monitor & Chemical Injector: Regeneration 1 (Flaws: Unreliable (5 uses)
Life Support Systems, Life-Signs Monitor & Temperature Regulator: Immunity 8 (Disease, Environmental Condition: Heat, Cold, High Pressure, Vacuum, Suffocation: Limited Air Supply)
Magnetic Greaves, Made with a Micropore Adherent Compound: Movement 2 (Environmental Adaptation: Slick Environment, Zero-G)
Muscle-Fibre Bundles, Actuators & Chem. Injectors: Enhanced Trait 3 (Strength +1, Stamina +1, Acrobatics -2)
Restricted – Possessors of The Black Carapace: Feature 1
Suit Systems (Array) (2 points (1 point maximum **)
-Backpack Flight Systems: Flight 1 (Flaws: Limited – Space Only)
-Voice Amplification: Feature 1
Equipment: 7 points (35 EP)
Data Slate (Cell Phone (Smart Phone)), Commlink, Wargear: Astarte’s-Pattern Combat Knife (Sword), Fragmentation Grenade, Krak Grenades (Plastic Explosive)
Advantages: 36 points
Accurate Attack, All-Out Attack, Benefit, Ambidexterity, Benefit, Status (Adeptus Astartes), Diehard, Eidetic Memory, Fearless, Great Endurance, Improved Grab, Improved Hold, Improved Initiative 1, Improved Trip, Interpose, Move-by Action, Power Attack, Ranged Attack 4, Takedown 1, Teamwork, Tracking, Trance, Ultimate Effort: Toughness, Will, Equipment 7, Languages 1 (Base: High/Low Gothic, Extras: Astartes Battle Language)
Improved Critical: Boltgun Burst: Damage 7
Skills: 15 points (30 ranks)
Acrobatics 2 (+3/+5), Athletics 4 (+13), Close Combat 0 (+8), Expertise 6 (+7) Adeptus Astartes, Insight 2 (+5), Intimidation 2 (+3/+5), Perception 4 (+7), Ranged Combat 2 (+6) Boltgun Burst, Stealth 2 (+3), Technology 2 (+3), Treatment 2 (+3), Vehicles 2 (+6)
Offensive:
Initiative +7, Astarte’s-Pattern Combat Knife, +8 (DC 27) (Slashing, Crit 19-20), Betcher’s Gland (The Poison Bite): Damage 3, +8 (DC18) (Crit 20), Betcher’s Gland (The Poison Bite): Weaken 3, +8 (DC Fort 13) (Crit 20), Boltgun Burst: Damage 7, +10 (DC 22) (Crit 19-20), Fragmentation Grenade, +8 (DC Dog 15) (Crit 20), Grab, +8 (DC Spec 19) (Bludgeoning, Crit 20), Krak Grenades (DC Dog 20) (Crit 20), Throw, +8 (DC 24) (Bludgeoning, Crit 20), Unarmed, +8 (DC 24) (Bludgeoning, Crit 20)
Defensive: 9 points
Dodge 3 (6/5), Parry 1 (8/7), Fortitude 1 (10), Toughness (14) (Impervious 12), Will 4 (7)
Total Abilities 60 + Powers 98 + Advantages 33 + Skills 15 + Defenses 9 = 215
Complications:
Fame: The Space Marines of The Adeptus Astartes are considered legend by many; the angels of death, and warriors of the God-Emperor. They are known everywhere they go.
Motivation: For The Emperor! Space Marines live to serve The Emperor and the Imperium, their every thought turned towards its protection. They live to serve.
Motivation: For the Chapter! Space Marine Chapters are often insular, with strange quirks and rituals of their own; secrets and taboos that must be kept.
Quirk: The Geneseed – the augmentations that make a Space Marine what he is – varies between chapters, often with mutations to the basic structure and nature of the augmentations, with a variety of results. In addition, the geneseed is what allows Space Marines to make more of themselves, and it is of paramount importance that they are protected – and recovered should they be lost.
Superhuman: While the Space Marines know no fear, they do know other emotions and feelings - hate, love, pride, worry, and so on. While there training does keep them away from the worst of their humanity, when they do touch upon it, they are like demigods - in triumph and victory, like on-to a saint, in defeat and failure, like a god. There is a reason that they often-times form the greatest foes of mankind, as they do its defenders...
_________________________________________________
And there we go. Space Marines - iconic figures in-universe and out, the Space Marines of the Adeptus Astares are taken at a young age, and raised to be super-human killing machines, augmented with - wait, and I talking about the Spartans, again? Jokes, I know, but the two get compared a lot - often with massive s&%$-flinging involved, so I hope posting the two of them, together, won't cause that here.
But, anyway, the Space Marines. The Adeptus Astartes. Taken at a young age, and put through a variety of tests and challenges (which change from Chapter (the main organizational body of a group of space marines) to chapter), the unworthy being weened off, and the worthy being given, steady, the augmentations that will turn them into a giant amongst men, until, finally a Space Marine is produced, and sent forth to do battle in The Emperor's name.
I think I had a good go at it - though, I will admit, I was going back and forth during the build (both back when I posted it on the old forum, and now, doing an update to it), looking at my Spartans, just out of habit - but I think I reached a good place for it. They're inhumanly fast and agile, despite their hulking build, even when it armour, and all but immune to what many of their enemies can deal back to them, able to return it ten-fold to anyone left standing. There's always going to be trouble adapting a long-written, pre-established character to a build - which writer/interpretation do you hew to? - and Space Marines have some of the worst of it. There are stories that show them as inhumanly fast, despite their size, and there are stories that have then slapping bullets out of the air with the flat of their swords, so which to pick from is always a hassle - and it's even worse, when you compare story Space Marines, to table-top Space Marines, but I think I did a good job of it, here - though I'm deffinitly hewing to the story-books, rather than the rule-books.
I did used to have common variants of Space Marines built, as well (Scouts, for example, or Terminators), but I think I'll leave it here, for now
EDIT: Just added a bit more info.
EDIT: Did some small changes to their FGT & Powers.
Last edited by Mister_CD on Sun Sep 06, 2020 5:14 pm, edited 6 times in total.
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- Posts: 24798
- Joined: Fri Nov 04, 2016 8:05 pm
Re: Mister_CD's Characters & Things Associated With
Oh, neat! Halo and other FPS games were ones I skipped when I was doing "Video Game" builds back in the day, so it's neat to see a more elaborate, detailed bio for them, as well as in-game lore that I'd never heard. I didn't realize the Spartans were made to quell human rebellions, for example.
Welcome to the boards!
Welcome to the boards!
Re: Mister_CD's Characters & Things Associated With
Hey, thanks! Glad you could enjoy it - Halo is one (amongst many) of those things where there's a huge amount of lore and information - world-shaking stories, and deep backstories - for even the most ancillary of characters ... and almost non of it shows up in game, outside of maybe a terminal, somewhere, maybe. And i've got so much of it in my head - I've got to do something with it.Oh, neat!
Re: Mister_CD's Characters & Things Associated With
And what would a Space Marine be, without something to fight? The ones in the image are blue, so it's only fitting we match them up with something -
Source~ https://i.pinimg.com/originals/81/1d/5c ... 0cea83.jpg
GREEN!
Ork Boy "Typical" PL: 10 pp: 108
STR 7/6 STA 7/6 AGL 0 DEX 0 FGT 4 INT 0 AWE 2 PRE 1
Powers: 35 points
‘Ere We Go: 5 Points
Enhanced Trait: Enhanced Trait 4 (Traits: Strength +1 (+7), Stamina +1 (+7); Limited: Only when fighting)
Immunity: Immunity 7 (Environmental Conditions (All), Sleep, Starvation & Thirst; Limited: Only when fighting, Limited – Half Effect)
Brutally Kunnin’, Kunningly Brutal: 14 Points (Powers not taken into account on Stat Block)
Enhanced Trait: Enhanced Trait 24 (Traits: Intellect +6 (+6), Awareness +4 (+6), Advantages: Beginner’s Luck, Improvised Tools, Jack-of-Trades, Ultimate Effort: Technology; Flaws: Uncontrolled)
Quickness: Quickness 1 (Flaws: Limited to One Type (Inventing), Uncontrollable)
Fungus-Based Being: 11 Points
Impossibly Durable: Enhanced Trait 2 (Traits: Fortitude +2 (+9), Immortality 1 (Return after 2 weeks; Flaws: Uncontrollable), Immunity 5 (Aging*, Critical Hits, Disease*, Poison*; Flaws: Limited – Half Effect (3 Ranks Only) *), Regeneration 1
Mountain of Muscle: Growth 1 (Extras: Innate, Flaws: Permanent)
Mob Mentality: Enhanced Trait 7 (Traits: Will +6 (+10), Advantages: Fearless; Flaws: Limited – Only when surrounded by other orks – and winning!)
WAAAGH!: Speed 1 (Advantages: Improved Initiative 1, Flaws: Limited – Only for getting into/when fighting)
Equipment: 6 EP
Choppa (Strength-based Damage 5 (Advantages: Improved Critical 1), Shoota (Medium Machine Gun), Scrap Armour (Undercover Shirt)
Advantages: 20 points
All-out Attack, Close Attack 2, Daze (Intimidation), Diehard, Great Endurance, Improvised Weapon 1, Power Attack, Ranged Attack 3, Takedown 1, Taunt, Teamwork, Equipment 5, Fearless, Improved Critical: Choppa, Improved Initiative, Languages 1 (Ork (Base), High/Low Gothic)
Skills: 12 points, 24 ranks
Athletics 2 (+9), Expertise (Ork) 6 (+6), Insight 2 (+4), Intimidation 4 (+5), Perception 2 (+4), Technology 4 (+4), Treatment 4 (+4)
Offensive:
Initiative +4, Choppa: Strength-based Damage 5, +8 (DC 27) (Crit 19-20), Grab, +8 (DC Spec 17), Shoota, +3 (DC 20), Throw, +3 (DC22), Unarmed, +8 (DC 22)
Defensive: 7 points
Dodge 4 (3), Parry 1 (4), Fortitude 0 (9/7), Toughness 9, Will 2 (10/4)
Total Abilities 34 + Powers 35 + Advantages 20 + Skills 12 + Defences 7 = 108
Complications:
Motivation: Thrills - Much of what orkz do, is predicated on being fun, or doing things that will let them/enhanced their ability to have fun, and the most fun thing for an ork is -
Obsession: Fightin’ - Orks literally live for fighting - if an ork is deprived of battle, they will grow weaker, and depressed, and may even die. Even without this, they are obsessed with fighting - nothing gives them more pleasure than battle, which they pursue with energy of a horde of soccer hooligans .
Quirk, Repuation: Ork - Orkz are known throughout the galaxy for what they are, and people react to them accordingly.
Quirk: Psychically-Sensative - Orkz are all Psychically-sensative in some way. While most aren't able to actively tap into this power, it does take affect of their subconscious thoughts; much of their technology works only beings the ork in question thinks it works (or only works as well as it does, rather). While this does often work in their favour (like being able to make their vehicles go faster by covering them in red paint (as, of course, everyone knows that RED ONEZ GO FASTA'!)), it can, and has, been used against them in the past, as well.
_____________________________________________________
Perhaps one of the most recognizable parts, the Ork. I know a lot of others might put other aspects of 40k up higher, but for me, the first thing that comes to mind, are these guys. Actually, no, that's not true; it's the Dawn of War voice lines for these guys - F*&$ it; everyone within the sound of my voice, do yourself a favor, and go listen to the lines on youtube, yourselves, if you haven't already - those things do a better job personifying the orkz, than I ever could, and it will not be a waste of your time - it might even be an improvement upon it, have the voices stuck in your head for a while.
Anyway; Orkz. What to say about them. They're fungus-based beings - and tough, too. Many are regularly able to survive decapitation - often to the point that you can do a head-transplant from one ork body to another, just by slapping the new head on the new body, and calling it a day - and otherwise display freakishly immense resistance to long-term damage. There's a reason I gave them a rank or two of immortality. They love violence so much that they are physically fueled by it, and can get mentally stronger just by being around other orks (even beyond the usual comfort that you or I might get from being surrounded by people that love - and are here to do - the same thing you do). They're also massively intelligent, after a fashion - long story short, all orks have a sort of genetic memory, allowing them to create fantastic technology that rivals (and often-times exceeds) those of other races (which their back-ground psychic powers help to patch up the gaps of). It often manifests more prominently in 'Weirdboys', who have a disposition for smart thinkin', but nearly all orks can tap into it, when they need to. The stats above don't take it into account, overall, however (though they do take into account the bonuses they have when fighting, as that's where they'll be doing most of their livin').
Their origins, as compared to their physiology, are a bit more ... straight-forward. Created by (and you can find several, better, more-thorough versions of this explanation elsewhere) an ancient race, in ancient, desperate series of conflicts, deep in the galaxies past, the Orks (or the Krorks, as they were originally called) were left to turn feral after their masters disappeared, their instinctual ability, and drive, for conflict, left to turn to an obsession and genocidal love for fighting. Now, in the modern day of the 41st millennium, they are a plague on the galaxy, driven by little more than their desire for ever greater violence, or to find new ways and things to help them attain such. Not that the Orks remember any of this, or would care, if you told them.
EDIT: just added a bit more info.
EDIT: Just change the FGT levels around.
Source~ https://i.pinimg.com/originals/81/1d/5c ... 0cea83.jpg
GREEN!
Ork Boy "Typical" PL: 10 pp: 108
WAAAAAAAAAGH!
- z, Orkz-Orkz-Orkz-Orkz, Orkz-Orkz-Orkz-Orkz, Orkz -
Abilities: 34 points- Go, Ere We Go, 'Ere We Go, 'Ere We Go, 'Ere We - !
STR 7/6 STA 7/6 AGL 0 DEX 0 FGT 4 INT 0 AWE 2 PRE 1
Powers: 35 points
‘Ere We Go: 5 Points
Enhanced Trait: Enhanced Trait 4 (Traits: Strength +1 (+7), Stamina +1 (+7); Limited: Only when fighting)
Immunity: Immunity 7 (Environmental Conditions (All), Sleep, Starvation & Thirst; Limited: Only when fighting, Limited – Half Effect)
Brutally Kunnin’, Kunningly Brutal: 14 Points (Powers not taken into account on Stat Block)
Enhanced Trait: Enhanced Trait 24 (Traits: Intellect +6 (+6), Awareness +4 (+6), Advantages: Beginner’s Luck, Improvised Tools, Jack-of-Trades, Ultimate Effort: Technology; Flaws: Uncontrolled)
Quickness: Quickness 1 (Flaws: Limited to One Type (Inventing), Uncontrollable)
Fungus-Based Being: 11 Points
Impossibly Durable: Enhanced Trait 2 (Traits: Fortitude +2 (+9), Immortality 1 (Return after 2 weeks; Flaws: Uncontrollable), Immunity 5 (Aging*, Critical Hits, Disease*, Poison*; Flaws: Limited – Half Effect (3 Ranks Only) *), Regeneration 1
Mountain of Muscle: Growth 1 (Extras: Innate, Flaws: Permanent)
Mob Mentality: Enhanced Trait 7 (Traits: Will +6 (+10), Advantages: Fearless; Flaws: Limited – Only when surrounded by other orks – and winning!)
WAAAGH!: Speed 1 (Advantages: Improved Initiative 1, Flaws: Limited – Only for getting into/when fighting)
Equipment: 6 EP
Choppa (Strength-based Damage 5 (Advantages: Improved Critical 1), Shoota (Medium Machine Gun), Scrap Armour (Undercover Shirt)
Advantages: 20 points
All-out Attack, Close Attack 2, Daze (Intimidation), Diehard, Great Endurance, Improvised Weapon 1, Power Attack, Ranged Attack 3, Takedown 1, Taunt, Teamwork, Equipment 5, Fearless, Improved Critical: Choppa, Improved Initiative, Languages 1 (Ork (Base), High/Low Gothic)
Skills: 12 points, 24 ranks
Athletics 2 (+9), Expertise (Ork) 6 (+6), Insight 2 (+4), Intimidation 4 (+5), Perception 2 (+4), Technology 4 (+4), Treatment 4 (+4)
Offensive:
Initiative +4, Choppa: Strength-based Damage 5, +8 (DC 27) (Crit 19-20), Grab, +8 (DC Spec 17), Shoota, +3 (DC 20), Throw, +3 (DC22), Unarmed, +8 (DC 22)
Defensive: 7 points
Dodge 4 (3), Parry 1 (4), Fortitude 0 (9/7), Toughness 9, Will 2 (10/4)
Total Abilities 34 + Powers 35 + Advantages 20 + Skills 12 + Defences 7 = 108
Complications:
Motivation: Thrills - Much of what orkz do, is predicated on being fun, or doing things that will let them/enhanced their ability to have fun, and the most fun thing for an ork is -
Obsession: Fightin’ - Orks literally live for fighting - if an ork is deprived of battle, they will grow weaker, and depressed, and may even die. Even without this, they are obsessed with fighting - nothing gives them more pleasure than battle, which they pursue with energy of a horde of soccer hooligans .
Quirk, Repuation: Ork - Orkz are known throughout the galaxy for what they are, and people react to them accordingly.
Quirk: Psychically-Sensative - Orkz are all Psychically-sensative in some way. While most aren't able to actively tap into this power, it does take affect of their subconscious thoughts; much of their technology works only beings the ork in question thinks it works (or only works as well as it does, rather). While this does often work in their favour (like being able to make their vehicles go faster by covering them in red paint (as, of course, everyone knows that RED ONEZ GO FASTA'!)), it can, and has, been used against them in the past, as well.
_____________________________________________________
Perhaps one of the most recognizable parts, the Ork. I know a lot of others might put other aspects of 40k up higher, but for me, the first thing that comes to mind, are these guys. Actually, no, that's not true; it's the Dawn of War voice lines for these guys - F*&$ it; everyone within the sound of my voice, do yourself a favor, and go listen to the lines on youtube, yourselves, if you haven't already - those things do a better job personifying the orkz, than I ever could, and it will not be a waste of your time - it might even be an improvement upon it, have the voices stuck in your head for a while.
Anyway; Orkz. What to say about them. They're fungus-based beings - and tough, too. Many are regularly able to survive decapitation - often to the point that you can do a head-transplant from one ork body to another, just by slapping the new head on the new body, and calling it a day - and otherwise display freakishly immense resistance to long-term damage. There's a reason I gave them a rank or two of immortality. They love violence so much that they are physically fueled by it, and can get mentally stronger just by being around other orks (even beyond the usual comfort that you or I might get from being surrounded by people that love - and are here to do - the same thing you do). They're also massively intelligent, after a fashion - long story short, all orks have a sort of genetic memory, allowing them to create fantastic technology that rivals (and often-times exceeds) those of other races (which their back-ground psychic powers help to patch up the gaps of). It often manifests more prominently in 'Weirdboys', who have a disposition for smart thinkin', but nearly all orks can tap into it, when they need to. The stats above don't take it into account, overall, however (though they do take into account the bonuses they have when fighting, as that's where they'll be doing most of their livin').
Their origins, as compared to their physiology, are a bit more ... straight-forward. Created by (and you can find several, better, more-thorough versions of this explanation elsewhere) an ancient race, in ancient, desperate series of conflicts, deep in the galaxies past, the Orks (or the Krorks, as they were originally called) were left to turn feral after their masters disappeared, their instinctual ability, and drive, for conflict, left to turn to an obsession and genocidal love for fighting. Now, in the modern day of the 41st millennium, they are a plague on the galaxy, driven by little more than their desire for ever greater violence, or to find new ways and things to help them attain such. Not that the Orks remember any of this, or would care, if you told them.
EDIT: just added a bit more info.
EDIT: Just change the FGT levels around.
Last edited by Mister_CD on Sun Sep 06, 2020 4:12 pm, edited 4 times in total.
Re: Mister_CD's Characters & Things Associated With
I can't believe I posted an enemy for the Space Marines to fight, without giving one for the Spartans.
Source~ https://cdna.artstation.com/p/assets/im ... 1439774792
Sangheili Elite (Minor) PL: 11, pp: 118
Abilities: 46 points
STR 6 STA 6 AGL 3 DEX 2 FGT 6 INT 0 AWE 2 PRE 0
Powers: 34 points
Sangheili Physiology: 7 points
Great Size: Growth 1 (Extras: Innate, Flaws: Permanent)
Sangheili Senses: Sense 4 - Acute: Sight, Acute: Smell, Extended: Smell 1 (x10), Low-light Vision
Sangheili Speed: 5 points.
Enhanced Strength 2 (Flaws: Limited 2 – Only for leaping)
Enhanced Trait 2 (Traits: Dodge +1 (+6), Parry +1 (+8)) (Flaws: Limited – Only for off-setting modifiers due to size)
Speed 3
Device: Combat Harness: 22 (Removable: -5) points
Energy Shield: Protection 4 (Flaws: Fades)
Nanolaminate Plating & Undersuit: Immunity 3 (Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation), Protection 4 (Extras: Impervious [2 extra ranks])
Powered Undersuit: Enhanced Strength: Strength-based Damage 1, Enhanced Strength 1 (Flaws: Limited to Lifting)
Suit Sensors: Senses 10 (Darkvision, Detect: Movement 2: Ranged, Direction Sense, Distance Sense, Extended: Sight 1 (x10), Radio, Radius: Detect, Time Sense)
Equipment: 8 points (38 EP)
PDA (Cell Phone (Smartphone)), Commlink, Plasma Pistol (Plasma Pistol: Damage 4 (Extras: Increased Range: ranged, Flaws: Diminished Range 1)); AE: Charged Shot: Damage 6 (Extras: Increased Range: ranged, Flaws: Diminished Range 1, Distracting)), AE: Charged Shot: Nullify 8 (Counters: Electronics) (Extras: Simultaneous, Flaws: Diminished Range 1, Distracting)), Plasma Rifle (Plasma Rifle: Damage 5 (Extras: Increased Range: ranged)), Plasma Grenade (Plasma Grenade: Burst Area Damage 7 (Extras: Area (Burst) 1 [Partial - 4 ranks only], Feature 1 (Sticky), Reach (ranged) 3, Triggered (next round) 1))
Advantages: 18 points
Accurate Attack, Close Attack 2, Extraordinary Effort, Move-by Action, Ranged Attack 4, Taunt, Equipment 5, Languages (Base: Covenant/Sangheili), Equipment 8
Skills: 10 points (20 ranks)
Acrobatics 2 (+5), Athletics 2 (+8), Expertise (Covenant) 6 (+6), Insight 4 (+5), Perception 2 (+4), Stealth 2 (+4)
Offensive:
Initiative: +3, AE: Charged Shot Damage 6, +5 (DC 21) (Crit 20), AE: Charged Shot: Nullify 8, +5 (DC Will 18) (Crit 20), Enhanced Strength: Strength-based Damage 1, +8 (DC 22) (Crit 20), Grab, +8 (DC Spec 16) (Crit 20), Plasma Grenade: Burst Area Damage 7 (DC 22) (Crit 20), Plasma Pistol: Damage 4, +5 (DC 19) (Crit 20), Plasma Rifle: Damage 5, +5 (DC 20) (Crit 20), Throw, +5 (DC 21) (Crit 20), Unarmed, +8 (DC 21) (Crit 20)
Defensive: 10 points
Dodge 3 (6/5), Parry 2 (8/7), Fortitude 2 (8), Toughness 14 (Impervious 6), Will 3 (5)
Total Points: Abilities 46 + Powers 34 + Advantages 18 + Skills 10 + Defenses 10 = 118
Complications:
Motivation: The Covenant – The Elites are sworn to uphold the covenant, and guard the Prophets as they make the great journey.
Quirk: Digitrade Legs – the digitrade legs of the Elites, while allow their incredible speed, does make certain things harder to do – like climbing ladders.
Honour/Pride – Elites are all defined by a sense of honour, and their place in a warrior-culture. What degree of honour they show their foes, however, can depend on Elite to Elite, and also creates problems for them – getting healed by a medical professional, for example, is seen as incredibly dishonourable, and many would rather die, and do it. Likewise, the Elite are governed by a sense of pride in their own superiority, and their place within the Covenant – honoured guards of the sacred Prophets. They will stand no suggestion otherwise.
Reputation – The Elites, like all Covenant species, are feared by the enemies of the Covenant, and are avoided by many within it, as well.
_________________________________________________
Ah, Elites. This threads a bit all over the place - I should of posted this, before moving onto another setting - but it is what it is. I'll clean it up latter, and leave it to future me to deal with.
But, yes, Elites; one of the most iconic (to me, anyway) enemies in video-games. They've got a cool design, cool mechanics, and good characterisations. That's something Halo's always been good with - good enemy designs and mechanics; nothing that's just 'Shoot-man'. Everything has a turn to it, to make it interesting. Despite being the main enemies (and arguably the second-most centered-on groups) in the series, there was some information for the build I wasn't able to (easily, anyway) find. The combat harness, for example - the armour they wear; is it powered? Does it boost strength, and by how much? The wiki says it does, but I can't remember that every coming up in anything I've seen (though it makes sense/seems familiar), but that may just be a matter of focus. It just doesn't get the same focus that the armour of the series gets. And, again, there's a matter of which writer/story to look to, when it comes to trying to stats certain things out, overall.
As for the build itself, this is meant to represent the standard 'Minor' version of the Elites you see in the series; the boys in blue. And, for foot-soldiers (or, the Sangheili-within-The-Covenant version of that, anyway), they do pretty well. They're strong, fast, and tough. They should stomp the average human soldier they come across into paste, but be dusted near the same against any Spartan. Again, trying to figure out the right strength/overall limits for what an Elite (as least a Minor) can do, but think this works. They're about as strong as a Spartan III, and their armour works about the same, but they're not as skilled (at least, not when compared to the Spartans). These are the lowest rungs of of the Elite-Covenant military hierarchy, and so, further up you go, the better they'll be. Stronger, faster, tougher, better armour & weapons. Different armour colours - you know the deal. A Spartan II (and, to a lesser extent, a Spartan III) has them beat, overall, but the Elites have more of a focus on close-combat (as apposed to general military CQC training, executed with superhuman skill), so they get a few points towards that, but that's the whole points of the Spartans; they're engineered to be the best. They're designed for it. But, in exchange, the Elites just get to be as great as they are, no multi-million dollar projects involved, so it's not too bad of a trade-off.
And also, just in case anyone wanted them:
EDIT: Just change the size-stats around. Same out-put, though.
Source~ https://cdna.artstation.com/p/assets/im ... 1439774792
Sangheili Elite (Minor) PL: 11, pp: 118
On the blood of our fathers, on the blood of our sons.
Wort, wort, wort!
Abilities: 46 points
STR 6 STA 6 AGL 3 DEX 2 FGT 6 INT 0 AWE 2 PRE 0
Powers: 34 points
Sangheili Physiology: 7 points
Great Size: Growth 1 (Extras: Innate, Flaws: Permanent)
Sangheili Senses: Sense 4 - Acute: Sight, Acute: Smell, Extended: Smell 1 (x10), Low-light Vision
Sangheili Speed: 5 points.
Enhanced Strength 2 (Flaws: Limited 2 – Only for leaping)
Enhanced Trait 2 (Traits: Dodge +1 (+6), Parry +1 (+8)) (Flaws: Limited – Only for off-setting modifiers due to size)
Speed 3
Device: Combat Harness: 22 (Removable: -5) points
Energy Shield: Protection 4 (Flaws: Fades)
Nanolaminate Plating & Undersuit: Immunity 3 (Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation), Protection 4 (Extras: Impervious [2 extra ranks])
Powered Undersuit: Enhanced Strength: Strength-based Damage 1, Enhanced Strength 1 (Flaws: Limited to Lifting)
Suit Sensors: Senses 10 (Darkvision, Detect: Movement 2: Ranged, Direction Sense, Distance Sense, Extended: Sight 1 (x10), Radio, Radius: Detect, Time Sense)
Equipment: 8 points (38 EP)
PDA (Cell Phone (Smartphone)), Commlink, Plasma Pistol (Plasma Pistol: Damage 4 (Extras: Increased Range: ranged, Flaws: Diminished Range 1)); AE: Charged Shot: Damage 6 (Extras: Increased Range: ranged, Flaws: Diminished Range 1, Distracting)), AE: Charged Shot: Nullify 8 (Counters: Electronics) (Extras: Simultaneous, Flaws: Diminished Range 1, Distracting)), Plasma Rifle (Plasma Rifle: Damage 5 (Extras: Increased Range: ranged)), Plasma Grenade (Plasma Grenade: Burst Area Damage 7 (Extras: Area (Burst) 1 [Partial - 4 ranks only], Feature 1 (Sticky), Reach (ranged) 3, Triggered (next round) 1))
Advantages: 18 points
Accurate Attack, Close Attack 2, Extraordinary Effort, Move-by Action, Ranged Attack 4, Taunt, Equipment 5, Languages (Base: Covenant/Sangheili), Equipment 8
Skills: 10 points (20 ranks)
Acrobatics 2 (+5), Athletics 2 (+8), Expertise (Covenant) 6 (+6), Insight 4 (+5), Perception 2 (+4), Stealth 2 (+4)
Offensive:
Initiative: +3, AE: Charged Shot Damage 6, +5 (DC 21) (Crit 20), AE: Charged Shot: Nullify 8, +5 (DC Will 18) (Crit 20), Enhanced Strength: Strength-based Damage 1, +8 (DC 22) (Crit 20), Grab, +8 (DC Spec 16) (Crit 20), Plasma Grenade: Burst Area Damage 7 (DC 22) (Crit 20), Plasma Pistol: Damage 4, +5 (DC 19) (Crit 20), Plasma Rifle: Damage 5, +5 (DC 20) (Crit 20), Throw, +5 (DC 21) (Crit 20), Unarmed, +8 (DC 21) (Crit 20)
Defensive: 10 points
Dodge 3 (6/5), Parry 2 (8/7), Fortitude 2 (8), Toughness 14 (Impervious 6), Will 3 (5)
Total Points: Abilities 46 + Powers 34 + Advantages 18 + Skills 10 + Defenses 10 = 118
Complications:
Motivation: The Covenant – The Elites are sworn to uphold the covenant, and guard the Prophets as they make the great journey.
Quirk: Digitrade Legs – the digitrade legs of the Elites, while allow their incredible speed, does make certain things harder to do – like climbing ladders.
Honour/Pride – Elites are all defined by a sense of honour, and their place in a warrior-culture. What degree of honour they show their foes, however, can depend on Elite to Elite, and also creates problems for them – getting healed by a medical professional, for example, is seen as incredibly dishonourable, and many would rather die, and do it. Likewise, the Elite are governed by a sense of pride in their own superiority, and their place within the Covenant – honoured guards of the sacred Prophets. They will stand no suggestion otherwise.
Reputation – The Elites, like all Covenant species, are feared by the enemies of the Covenant, and are avoided by many within it, as well.
_________________________________________________
Ah, Elites. This threads a bit all over the place - I should of posted this, before moving onto another setting - but it is what it is. I'll clean it up latter, and leave it to future me to deal with.
But, yes, Elites; one of the most iconic (to me, anyway) enemies in video-games. They've got a cool design, cool mechanics, and good characterisations. That's something Halo's always been good with - good enemy designs and mechanics; nothing that's just 'Shoot-man'. Everything has a turn to it, to make it interesting. Despite being the main enemies (and arguably the second-most centered-on groups) in the series, there was some information for the build I wasn't able to (easily, anyway) find. The combat harness, for example - the armour they wear; is it powered? Does it boost strength, and by how much? The wiki says it does, but I can't remember that every coming up in anything I've seen (though it makes sense/seems familiar), but that may just be a matter of focus. It just doesn't get the same focus that the armour of the series gets. And, again, there's a matter of which writer/story to look to, when it comes to trying to stats certain things out, overall.
As for the build itself, this is meant to represent the standard 'Minor' version of the Elites you see in the series; the boys in blue. And, for foot-soldiers (or, the Sangheili-within-The-Covenant version of that, anyway), they do pretty well. They're strong, fast, and tough. They should stomp the average human soldier they come across into paste, but be dusted near the same against any Spartan. Again, trying to figure out the right strength/overall limits for what an Elite (as least a Minor) can do, but think this works. They're about as strong as a Spartan III, and their armour works about the same, but they're not as skilled (at least, not when compared to the Spartans). These are the lowest rungs of of the Elite-Covenant military hierarchy, and so, further up you go, the better they'll be. Stronger, faster, tougher, better armour & weapons. Different armour colours - you know the deal. A Spartan II (and, to a lesser extent, a Spartan III) has them beat, overall, but the Elites have more of a focus on close-combat (as apposed to general military CQC training, executed with superhuman skill), so they get a few points towards that, but that's the whole points of the Spartans; they're engineered to be the best. They're designed for it. But, in exchange, the Elites just get to be as great as they are, no multi-million dollar projects involved, so it's not too bad of a trade-off.
And also, just in case anyone wanted them:
Active Camouflage: Concealment 4 (All Visual Senses) (Flaws: Passive) - 4 points (added to Combat Harness for a total of 25 (removable -6) points)
* Because it didn't feel right making such a hallowed piece of weaponry a mere piece of equipment.Device*: Energy Sword: 7 (Easily Removable -4) points
Sword Swing: Strength-based Damage 4 (Advantages: Improved Critical 2 (Strength-based Damage 4), Extras: Penetrating 5)
EDIT: Just change the size-stats around. Same out-put, though.
Last edited by Mister_CD on Tue Sep 01, 2020 11:22 am, edited 2 times in total.
Re: Mister_CD's Characters & Things Associated With
If I'm going to post the Elites, I might as well post -
Source ~ http://3.bp.blogspot.com/_ezXfXwVkn3k/T ... ealthb.jpg
The Brutes!
Jiralhanae Brute (Minor) PL: 11, pp: 115
STR 7 STA 7 AGL 1 DEX 1 FGT 5 INT 0 AWE 2 PRE 0
Powers: 34 Points
Brute Rage: Enhanced Trait 3: 2 Points (Advantages: Fearless, Power Attack, Takedown) (Flaws: Uncontrolled)
Jiralhanae Physiology: 10 Points
Growth 1 (Extras: Innate, Flaws: Permanent), Feature 1 (+1 Mass Ranks), Immunity 1 (Environmental Condition: Cold), Protection 1, Sense 4 (Acute: Smell, Extended: Smell (X10), Low-Light Vision, Tracking: Smell 1)
Jiralhanae Speed: 2 Points
Enhanced Trait 2 (Traits: Dodge +1 (+4), Parry +1 (+6)) (Flaws: Limited – Only for off-setting modifiers due to Growth), Speed 1
Device: Jiralhanae Combat Harness: 20 points (Removable, -5)
Energy Shield: Protection 4 (Flaws: Fades)
Nanolaminate Plating & Undersuit: Immunity 3 (Environmental Condition: Heat, Environmental: Cold, Environmental Condition: Radiation), Protection 4 (Extras: Impervious [2 extra Ranks]
Suit Sensors: Senses 10 (Darkvision, Detect: Movement 2: Ranged, Direction Sense, Distance Sense, Extended: Sight 1 (X10), Radio, Radius: Detect, Time Sense
Equipment: 7 points (34 EP)
Spike Grenade: Burst Area Damage 7 (Extras: Area (Burst) 1 [Partial – 5 Ranks Only], Feature: Spiked, Increased Range 1, Flaws: Diminished Range 1), Spiker: Damage 5 (Extras: Increased Range 1, Penetrating 2, Flaws: Diminished Range 1), AE: Blade Slash: Strength-based Damage 2 (Advantages: Improved Critical 1 (Blade Slash) (Flaws: Noticeable: Sharp Blades), Data-Pad (Cell Phone (Smartphone)), Commlink
Advantages: 17 points
All-out Attack, Close Attack 2, Diehard, Great Endurance, Ranged Attack (4), Tracking, Equipment 7, Fearless, Improved Critical 1: Blade Slash, Power Attack, Takedown
Skills: 12 Points (24 Ranks)
Acrobatics 2 (+3), Athletics 4 (+11), Deception 2 (+2), Expertise: The Covenant 6 (+6), Intimidation 4 (+5), Perception 4 (+6), Stealth 2 (+2)
Offensive:
Initiative +1, AE: Blade Slash: Strength-based Damage 2, +7 (DC 24) (Crit 19-20), Grab, +7 (DC Spec 17) (Crit 20), Spike Grenade: Burst Area Damage 7 (DC 22) (Crit 20), Spiker: Damage 5, +5 (DC 20) (Crit 20), Throw, +5 (DC 22) (Crit 20), Unarmed, +7 (DC 22) (Crit 20)
Defensive: 10 points
Dodge 4/3 (3), Parry 6/5 (1), Fortitude 10 (3), Toughness 16 (Impervious 6), Will 5 (3)
Total Points: Abilities 42 + Powers 34 + Advantages 17 + Skills 12 + Defenses 10 = 115
Complications:
Motivation: The Covenant - The Brutes are sworn to uphold the Covenant, and serve their betters as they work to make the Great Journey.
Quirk: Berserker Rage - The Brutes are given to berserker rages when angered - often, on the battlefield, due to pain. When entering this rage, a Brute will drop their weapons, and charge headlong at the enemy, trying to strike them, without thought or planning
Quirk: Shields - The shields on most Brute combat harness' are faulty, and, if the shield is dropped, it's gone for good - with armour-plates bursting off the under-suit in a spray of gass.
Hatred: The Elites - the Brutes and the Elites share a vicious rivalry, and many look for any excuse to act of that rivalry
Reputation: The Brutes, like all Covenant species, are feared by the enemies of the Covenant, and avoided by many within it, as well.
______________________________________________
And here are the Brutes. Again, the thread is all over the place.
Another one of the iconic enemies from Halo. I've actually always liked the Brutes, despite their scatter-shot showing in the main games - they were rushed in their implementation in 2, changed (for the better, I say), in 3, and changed again in Reach (though, that was meant to reflect the fact that they hadn't gotten the gear they would get latter in 3). Every showing, they've had a redesign, while the Elites have largely stayed the same. They're big, and brutish (heh), and the perfect foils to the lithe, focused Elites. The hammer to the sword. Even their signature guns are different from the rest of their fellows - shooting physical projectiles, as apposed to the energy ones of the rest of the Covenant (for the most part), and all with some form of blade attached - they're actually weapons the Brutes built themselves, and not ones of the Covenant built for them, if memory serves me correctly. Though, again, their armour and equipment is less spoken about. Looking it up, their armour is just a worse version of the Elites - it doesn't increase the users strength (not that they lose out on that too badly, since they're already stupid strong already), and their shields are one-and-done things - if they go out, they're out. It does look cool, though (though I couldn't find a good bit of art for it - the art above is for 2*, if memory serves me, correctly, and they wouldn't get shields till 3).
And, since the Elites got their sword, it's only fair that the Brutes get their hammer
EDIT: Change size-stats around. Same out-put
Source ~ http://3.bp.blogspot.com/_ezXfXwVkn3k/T ... ealthb.jpg
The Brutes!
Jiralhanae Brute (Minor) PL: 11, pp: 115
Abilities: 42 PointsThey are beasts, in essence and action
STR 7 STA 7 AGL 1 DEX 1 FGT 5 INT 0 AWE 2 PRE 0
Powers: 34 Points
Brute Rage: Enhanced Trait 3: 2 Points (Advantages: Fearless, Power Attack, Takedown) (Flaws: Uncontrolled)
Jiralhanae Physiology: 10 Points
Growth 1 (Extras: Innate, Flaws: Permanent), Feature 1 (+1 Mass Ranks), Immunity 1 (Environmental Condition: Cold), Protection 1, Sense 4 (Acute: Smell, Extended: Smell (X10), Low-Light Vision, Tracking: Smell 1)
Jiralhanae Speed: 2 Points
Enhanced Trait 2 (Traits: Dodge +1 (+4), Parry +1 (+6)) (Flaws: Limited – Only for off-setting modifiers due to Growth), Speed 1
Device: Jiralhanae Combat Harness: 20 points (Removable, -5)
Energy Shield: Protection 4 (Flaws: Fades)
Nanolaminate Plating & Undersuit: Immunity 3 (Environmental Condition: Heat, Environmental: Cold, Environmental Condition: Radiation), Protection 4 (Extras: Impervious [2 extra Ranks]
Suit Sensors: Senses 10 (Darkvision, Detect: Movement 2: Ranged, Direction Sense, Distance Sense, Extended: Sight 1 (X10), Radio, Radius: Detect, Time Sense
Equipment: 7 points (34 EP)
Spike Grenade: Burst Area Damage 7 (Extras: Area (Burst) 1 [Partial – 5 Ranks Only], Feature: Spiked, Increased Range 1, Flaws: Diminished Range 1), Spiker: Damage 5 (Extras: Increased Range 1, Penetrating 2, Flaws: Diminished Range 1), AE: Blade Slash: Strength-based Damage 2 (Advantages: Improved Critical 1 (Blade Slash) (Flaws: Noticeable: Sharp Blades), Data-Pad (Cell Phone (Smartphone)), Commlink
Advantages: 17 points
All-out Attack, Close Attack 2, Diehard, Great Endurance, Ranged Attack (4), Tracking, Equipment 7, Fearless, Improved Critical 1: Blade Slash, Power Attack, Takedown
Skills: 12 Points (24 Ranks)
Acrobatics 2 (+3), Athletics 4 (+11), Deception 2 (+2), Expertise: The Covenant 6 (+6), Intimidation 4 (+5), Perception 4 (+6), Stealth 2 (+2)
Offensive:
Initiative +1, AE: Blade Slash: Strength-based Damage 2, +7 (DC 24) (Crit 19-20), Grab, +7 (DC Spec 17) (Crit 20), Spike Grenade: Burst Area Damage 7 (DC 22) (Crit 20), Spiker: Damage 5, +5 (DC 20) (Crit 20), Throw, +5 (DC 22) (Crit 20), Unarmed, +7 (DC 22) (Crit 20)
Defensive: 10 points
Dodge 4/3 (3), Parry 6/5 (1), Fortitude 10 (3), Toughness 16 (Impervious 6), Will 5 (3)
Total Points: Abilities 42 + Powers 34 + Advantages 17 + Skills 12 + Defenses 10 = 115
Complications:
Motivation: The Covenant - The Brutes are sworn to uphold the Covenant, and serve their betters as they work to make the Great Journey.
Quirk: Berserker Rage - The Brutes are given to berserker rages when angered - often, on the battlefield, due to pain. When entering this rage, a Brute will drop their weapons, and charge headlong at the enemy, trying to strike them, without thought or planning
Quirk: Shields - The shields on most Brute combat harness' are faulty, and, if the shield is dropped, it's gone for good - with armour-plates bursting off the under-suit in a spray of gass.
Hatred: The Elites - the Brutes and the Elites share a vicious rivalry, and many look for any excuse to act of that rivalry
Reputation: The Brutes, like all Covenant species, are feared by the enemies of the Covenant, and avoided by many within it, as well.
______________________________________________
And here are the Brutes. Again, the thread is all over the place.
Another one of the iconic enemies from Halo. I've actually always liked the Brutes, despite their scatter-shot showing in the main games - they were rushed in their implementation in 2, changed (for the better, I say), in 3, and changed again in Reach (though, that was meant to reflect the fact that they hadn't gotten the gear they would get latter in 3). Every showing, they've had a redesign, while the Elites have largely stayed the same. They're big, and brutish (heh), and the perfect foils to the lithe, focused Elites. The hammer to the sword. Even their signature guns are different from the rest of their fellows - shooting physical projectiles, as apposed to the energy ones of the rest of the Covenant (for the most part), and all with some form of blade attached - they're actually weapons the Brutes built themselves, and not ones of the Covenant built for them, if memory serves me correctly. Though, again, their armour and equipment is less spoken about. Looking it up, their armour is just a worse version of the Elites - it doesn't increase the users strength (not that they lose out on that too badly, since they're already stupid strong already), and their shields are one-and-done things - if they go out, they're out. It does look cool, though (though I couldn't find a good bit of art for it - the art above is for 2*, if memory serves me, correctly, and they wouldn't get shields till 3).
And, since the Elites got their sword, it's only fair that the Brutes get their hammer
*Edit: From Reach, actually, once I spent 2 seconds looking that up.Device: Gravity Hammer: 10 points (Easily Removable, -6)
Hammer Slam: Strength-based Damage 5 (Extras: Reach (Melee) 1) - Linked-with - Burst-area Move Object 5 (Extras: Area (Burst) 1, Damaging, Flaws: Limited - Moving away only, Reduced Range: close)
EDIT: Change size-stats around. Same out-put
Re: Mister_CD's Characters & Things Associated With
Another Halo write-up
Source ~ https://www.halopedia.org/images/e/e7/H ... oncept.jpg
The Hunters!
Mgalekgolo Hunter PL: 13, pp: 124
STR 9 STA 9 AGL 0 DEX 1 FGT 5 INT 0 AWE 2 PRE 0
Powers: 58 points
Colony of Worms – Hunter Form: 35 points
Armour Plating – Deflection: Protection 2 (Flaws: Unreliable (roll), Armour Plating: Protection 2 (Extras: Impervious [8 extra ranks], Flaws: Noticeable (Armour Plating), Colony of Worms: Enhanced Trait 4 (Traits: Dodge +2 (+5), Parry +2 (+9)) (Flaws: Limited – only for off-setting Growth rank modifiers), Colony of Worms: Growth 2 (Flaws: Limited to Increasing Size Only) - AE: Compacting: Protection 1*, Colony of Worms: Growth 3 (Extras: Innate, Flaws: Permanent), De-Centralised Physiology: Immunity 2 (Uncommon Descriptor: Nervous-System Interference), De-Centralised Physiology: Senses 10 (Darkvision, Detect: Movement 2 (Ranged), Direction Sense, Distance Sense, Extended: Sight 1 (X10), Radio, Radius: Detect, Time Sense
*This setting that is included in the Hunter's toughness by default
Link With Partner: Sense 1 (Communication Link: Partner) (Advantages: Teamwork): 3 points
AE: Berserker Rage: Enhanced Trait 3 (Trails: Will +2 (+10)) (Advantages: All-out Attack, Flaws: Limited – only after partner is dead)
Device: Assault Cannon: 13 points (Easily Removable -10)
Firing Settings (Array): 22 Points (20 Maximum**) - Beam: Damage 7 (Extras: Increased Range: ranged, Multiattack, Flaws: Limited – Only Every Other Turn), Beam: Line Area Damage 7 (Extras: Line Area 1, Increased Range: ranged, Flaws: Limited – only every other turn), Blast: Burst Area Damage 10 (Extras: Burst Area 1, Increased Range: ranged, Flaws: Limited – only every other turn)** - Incredibly Heavy: Feature 1
Device: Giant Shield: 7 points (Easily Removable -4)
Giant Shield - Giant Shield, Enhanced Trait 6 (Traits: Dodge +3 (+5), Parry +3 (+9)) (Advantages: Improved Defence, Flaws: Noticeable – Shield), Giant Shield: Protection 2 (Extras: Impervious, Sustained, Flaws: Noticeable – Shield) - AE: Shield Slam: Strength-based Damage 4 (Advantages: Improved Critical 1 (Shield Slam) - Incredibly Heavy: Feature 1
Equipment: 3 EP (1 Points)
PDA (Cell Phone (Smartphone)), Commlink
Advantages: 9 points
Defensive Attack, Diehard, Improved Smash, Improved Trip, Power Attack, Startle, Takedown 1, Languages 1, Equipment 1, Improved Critical 1: Shield Slam, Improved Defence, Teamwork
Skills: 10 points (20 ranks)
Athletics 2 (+11), Close Combat (Shield Slam) 2 (+7), Expertise 6 (+6), Intimidation 2 (+3), Perception 4 (+6), Ranged Combat (Assault Cannon) 4 (+5)
Offensive:
Initiative +0, Beam: Damage 7, +5 (DC 22) (Crit 20), Beam: Line Area Damage 7 (DC 22) (Crit 20), Blast: Burst Area Damage 10 (DC 25) (Crit 20), Grab, +5 (DC Spec 19) (Crit 20), Throw, +1 (DC 24) (Crit 20), Unarmed, +5 (DC 24) (Crit 20), Shield Slam: Strength-based Damage 4, +7 (DC 28) (Crit 19-20)
Defensive: 7 points
Dodge 2 (5/0), Parry 1 (9/4), Fortitude 1 (10), Impervious 16 (Impervious 12), Will 3 (5)
Total Points: Abilities 40 + Powers 58 + Advantages 9 + Skills 10 + Defenses 7 = 124
Complications:
Motivation: The Covenant - The Hunters are sworn to uphold the Covenant, and serve their betters as they work to make the Great Journey.
Relationship: Partner - Most Hunters that are employed on the battlefield are sent in pairs, one the bud of the other. They fight along-side one-another (as well as spending most of their time together), and the death of one often prompts rage in the other.
Temper: Hunters are well-known for their temper - even amongst the other members of the Covenant. Everyone gives them a wide-berth because of it.
Weakness: Exposed Sections - Despite their armoured bulk, Hunters have sections of their armour where a well-aimed shot get through to the worm-colony beneath - particularly on their back, and around their neck.
__________________________________________
Ah, the Hunters. I don't know If I'll end up doing every race from The Covenant, but I would feel a bit strange, if I left out the Hunters. They're awesome - another iconic enemy in a game bursting with them. I played the games early enough that they were what introduced me to the concept of the bash-brothers in fiction in general - or whatever you want to call the trope; the paired team, that fights alongside one-another, with the death/defeat of one part of it, enraging/empowering the other. To this day, whenever I see the concept in something, the Hunters always bubble up in my brain.
The Hunters - or the Mgalekgolo - have a pretty interesting concept for an alien species. Their a species of large, alien worms, that can form interconnected colonies with one-another, the hive-mind that results growing in intelligence and awareness, the more worms there are. Originally, the species first met the larger Covenant when they landed on their home-world, and attacked the species that would become known to humanity as the Hunters out of fear when they first saw them (if memory serves me correctly). The Mgalekgolo kicked the landing-party's ass so bad - despite being armed with little more that rocks and their own natural strength - that they had to retreat, and bomb the worms into submission from orbit.
After that, they become one of the most important species in the Covenant. Individually, the worms, being, well, worms, are able to travel deep within Forerunner constructs, accessing areas that were inaccessible to the rest of the covenant, while their ability to form colonies - and shape what said colonies look-like, and how they function - allows them to be used in a wide-variety of ways. The feared Scarabs - giant, four-legged walkers, employed by The Covenant - are piloted by a colony of the things, acting as the machines brain, and interfacing with the rest of the vehicles technology (though others have to oversee the vehicle - both to help run it, and to make sure that the Mgalekgolo are kept in check, and don't just start attacking their own troops). The Mgalekgolo actually seem, just from reading about how they act towards the rest of The Covenant, as one of the few species within it that is, almost entirely, absolutely, ass-blasting enraged about being a member of it, and they often take it out on everyone around them, only being truly calm when dealing with others of their kind (though, dysfunction is hardly rare amongst The Covenant, as anyone would know).
But, most commonly, the Mgalekgolo worms are met by others in the form of The Hunter; a giant (though it compacts and crouches-down somewhat in battle, to help protect itself), bipedal, armour killing-machine, that works most commonly in pairs (with one being the 'bud' (or 'Bond-Brother') of the other; the species reproducing through something vaguely like mitosis - a new colony splitting from another once one gets too big), wielding a giant shield (which, in addition to its massive bulk, is so incredibly tough because it is made from the same material the Covenants star-ships are made/plated with), and an assault cannon (a mini-version of the main guns the Scarabs). The assault-cannon itself varies in how it works over the years, its firing-style changing every few games, so I decided to make the one in this build work as an array of options.
I had to do a bit of guess-work on this, in regards to the build - I couldn't find much about their senses, for example, so I gave them what I've given other Covenant species, and left it there - you could say that they have alien, inhuman senses, but the end-result of that, in gameplay, are what I've given in the build. Since the Hunter is basically a 'form' of the Mgalekgolo, with the armour being a key part in how the form takes shape, I've just built it as part of its natural powers, as apposed to another device - a Hunter is almost like a construct in a way, built out of various parts. They have their own language, too - most of The Covenant does, mind you, with the Covenant language itself being The Elites own, taken as the lingua-franca of the Covenant, but almost everyone just used it, instead of their own, so I left it the other builds without it - with the Mgalekgolo language (when communicating audibly) being made by the vibrations of individual worms in a colony - producing a sound more felt than heard, though they are able to use the same process to mimic the languages of others.
I think this will be the last Halo build for now. I've been planning on doing another Warhammer one - and Eldar build, specifically, before moving onto OC builds, but that might be planning too far ahead. Anyway, enjoy!
Source ~ https://www.halopedia.org/images/e/e7/H ... oncept.jpg
The Hunters!
Mgalekgolo Hunter PL: 13, pp: 124
Abilities: 40 pointsThey're all scary and angry and they like to smash things
STR 9 STA 9 AGL 0 DEX 1 FGT 5 INT 0 AWE 2 PRE 0
Powers: 58 points
Colony of Worms – Hunter Form: 35 points
Armour Plating – Deflection: Protection 2 (Flaws: Unreliable (roll), Armour Plating: Protection 2 (Extras: Impervious [8 extra ranks], Flaws: Noticeable (Armour Plating), Colony of Worms: Enhanced Trait 4 (Traits: Dodge +2 (+5), Parry +2 (+9)) (Flaws: Limited – only for off-setting Growth rank modifiers), Colony of Worms: Growth 2 (Flaws: Limited to Increasing Size Only) - AE: Compacting: Protection 1*, Colony of Worms: Growth 3 (Extras: Innate, Flaws: Permanent), De-Centralised Physiology: Immunity 2 (Uncommon Descriptor: Nervous-System Interference), De-Centralised Physiology: Senses 10 (Darkvision, Detect: Movement 2 (Ranged), Direction Sense, Distance Sense, Extended: Sight 1 (X10), Radio, Radius: Detect, Time Sense
*This setting that is included in the Hunter's toughness by default
Link With Partner: Sense 1 (Communication Link: Partner) (Advantages: Teamwork): 3 points
AE: Berserker Rage: Enhanced Trait 3 (Trails: Will +2 (+10)) (Advantages: All-out Attack, Flaws: Limited – only after partner is dead)
Device: Assault Cannon: 13 points (Easily Removable -10)
Firing Settings (Array): 22 Points (20 Maximum**) - Beam: Damage 7 (Extras: Increased Range: ranged, Multiattack, Flaws: Limited – Only Every Other Turn), Beam: Line Area Damage 7 (Extras: Line Area 1, Increased Range: ranged, Flaws: Limited – only every other turn), Blast: Burst Area Damage 10 (Extras: Burst Area 1, Increased Range: ranged, Flaws: Limited – only every other turn)** - Incredibly Heavy: Feature 1
Device: Giant Shield: 7 points (Easily Removable -4)
Giant Shield - Giant Shield, Enhanced Trait 6 (Traits: Dodge +3 (+5), Parry +3 (+9)) (Advantages: Improved Defence, Flaws: Noticeable – Shield), Giant Shield: Protection 2 (Extras: Impervious, Sustained, Flaws: Noticeable – Shield) - AE: Shield Slam: Strength-based Damage 4 (Advantages: Improved Critical 1 (Shield Slam) - Incredibly Heavy: Feature 1
Equipment: 3 EP (1 Points)
PDA (Cell Phone (Smartphone)), Commlink
Advantages: 9 points
Defensive Attack, Diehard, Improved Smash, Improved Trip, Power Attack, Startle, Takedown 1, Languages 1, Equipment 1, Improved Critical 1: Shield Slam, Improved Defence, Teamwork
Skills: 10 points (20 ranks)
Athletics 2 (+11), Close Combat (Shield Slam) 2 (+7), Expertise 6 (+6), Intimidation 2 (+3), Perception 4 (+6), Ranged Combat (Assault Cannon) 4 (+5)
Offensive:
Initiative +0, Beam: Damage 7, +5 (DC 22) (Crit 20), Beam: Line Area Damage 7 (DC 22) (Crit 20), Blast: Burst Area Damage 10 (DC 25) (Crit 20), Grab, +5 (DC Spec 19) (Crit 20), Throw, +1 (DC 24) (Crit 20), Unarmed, +5 (DC 24) (Crit 20), Shield Slam: Strength-based Damage 4, +7 (DC 28) (Crit 19-20)
Defensive: 7 points
Dodge 2 (5/0), Parry 1 (9/4), Fortitude 1 (10), Impervious 16 (Impervious 12), Will 3 (5)
Total Points: Abilities 40 + Powers 58 + Advantages 9 + Skills 10 + Defenses 7 = 124
Complications:
Motivation: The Covenant - The Hunters are sworn to uphold the Covenant, and serve their betters as they work to make the Great Journey.
Relationship: Partner - Most Hunters that are employed on the battlefield are sent in pairs, one the bud of the other. They fight along-side one-another (as well as spending most of their time together), and the death of one often prompts rage in the other.
Temper: Hunters are well-known for their temper - even amongst the other members of the Covenant. Everyone gives them a wide-berth because of it.
Weakness: Exposed Sections - Despite their armoured bulk, Hunters have sections of their armour where a well-aimed shot get through to the worm-colony beneath - particularly on their back, and around their neck.
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Ah, the Hunters. I don't know If I'll end up doing every race from The Covenant, but I would feel a bit strange, if I left out the Hunters. They're awesome - another iconic enemy in a game bursting with them. I played the games early enough that they were what introduced me to the concept of the bash-brothers in fiction in general - or whatever you want to call the trope; the paired team, that fights alongside one-another, with the death/defeat of one part of it, enraging/empowering the other. To this day, whenever I see the concept in something, the Hunters always bubble up in my brain.
The Hunters - or the Mgalekgolo - have a pretty interesting concept for an alien species. Their a species of large, alien worms, that can form interconnected colonies with one-another, the hive-mind that results growing in intelligence and awareness, the more worms there are. Originally, the species first met the larger Covenant when they landed on their home-world, and attacked the species that would become known to humanity as the Hunters out of fear when they first saw them (if memory serves me correctly). The Mgalekgolo kicked the landing-party's ass so bad - despite being armed with little more that rocks and their own natural strength - that they had to retreat, and bomb the worms into submission from orbit.
After that, they become one of the most important species in the Covenant. Individually, the worms, being, well, worms, are able to travel deep within Forerunner constructs, accessing areas that were inaccessible to the rest of the covenant, while their ability to form colonies - and shape what said colonies look-like, and how they function - allows them to be used in a wide-variety of ways. The feared Scarabs - giant, four-legged walkers, employed by The Covenant - are piloted by a colony of the things, acting as the machines brain, and interfacing with the rest of the vehicles technology (though others have to oversee the vehicle - both to help run it, and to make sure that the Mgalekgolo are kept in check, and don't just start attacking their own troops). The Mgalekgolo actually seem, just from reading about how they act towards the rest of The Covenant, as one of the few species within it that is, almost entirely, absolutely, ass-blasting enraged about being a member of it, and they often take it out on everyone around them, only being truly calm when dealing with others of their kind (though, dysfunction is hardly rare amongst The Covenant, as anyone would know).
But, most commonly, the Mgalekgolo worms are met by others in the form of The Hunter; a giant (though it compacts and crouches-down somewhat in battle, to help protect itself), bipedal, armour killing-machine, that works most commonly in pairs (with one being the 'bud' (or 'Bond-Brother') of the other; the species reproducing through something vaguely like mitosis - a new colony splitting from another once one gets too big), wielding a giant shield (which, in addition to its massive bulk, is so incredibly tough because it is made from the same material the Covenants star-ships are made/plated with), and an assault cannon (a mini-version of the main guns the Scarabs). The assault-cannon itself varies in how it works over the years, its firing-style changing every few games, so I decided to make the one in this build work as an array of options.
I had to do a bit of guess-work on this, in regards to the build - I couldn't find much about their senses, for example, so I gave them what I've given other Covenant species, and left it there - you could say that they have alien, inhuman senses, but the end-result of that, in gameplay, are what I've given in the build. Since the Hunter is basically a 'form' of the Mgalekgolo, with the armour being a key part in how the form takes shape, I've just built it as part of its natural powers, as apposed to another device - a Hunter is almost like a construct in a way, built out of various parts. They have their own language, too - most of The Covenant does, mind you, with the Covenant language itself being The Elites own, taken as the lingua-franca of the Covenant, but almost everyone just used it, instead of their own, so I left it the other builds without it - with the Mgalekgolo language (when communicating audibly) being made by the vibrations of individual worms in a colony - producing a sound more felt than heard, though they are able to use the same process to mimic the languages of others.
I think this will be the last Halo build for now. I've been planning on doing another Warhammer one - and Eldar build, specifically, before moving onto OC builds, but that might be planning too far ahead. Anyway, enjoy!