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Default 11-02-2010
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Ralkmere
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I'm working on a halo pen and paper game, working on it by myself is an up hill battle thats im not winning with ease. i have lots of info but its still far from being complete. if you like board games, ( or paper and penciel games) then this may be for you. any and all help will be greatful and creit will be given.

things i will need help with is.....
1.art work
2.playable races
3.classes
4.pragons classes
5.epic destany

this isnt in any order of importance, but its a start on getting closer to being finnished.
i have no art work and only pragon glass and no epic destany, although i do have most classes and playable races.



this is the races i have.


Chapter 2: Races


Brutes [Jiralhanae]

+12 Strength, +4 Constitutions,-4 Charismas
Monstrous Humanoid
Medium-size
Brute base land speed is 30ft.
Rage 1/day: A Brute can fly into a rage a certain number of times per day. In a rage, a Brute temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Brute’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a Brute cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has except Combat Expertise, item creation feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Brute may prematurely end his rage. At the end of the rage, the Brute loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Automatic Languages: Jiralhanae, Covenant. Bonus Languages: Any (other than secret languages).
Level Adjustment: +3
Table: Brute Random Starting Ages
Adulthood
Simple
Moderate
Complex
20 years
+D6
+D8
+D10


Table: Brute Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
50 years
100 years
150 years
+5D6 years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Table: Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
7' 11"
+2D4
250 lb.
× (2D8) lb.
Female
7' 9"
+2D4
200 lb.
× (2D8) lb.





Drones [Yanme'e]

Racial Traits
+4 Dexterity, -2 Constitutions, -2 Strength.
Humanoid (Vermin)
Small-sized
Drone base land speed is 20ft: Fly 30ft (good). A Drone can only fly for a number of rounds equal to 3+Constitution Modifier without a rest.
Automatic Languages: Yanme'e, Covenant. Bonus Languages: None.
Level Adjustment: +0
Vital Statistics
Table: Random Starting Ages
Adulthood
Simple
Moderate
Complex
5 years
+D6
+2D6
+3D6


Table: Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
20 years
30 years
40 years
+D10 years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Table: Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
4' 11"
+2D8
30 lb.
× (D4) lb.
Female
4' 9"
+2D8
30 lb.
× (D4) lb.





Elites (Sangheili)

Racial Traits
+8 Strength, +2 Dexterity, +2 Intelligence, -2 Charismas.
Humanoid
Medium size
Elite base land speed is 40ft.
Automatic Languages: Covenant, Sangheili. Bonus Languages: any (other than secret languages).
Favored class: Archaic Weapons master.
This creature begins with two levels of Monstrous Humanoid. This gives it a Base Attack of +2, +3 reflex save, 2d8 hit points and 1 feat.
Elite's Weak spot: When elite is not wearing heavy armor every time he/she gets attacked there is a chance that he/she will get hit directly in the throat. On a critical hit against an elite roll a percentage die, if it is 20% or less add 1d8 to the damage roll. (After you multiply damage.)
Ancient Warriors: For all purposes Elites treat the energy sword as an Archaic Weapon.
Level Adjustment: +2
Vital Statistics
Table: Elite Random Starting Ages
Adulthood
Simple
Moderate
Complex
20 years
+D6
+D8
+D10


Table: Elite Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
50 years
100 years
150 years
+5D6 years
At middle age, −1 to Str., Dex, and Con; +1 to Int., Wis, and Cha.
At old age, −2 to Str., Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Table: Elite Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
7' 11"
+2D4
140 lb.
× (2D6) lb.
Female
7' 9"
+2D4
120 lb.
× (2D6) lb.




Grunts [Unggoy]

Racial Traits
+2 Dexterity, -2 Strength: Grunts are certainly not fit for upfront battle, but can dip, dodge, and weave excellently when necessary.
Monstrous Humanoid: Grunts are unaffected by effects that target humanoid creatures, such as charm person.
Small Size: Grunts receive a +1 to attack rolls and AC due to their small size and agility.
Grunt base land speed is 20 feet.
Group Morale (Ex): When a Grunt is within 10 feet of his allies, he gains a +1 to all attack rolls. When a person in a Grunt's party is reduced to 0 hit points, he takes a -2 to all attack rolls until the person is restored to at least 1 hit point.
Cowardly (Ex): Grunts suffer a -2 penalty to saves against fear effects. When a Grunt senses that he is within 10 feet of a person who he consciously identifies as an enemy, he must make a Will Save (DC=10+enemy's intimidate, bluff, or Charisma modifier, whichever is higher) or flee in the most direct route away from all enemies for 1 round. Multiple enemies within a 10 foot radius of the Grunt require multiple saves.
Grunts are immediately proficient with shortbows (including composite shortbows) and longbows (including composite longbows) due to the training they receive in their homeland before even becoming soldiers. They are treated as one size category larger for the purposes of wielding ranged weapons.
Grunts receive a +2 to Knowledge (Religion) checks because of their devotion to religion (not just their own. A Grunt who is convinced to follow another religion follows that one with just as much passion).
Grunts receive a +2 to Hide checks due to their small size and inborn ability to slip away from the focus of attention.
Automatic Languages: Common and Lower Covenant. Bonus Languages:any.
Level Adjustment: +0
Vital Statistics
Table: Random Starting Ages
Adulthood
Simple
Moderate
Complex
10 years
+D3
+D4
+D6


Table: Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
25 years
40 years
55 years
+2D12 years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Table: Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
4' 5"
+2D6
80 lb.
× (2D4) lb.
Female
4' 3"
+2D6
75 lb.
× (2D4) lb.





Hunter [Lekgolo]

Racial Traits
+16 Strength, +4 Constitution, -4 Dexterity, -2 Wisdom, -2 Charisma
Large: -1 to AC and Attack Rolls
Hunter base land speed is 20ft.
A hunter always wears it's Hunter-Armor. Hunter-Armor has an integrated shield on its left arm and a ( Fuel Rod and Fuel Beam) Assault Cannonon it's right arm. The shield can be used as a close combat weapon (always uses a Full-Round Action) that deals 4D10 damage. It may be used to attack twice during a charge, the second attack taking a -5 penalty to the attack roll, but only one at any other time. If the attack hits, the target of the attack may take a DC 15 reflex save to avoid the damage. If this is passed, the target takes no damage (the second attack from charging automatically misses), and the hunter will move 15ft past the target. The target may then, as an Immediate Action, fire whatever weapon they are using at the hunter's back (taking a -2 penalty to the attack roll). A hunter automatically fails swim checks. Firing a single shot from the Fuel Rod Assault Cannon and Fuel Beam Assault Cannon uses a Full-Round Action.
A hunter mates early and forms a life-long partnership with it's mate. The two hunters usually remain close to one another, even during a battle. If one hunter is slain, the other will go into a rage, gaining a +4 bonus to it's strength and Constitution, a +2 morale bonus to Will saves, and a -2 penalty to Armor Class. The increase in Consitution increases the hunter’s hit points by 2 points per level, but these hit points go away at the end of the rage when it's Consitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a hunter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he activate items that require a command word. It can use any feat he has except Combat Expertise, item creation feats. A fit of rage lasts for a number of rounds equal to 3 + the hunter’s (newly improved) Consitution modifier. A hunter may not prematurely end it's rage. A hunter automatically charges towards the character or creature that slew it's mate while in rage. If this is not possible, it will attack the nearest character or creature (friend or enemy).
A hunter has 2 levels in the Giant type.

Automatic Languages: Covenant, Lekgolo. Bonus Languages: None.
Level Adjustment: +6
Vital Statistics
Table: Hunter Random Starting Ages
Adulthood
Simple
Moderate
Complex
15 years
+D6
+D8
+D10


Table: Hunter Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
40 years
80 years
100 years
+2D20 years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Base Height
Height Modifier
Base Weight
Weight Modifier
8' 7"
+2D4
3001 lb.
× (2D8) lb.



Human

Racial Traits
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any
Level Adjustment: +0

Jackals [Kig-Yar]

Racial Traits
-2 Str, -2 Con, +2 Dex.
Humanoid.
Medium-Size
Jackal base land speed is 20ft.
Armor Proficiency: Hand-Held Energy Shield.
Weapon Proficiencies: Plasma Pistol, Needler, Covenant Carbine and Beam Rifle.
Automatic Languages: Covenant, Kig-Yar. Bonus Languages: Any (except secret languages).
Level Adjustment: +0
Vital Statistics
Table: Random Starting Ages
Adulthood
Simple
Moderate
Complex
15 years
+D6
+2D6
+3D6


Table: Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
30 years
60 years
90 years
+2D12 years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Table: Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
5' 1"
+2D6
85 lb.
× (2D4) lb.
Female
4' 9"
+2D6
80 lb.
× (2D4) lb





Prophets [San 'Shyuum]

Racial Traits
+2 Intelligence, +2 Charisma, +2 Wisdom, +2 Dexterity, -4 Constitution, -4 Strength.
Humanoid
Medium-Size
Prophet base land speed is 15ft.
Automatic Languages: Covenant. Bonus Languages: Any (other than secret Languages).
Level Adjustment: +0
Vital Statistics
Table: Random Starting Ages
Adulthood
Simple
Moderate
Complex
60 years
+2D6
+4D6
+6D6


Table: Aging Effects
Middle Age1
Old2
Venerable3
Maximum Age
250 years
400 years
600 years
+2D% years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.






Table: Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
4' 6"
+2D4
50 lb.
× (D6) lb.
Female
4' 4"
+2D4
45 lb.
× (D6) lb





Spartan-II

Creating a Spartan-II
Spartan-II is an acquired template gained during the Spartan Program. To gain this template, the creature must pass 25 DC 20 fortitude saves. Passing only 5 or less of these saves kills the creature. Passing 6-24 of these saves deforms the creature (replacing the Strength, Dexterity and Constitution bonuses with -4 penalties). Passing all 25 of these saves makes the creature a spartan.
Speed
The base creature's speed increases by 10ft.
Special Attacks
The creature's unarmed strike deals 1D8 lethal damage rather than the normal amount. If this would not improve the creature's unarmed strike,. it instead increases the damage done by 1 category (and makes it deal lethal damage). Non-lethal damage is still an option at the attacker's discretion. 1d6 on bite
Abilities
The creature gains +6 Strength, Dexterity and Constitution, and -2 Charisma. A Spartan is encased in specially made Mjolnir armor which is the reason for part of the enhancements to his/her physical prowess, and cannot be removed without the aid of at least one technician with proper equipment. This armor grants the Spartan with a +10 to armor class, a -2 armor check penalty and skill modifications. These are +5 to jump, -5 to hide, -5 to move silently and +5 to intimidate. A Spartan cannot swim. A Spartan can communicate with other Spartans within 1/4 mile due to equipment in his/her helmet. Only a roll of a natural 20 will allow for a successful critical hit on a Spartan. The helmet also is equipped with a motion detection system that alerts the wearer to corporeal creatures moving within 200 feet, regardless of obstructions in between the Spartan and the creature detected. The system can be fooled by a creature that makes a special reflex save, DC=25-number of 50 foot increments away from the Spartan+creatures movement speed. This save must be made every round. Failing the save shows the creatures location relative to the Spartan and direction of movement for that round, but a successful subsequent save will disguise the location till another save is failed. Within 30 feet there is no save.
Organization
Spartans follow typical military organization.
Challenge Rating
+3
Alignment
The creature matches the alignment of the military he/she belongs to.
Advancement
By character class.
Level Adjustment
+3
*************************
Anything you can add to it may be used along with it, dont give me a negative comment without telling me how it can be made better. if it doesnt interest you then dont comment. im wanting this to be for fun and so that others may have a better idea of what it takes to make a character in the halo world.

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When you say artwork...does it need to be drawn or can you just use in game screen shots?

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either or, i would prefer it to be drawn( the reason because so many snap shots out there suck big time, ooo you just took a pen and paper shot of a mongoose your so deep and boating) but i will accept really good shots though

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Well take a gander at the wiki. Most of those are shots I took but they are all for the NHRPG.

http://theneworder.net/wiki.php?page=Technology

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i have lots of photos of guns and transports, what i ment by art work was more of characters and one for the front page and possabley for some of the classes/races/anythign else , maybe even a quick snappy qute

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oh...ok

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yea, although i know how your a big fan of the bruts, does the brute race section seem correct to you?

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...you forgot intelligence...

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just to clear the air abit, what im wanting is for others to take a small section at a time, like art, the race, paragon classes, ect, and build onto it. and maybe even proof read it all for errors.

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I could do some artwork, Anything specific you want?

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