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| elsnakeo06-06-06, 12:27 AM | I know this has been started in some long since dead threads on this board but here recently I've been trying to work on a D20 Modern game set to the universe of Half Life 2 and Half Life 2 Episode 1. All I've got is a basic campaign hook and was wondering if anyone would be willing to help or contribute. HL2's a pretty good premise for a campaign, the PCs could join the resistance or some such and help to overthrow the Combine Regime. So here you go- You start to step off of the train with your lone suitcase that has everything you have left in it and are greeted with several large video monitors on the walls with the face you've seen one too many times since the Combine took the planet- Dr. Breen, the interim leader of humanity since he helped negotiate the surrender. Automatically he starts on the speech you've heard 100s of times before at all the different cities they've forced you to relocate to, with slight variations. "Welcome, welcome to City 17, you have chosen or been chosen to relocate to one of our finest remaining urban centers. I thought so much of City 17 that I elected to establish my administration here, in the Citadel so thoughtfully provided by our benefactors. I have been proud to call City 17 my home. So whether you are here to stay, or passing through on your way to parts unknown, welcome to City 17. It's safer here." The grey haired man grins, located in some pier of luxury you know you'll never know. It only takes a second before a Civil Protection officer knocks the suitcase from your hands and chuckles about it behind the white, skull like gasmask they all wear- he's a collaborator that traded in his humanity for better rations, better living conditions, something that made him decide to work with the things helping to bring the species to extinction... The thought of what twisted form lies behind that mask makes you shudder. You know he doesn't have to have a reason to arrest or kill you so you walk off and hope he doesn't try to provoke you further. |
| Cli' San Aquanova06-06-06, 09:26 PM | I just got done with Half-Life 2, and I've totally been sucked into it-- the setting and everything about it. I was responsible for the beginning (and about 65% of the material) of the Halo d20 project, so I know a thing or two about successful video game-d20 conversions and how to do them. :D I may not have as much free time as I had back when I made Halo d20, but I was thinking about a Half-Life d20 setting too. The problem is, I haven't played the original Half-Life, and I'm still quite new to the series. That said, I think I could do at least a decent job converting content from Half-Life 2 into d20. Except the Gravity Gun-- that thing looks like a nightmare for d20 conversion. :twitch: If I can get around to them, I'll post my material here for you and everyone else. -C'SA :u:Bring Back Merfolk!!!:u: |
| elsnakeo06-07-06, 05:15 PM | Cool. Here's my (probably very broken) input for the Grav Gun. Zero Point Energy Gun “Grav Gun” Designed by Dr. Eli Vance for usage as a heavy lifting device, the Zero Point Energy Gun, or the “Grav Gun” as it has been nicknamed, allows the user to lift and project objects that he or she could not otherwise. The Grav Gun can not be used to directly lift living objects or objects larger than gargantuan providing they aren’t of low density materials- for instance you could lift a colossal piece of plywood but not a vehicle. However the gun can emit a concentrated burst of energy that can be used to help push any number of objects providing they’re not anchored down by something. Securing an object in thirty feet of the gun takes a move action. The gun can pull objects from as far away as 100 feet , anything farther than 30 taking a full round action to reach the weapon. Most objects fired from the gravity gun are most effective inside of 30 feet. Those without the Gravity Gun Proficiency Feat take a -4 on attack rolls made with the weapon (I don't know how to make a table) Critical Damage Type Range Increment Size Purchase DC Restic. 20 Bashing/piercing/slashing 30 ft. Large 26 Lic +1 (Depends on object) Lifted and Launched Object Size Damage Dim, Tiny 1d2 Small 2d4 Medium 2d8 Large 2d10 Huge> 2d12 Pushed Huge 1d8 Gargantuan 1d10 Colossal 1d12 Gravity Gun Proficiency Feat You are proficient with the usage of the Zero Point Energy Gun. Benefit: You can use the Grav Gun without the usual -4 penalty to attack rolls. Normal: Characters without this feat take a -4 penalty to attack rolls made with the Grav Gun, although they can lift objects without penalty. |
| Cli' San Aquanova06-07-06, 07:45 PM | On one of the old threads, there were several good ideas that stuck with me, and one of them is using falling item damage for the gravity gun's launch attack. I've only begun work on one thing, that being headcrabs (all three from HL2), and I'm still brainstorming how to stat those out while keeping them true to their video game equivalent, yet making them a credible creature in d20. I'll post it when I finish the beta. -C'SA :u:Bring Back Merfolk!!!:u: |
| elsnakeo06-07-06, 11:06 PM | I basicly imagined it as a badassimified tool to using improvised weapons. I'll have to check out the threads later. |
| Cli' San Aquanova06-09-06, 07:09 PM | I basicly imagined it as a badassimified tool to using improvised weapons. I'll have to check out the threads later. Yeah, something along those lines. :) After I make mine I'll post it so we can compare. I'm coming along with the headcrabs, but I don't know what size the standard headcrab should be... I'm thinking Small, seeing as its body is the size of a watermelon, and when you factor in the legs/claws that makes it a little over 2' long, thus making it Small. What do you think? -C'SA :u:Bring Back Merfolk!!!:u: |
| elsnakeo06-09-06, 10:30 PM | Well I'm going to be gone from tomorrow for a week so i won't be on here until after.Looking forward to seeing it. |
| Cli' San Aquanova06-09-06, 10:53 PM | Well I'm going to be gone from tomorrow for a week so i won't be on here until after.Looking forward to seeing it. Alrighty then. Guess I'll be taking care of the thread 'till you return. :whatsthis -C'SA :u:Bring Back Merfolk!!!:u: |
| JackWise06-15-06, 12:42 PM | Heya all. I'm planning on mapping out as much of City 17 as I can, in as much detail as I can. When I get done with it, I'll let you guys know. |
| Cli' San Aquanova06-17-06, 07:54 PM | Well, even though they're not completed, I promised I'd post the headcrabs in about a week, so here is the beta headcrab. Headcrab species traits Blindsight: Despite appearing to lack sensory organs, headcrabs can ascertain creatures within 30 ft. Bonus Feats: A headcrab gains the bonus feat Weapon Finesse (bite) and Weapon Finesse (claw). Charge: If a headcrab charges a foe, it can make a full attack. Control Host: If a headcrab can establish a grapple on a foe (see its improved grab ability), then it can begin to establish control over its new host. The headcrab attachs itself over the head of its victim, and using its two beak-like fang protrusions above its maw, penetrates the victim's skull and infiltrates the central nervous system. The headcrab then begins to engorge itself onto the victim's head, engulfing almost the entire of a victim's head in the headcrab's mouth. This process unfolds over the course of 10 rounds. Unless the process is interrupted by removing or killing the headcrab, after the 10th round the victim's Strength falls to 0 (suffering the consequences of such loss). Over the course of 1d4 hours, the headcrab establishes control over the victim's central nervous system. After that, the victim aquires one of the headcrab zombie templates, depending on which variety or circumstances of the infestation. This attack cannot be used if the target is wearing a functioning helmet or some other armor. Improved Grab: To use this ability, a headcrab must hit with its full attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin its control host ability. Immunities: Headcrabs are immune to all poisons and diseases, except for those specifically designed to target headcrabs. In addition, headcrabs are quite tolerable to radiation and toxic wastes, and as such are immune to those hazards' effects. Standard Headcrab: CR:; Small Aberration; HD: 1d8+1; HP: 5; Mas 12; Init: +2; Speed: 20 ft., Burrow 5 ft.; Defense: 13, touch 13, flat-footed 11 (+1 size, +2 Dex); BAB: +0; Grap: +5; Atk: +4 melee (1d4 2 claws) or +3 melee (1d3 bite); Full Atk: +3 melee (1d4 2 claws) and +1 melee (1d3 bite); FS: 5 ft. by 5 ft.; Reach: 5 ft.; SQ: Headcrab traits; AL: none; SV: Fort +1, Ref +2, Will +2; AP: 0; Rep: 0; Str 11, Dex 14, Con 12, Int 1, Wis 11, Cha 8 Skills: Climb +3, Hide +5, Jump +8 Feats: Weapon Finesse (bite), Weapon Finesse (claw) Advancement: None Some of my calculations may be off (and I don't know how to calculate Challenge Ratings, I've been out of the d20 loop for so damned long), so just remember that this is the beta. I have no flavor text or anything, and I'm working on the fast headcrab and poison headcrab. I haven't begun on the zombies. If someone wants to do them, feel free. Any thoughts? -C'SA :u:Bring Back Merfolk!!!:u: |
| JackWise06-18-06, 05:35 PM | Looks pretty good. When I get ahold of my friend's d20 modern books, I'll probably start on a Post-human template. |
| Treesquid06-19-06, 02:10 AM | Looks pretty good to me, except for one beef: Episode One pretty clearly shows us that headcrabs can bite through helmets. Otherwise there wouldn't be any of those friendly Zombines. |
| NCLanceman06-23-06, 02:16 AM | The time taken to turn them into Zombine would probably double. |
| Treesquid06-23-06, 07:56 PM | Here's my try at a headcrab zombie, give me any critiques you can find. I'll try to whip out some weapons and maybe characters later. Headcrab Zombies When a headcrab successfully attaches to a host, the host becomes a "headcrab zombie", or "necrotic" as they are called by the Combine Overwatch. The headcrab's alien physiology causes various "mutations" to rapidly manifest in its host, such as elongated claws, increased strength, and a sharp-toothed, sideways mouth that bisects the victim's chest cavity from neck to groin. This giant mouth has inspired the nickname "Mawmen". Upon further investigation, however, one finds that the “mouth” is in fact no such thing. The “teeth” appear to be protruding ribs: a ripped open chest cavity and no sternum. Zombies do not appear to retain any of their former intelligence, blindly pursuing their prey, oblivious to danger. A small number of headcrab zombies also survive despite losing both legs and its lower torso, crawling and moving using their arms. In most cases, a headcrab remains attached to its host until destroyed, although they have the ability to detach from the host if it is damaged significantly. Removal of the headcrab reveals that the host's face and head has been eaten away by the creature; the degree of such damage on these areas depends on the type of headcrab in control. Template Traits “Headcrab Zombie” is an acquired template that can be added to any humanoid unfortunate enough to come under the control of a Headcrab (Referred to hereafter as the base creature). It uses all the base creature’s statistics and special abilities except as noted here. Challenge Rating: As base creature +1 Type: The creature’s type changes to undead. Hit Dice: Change to d12. Headcrab zombies have no Constitution score. Attacks: The headcrab zombie gains a claw attack based on the creature’s size. Special Qualities: The headcrab zombie keeps all the special qualities of the base creature, and gains the abilities described below. Scent (Ex): Headcrab Zombies all have the scent ability (see page 228 of the d20 Modern Roleplaying Game) Saves: As the base creature, modified by altered ability scores (See below) Action Points: Headcrab Zombies do not acquire or amass action points. It loses any action points possessed by the base creature. Abilities: Apply the following modifiers to the base creature’s ability scores: Str +4, Dex –2, Int –2, Wis –2, Cha –4. No penalty can reduce an ability score below 3. Headcrab Zombies have no Constitution score. Skills: The Headcrab Zombie loses all skills. Feats: The Headcrab Zombie loses all the base creature’s feats and gains the Toughness feat. Advancement: None. Sample Headcrab Zombie The following Headcrab Zombie is based on a human. Human Headcrab Zombie: CR 1; Medium-size undead; HD 1d12+3; HP 9; Init –2; Spd 20ft; Defense 10; Touch 8; Flat-footed 10 (-2 Dex, +2 Natural), BAB +0, Grapple +1; Atk +1 Melee (1d6+2, Claw), Atk +0 Ranged (1d6, thrown object); Full Attack +1 Melee (1d6+2, two claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, undead; SV Fort +0, Ref –2, Will +3; AP 0, Str 14, Dex 11, Con -, Int 9, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: Tattered clothes. |
| Falkus07-16-06, 06:22 PM | The int should be reduced to one or two. Zombies have never shown themselves to be praticularly bright, aside from simple tactics such as playing dead. They walk right into obvious traps, will walk into fire to get to a target, and zombines will activate a grenade, and try to use it as a club. |
| SPARTAN 06307-25-06, 10:47 PM | Human Headcrab Zombie: CR 1; Medium-size undead; HD 1d12+3; HP 9; Init –2; Spd 20ft; Defense 10; Touch 8; Flat-footed 10 (-2 Dex, +2 Natural), BAB +0, Grapple +1; Atk +1 Melee (1d6+2, Claw), Atk +0 Ranged (1d6, thrown object); Full Attack +1 Melee (1d6+2, two claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, undead; SV Fort +0, Ref –2, Will +3; AP 0, Str 14, Dex 11, Con -, Int 9, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: Tattered clothes. Where does that +2 natural defense bonus come from? Humans don't have it, and it isn't listed anywhere above. And I agree with Falkus: Zombies are :censored: stupid. And since they're obvlivious to danger I'm tempted to say only one for intelligence. Three is a smart animal. And most animals I know will avoid obvious danger. Other than that it's all cool. |
| Treesquid07-29-06, 11:54 PM | Where does that +2 natural defense bonus come from? Humans don't have it, and it isn't listed anywhere above. And I agree with Falkus: Zombies are :censored: stupid. And since they're obvlivious to danger I'm tempted to say only one for intelligence. Three is a smart animal. And most animals I know will avoid obvious danger. Other than that it's all cool. I suppose I just tossed it in, something like natural armor. After all, being zombies, they can take a few more shots than the average person can without going down. You're right about the INT bonus though, it should be one or two. |
| Treesquid07-31-06, 07:10 PM | So I've been spending some time with this, and I've got a good amount of stuff. Here are some excerpts: The beginning of the Combine chapter, as well as three enemies. They're based off the Police Officer archetype, but they're modified and have new equipment. I'll post more stuff later, once again please give me any comments or critiques you can think of. Keep in mind the enemies have been designed with avoidance in mind, so they'll probably be pretty tough for a low-level group. The whole idea is that any prospective rebels would be trying to run away from the Combine in the beginning, playing a game of cat and mouse until they're strong enough to put up a fight on their own. http://upload.wikimedia.org/wikipedia/en/0/0e/Combinesymbol.JPG THE COMBINE A vast empire spanning multiple dimensions, the Combine expands its empire by invading worlds and enslaving the dominant species to be exploited as it sees fit. By manipulating these inhabitants through methods including bioengineering and implantation, the Combine creates a race of super-soldiers uniquely adapted for the environment of that particular world. This process results in a highly mobile and adaptive military force which is able to respond to any threat and crush any opposition. The Combine is also known by their official name, the Universal Union, and commonly referred to as Our Benefactors by Dr. Breen, the Combine-appointed Earth Administrator. During the Black Mesa Resonance Cascade, Dr. Gordon Freeman, a theoretical physicist working at Black Mesa, launched a satellite into orbit in an attempt to reverse the effects of the Resonance Cascade. Unfortunately, however, the launching of this satellite caused Portal Storms to occur all over the planet, ripping open dimensional tears and allowing the inhabitants of Xen to pour through. The Combine took advantage of these Portal Storms as well, using them to launch a massive invasion of Earth that lasted only seven hours. Earth’s military forces were unable to stand up against the power of the Combine Empire, and were swiftly defeated. Former administrator of the Black Mesa Research Facility, Dr. Wallace Breen, negotiated a surrender on Earth's behalf and was therefore appointed the administrator of the Combine's forces on Earth - the Overwatch. The Combine rules Earth from giant towers known as Citadels, the most important being in City 17 where Dr. Breen runs his administration. The reasons behind the Combine's desire to control the Earth are unknown, other than the absorption of Earth's resources, the use of human teleporter technology and the enslavement and exploitation of its dominant species - the humans - for either menial work or (more likely) military service. The Combine, since gaining dominance on Earth, has imposed something known as a suppression field. The suppression field's main effect is to bring the human birth rate down to zero by prohibiting certain protein chains important to embryonic development from forming, effectively ensuring that the humans currently alive will be the last generation. COMBINE FORCES CIVIL PROTECTION Civil Protection, referred to in brief as CPs, and also commonly known as Metro Cops, police inner-city areas and keep citizens in line through the use of intimidation and physical force - ranging from random beatings, questioning and "inspections," to outright murder. They also patrol the canals outside of the city for escapees. Civil Protection appear to be nothing more than humans that willingly join the Combine for more privileges and better living standards, such as adequate food. Unlike Overwatch soldiers, they do not appear to be modified or enhanced in any way, although they wear respirators that lower the pitch of their voices. http://upload.wikimedia.org/wikipedia/en/thumb/b/b6/HL2Combinepolice.jpg/318px-HL2Combinepolice.jpg Civil Protection Officer (Strong Ordinary 1/Dedicated Ordinary 1): CR 1; Medium-size Human; HD 1d8+1 plus 1d6+1; hp 10; Mas 13; Init +1; Spd 25 ft.; Defense 17, touch 13, flat-footed 16 (+1 Dex, +2 class, +4 CP Vest); BAB +1; Crap +3; Atk +3 melee (1d3+2 nonlethal, stun baton. DC15 Fort save vs. Stun for 1d4 rounds) or +2 ranged (2d6, HK USP) or +2 ranged (2d6, HK MP7); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +3, Ref +1, Will +3; AP 0; Rep +1; Str 15, Dex 12, Con 13, Int 10, Wis 14, Cha 8 Occupation: Law enforcement (class skills: Drive, Intimidate). Skills: Climb +2, Drive +3, Intimidate +4, Investigate +2, Knowledge (tactics) +2, Sense Motive +4, Spot +4, Treat Injury +4 Feats: Armor Proficiency (light, medium), Personal Firearms Proficiency, Simple Weapons Proficiency. Possessions: Civil Protection Vest, HK USP, 50 rounds, stun baton Civil Protection can also be outfitted with a HK MP7 or Franchi Spas-12 in place of their HK USP. Additionally, higher-ranking Civil Protection units are equipped with one Manhack apiece. SOLDIER Overwatch soldiers, also known as Combine soldiers, are intelligent infantrymen that work well in a team and use a variety of attack methods. While Civil Protection has jurisdiction over the relatively minor affairs of policing the city, Overwatch soldiers can be found everywhere, and form the backbone of the Combine military occupation force. In this role, they are also the most versatile units the Combine have at hand. Combine soldiers will commonly travel using dropships or APCs. They are typically armed with either an H&K MP7 sub-machine gun, Franchi SPAS-12 shotgun, or an Overwatch Standard Issue Pulse Rifle, and usually carry a supply of grenades. Certain soldiers will use Overwatch sniper rifles, although they are less common (see below). Combine soldiers also serve as the pilots and gunners of the Combine's hunter-choppers. Combine soldiers are initially found mostly in the coastal wasteland outside the city, patrolling the highways for resistance activity and staffing Combine outposts. They can, however, be found anywhere the Combine requires direct military action, as soldiers can be transported from the Citadel to a desired area via dropships. Overwatch soldiers are also tasked with guarding very high-security areas, monitoring stalkers in the Citadel and serving as staff in Nova Prospekt. Nova Prospekt's prison guards wear special blue-and-yellow uniforms with the words "Nova Prospekt" on the back, but are otherwise identical to their grey-and-white counterparts. Also, standard soldiers have blue goggles, while their Nova Prospekt counterparts have yellow ones. The prison guards are not present anywhere else except in Nova Prospekt. Combine soldiers are confirmed to be humans that have undergone extensive modifications including, but not limited to, brain surgery, chest surgery and implantation of various mechanical devices in the throat and around the abdomen, and are likely to have their memories replaced. This procedure is carried out at Nova Prospekt and the Citadel. http://upload.wikimedia.org/wikipedia/en/thumb/e/e3/HL2Combinesoldier.jpg/355px-HL2Combinesoldier.jpg Combine Soldier (Strong Ordinary 3/Dedicated Ordinary 3): CR 5; Medium-size trans-human: HD 3d8+6 plus 3d6+6; hp 34; Mas 14; Init +1; Spd 25 ft.; Defense 21, touch 15, flat-footed 20 (+1 Dex, +4 class, +6 Combine Armor); BAB +5; Grap +7; Atk +7 melee (1d6+2, rifle butt) or +6 ranged (2d6, HK MP7); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +6, Ref +3, Will +5; AP 0; Rep +1; Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8 Skills: Climb –1, Drive +7, Intimidate +6, Knowledge (Tactics) +3, Sense Motive +5, Spot +5, Treat Injury +6 Feats: Armor Proficiency (light, medium), Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Rapid Shot Possessions: Combine Armor, HK MP7, grenades Combine Soldiers may also carry a Franchi Spas-12 shotgun or a Combine AR2 Assault Rifle in place of their HK MP7. COMBINE ELITE Sporting a distinctive white uniform with a single red ocular lens, the Elites are the deadliest of the Combine Overwatch infantry, and are theorised to be altered even further than standard soldiers. They use similar combat tactics as regular Combine soldiers, save for a few improvements. The Elite soldiers are tougher, have better accuracy with weapons, and inflict more overall damage than regular Soldiers do. They are always armed with an Overwatch AR2 Pulse Rifle, and are the only units who seem to have access to the weapon's secondary-fire energy orb. They use this advantage without hesitation and with deadly accuracy. Elites typically fight in squads of their own kind, but will occasionally lead squads of regular soldiers. Elites are fewer in number than regular soldiers, and are thus reserved for the more critical combat missions, where deadly tactics are required. They also serve as Doctor Breen's personal guards. http://upload.wikimedia.org/wikipedia/en/thumb/c/c3/HL2Combineelite.jpg/480px-HL2Combineelite.jpg Combine Elite (Strong Ordinary 5/Dedicated Ordinary 5): CR 9; Medium-size trans-human; HD 5d8+10 plus 5d6+10; hp 60; Mas 14; Init +1; Spd 20ft.; Defense 24, touch 17, flat-footed 24 (+1 Dex, +6 class, +7 Combine Elite Armor); BAB +8, Grap +11; Atk +11 melee (1d6+3, rifle butt); Full Atk +11/+6 melee (1d6+3, rifle butt) or +10/+5 ranged (2d8, AR2); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +8, Ref +3, Will +6; AP 0; Rep +3; Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8. Skills: Intimidate +8, Investigate +8, Knowledge (Tactics) +8, Sense Motive +7, Spot +8, Listen +8, Treat Injury +6 Feats: Armor Proficiency (light, medium, heavy), Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Rapid Shot Possessions: Combine Elite Armor, Combine AR2 Pulse Rifle Note: Combine Elites are able to use the secondary fire on their AR2 rifles. See the AR2 Rifle entry in the Equipment section for details. ---- There's quite a bit more to be had, but I need to tweak and get it semi-right before I toss it out there for further suggestions. Lots of pictures, maps, and diagrams to be had! Whee! |
| marcoasalazarm08-05-06, 06:34 PM | Cool write-ups, my man. Could you imput the guns? |
| Treesquid08-09-06, 06:47 PM | I'll post the guns soon, they still need a bit of tweaking. In the meantime... ANTLIONS Antlions live in underground colonies, typically situated in sandy areas such as beaches. They usually hide under the sand, waiting for anything unlucky to cross its path and then quickly surface and tear it apart. Antlions sense a victim's presence via vibrations transmitted through loose soil or sand. This makes it possible to safely venture through antlion territories by walking solely over foreign items placed on the sand, or by walking across rocks. If a swarm of them are disturbed, temporary refuge may be sought in water, since Antlions cannot swim and quickly drown when they come into contact with it. It is also possible to flip the antlions over with a sufficient explosive blast, allowing for a quick escape. Antlions also possess the ability to fly over short distances. Their aggression is not limited to humans or even to the Combine. When undisturbed by human interference, they will also attack other xenofauna such as headcrabs. REPRODUCTION It is not known how Antlions reproduce, but it is possible that they live in social colonies like bees or ants. This is supported by the fact that Antlions commonly work together and the presence of Myrmidonts suggest that they have some form of caste system (another possibility would be that Antlions have a form of extreme sexual dimorphism). DEFENSE Whilst the countryside around City 17 (and presumably the rest of the planet as well) is swarming with Antlions, cities are protected by large mechanical devices known as "thumpers". These machines repeatedly pound the ground and the vibrations they produce are strong enough to intimidate Antlions, preventing the creatures from swarming into protected areas. Large thumpers, apparently built using a mixture of Combine and human technology, appear around the perimeters of City 17 and Nova Prospekt. The Combine refer to the thumpers as "perimeter restrictors." http://upload.wikimedia.org/wikipedia/en/thumb/8/8b/Antlion_thumper_GScott.jpg/800px-Antlion_thumper_GScott.jpg BUGBAIT Vortigaunts possess the ability to extract "aromatic pheropods" from the corpses of dead Antlion Guards. Humans do not possess this knowledge; it is a racial trait. Anyone in possession of Pheropods is able to give simple one-word orders to any Antlions in the area. See the Pheropod entry in the Equipment chapter for more details. http://upload.wikimedia.org/wikipedia/en/thumb/0/06/Hl2antlion.jpg/550px-Hl2antlion.jpg Antlion: CR 2; Large vermin; HD 4d8+4; hp 22; Mas 12; Init +3; Spd 30 ft., Tunnel 20ft..; Defense 14, touch 12, flat-footed 11 (-1 size, +3 Dex, +2 natural); BAB +3; Grap +9; Atk +4 melee (1d6+3, claw); Full Atk +4 melee (1d6+3, two claws); FS 5 ft. by 10 ft.; Reach 10 ft.; SQ blindsight, tunnel, flying charge; SV Fort +5, Ref +4, Will +1; AP 0; Rep +0; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2. Skills: Climb +14, Hide +5, Jump +8, Move Silently +9, Spot +12. Feats: None Flying Charge: While using the Charge action, antlions ignore all terrain in their way. ANTLION GUARD In addition to normal Antlions, there are also Antlion Guards, or Myrmidonts. Their technical name is Myrmidont giganticus. These are far larger and stronger than Antlions, and appear to have the ability to issue orders or otherwise control Antlions. http://upload.wikimedia.org/wikipedia/en/thumb/1/10/HL2Antlionguard.jpg/734px-HL2Antlionguard.jpg Antlion Guard: CR 7; Gargantuan vermin; HD 24d8+24; hp 132; Mas 12; Init +3; Spd 30ft., tunnel 20ft.; Fefense 18, touch 9, flat-footed 15 (-4 size, +3 Dex, +9 natural); BAB +18; Grap +36; Atk +20 melee (1d8+9, slam); Full Atk +20 melee (1d8+9, slam); FS 20ft by 20ft.; Reach 15 ft.; SQ blindsight, tunnel., resistance to massive damage; SV Fort +15, Ref +11, Will +9; AP 0; Rep +0; Str 23, Dex 17, Con 12, Int -, Wid 10, Cha 2 Skills: Climb +18, Hide –3, Move Silently +9, Spot +12 Feats: None When hit by an Antlion Guard's Slam attack, the target is flung backwards a number of feet equal to the amount of damage taken. If they impact any objects or walls, they take fall damage accordingly. |
| TVirus08-10-06, 12:05 PM | http://www.stealthhouse.net/hl2weapons.gif AR2 (Combine Auto-Rifle) Damage: 2d8 Critical: 20 Damage Type: Ballistics Range Increment: 50 ft. Rate Of Fire: Automatic Magazine: 30 Capsule Size: Medium Weight: 12 lbs. Purchase DC: 17 Restriction: Combine(+3) Disintegration: Once a day, if you have 30 bullets loaded into the AR2, you may discharge a sphere of pure energy. When discharged, any living creature that touches this sphere is completely disintegrated. MP-7 Damage: 2d8 Critical: 20 Damage Type: Ballistics Range Increment: 65 ft. Rate Of Fire: A Magazine: 30 Box Size: Medium Weight: 10 lbs. Purchase DC: 14 Restriction: Licensed +1 Grenade Launcher: If a frag grenade is loaded into the MP-7, it may launch it 70 ft. and do 2d12 ballistics damage is dealt to anyone within 10 feet. Reflex Save DC 18 to do half damage. Frag Grenade Damage: 2d10* Critical: -- Damage Type: Ballistics Range Increment: 35 ft. Rate Of Fire: Single Magazine: -- Size: Tiny Weight: 2 lbs. Purchase DC: 17 Restriction: Restricted (+2) *Damage Varies: When the grenade is thrown, it deals 2d10 damage to everyone within 5 feet, 2d8 to everyone within 10 feet, and 2d6 to everyone 15 feet away. Reflex Save DC 18 to deal half damage. .357 Revolver Damage: 4d4 Critical: 20 Damage Type: Ballistics Range Increment: 55 ft. Rate Of Fire: S Magazine: 5 Cylinder Size: Small Weight: 5 lbs. Purchase DC: 15 Restriction: Licensed (+1) Pistol Damage: 2d6 Critical: 20 Damage Type: Ballistics Range Increment: 75 ft. Rate Of Fire: S Magazine: 18 Box Size: Small Weight: 3 lbs. Purchase DC: 12 Restriction: Licensed Crowbar Damage: 1d6 Critical: 19-20 Damage Type: Piercing Range Increment: -- Size: Medium Weight: 6 lbs. Purchase DC: 7 Restriction: -- Crossbow Damage: 2d10 Critical: 19-20 Damage Type: Piercing Range Increment: 65 ft. Size: Medium Weight: 9 lbs. Purchase DC: 17 Restriction: Res (+2) Scope: The player may take a move action to use the scope. Using the scope raises the range increment to 100 ft. and disables the enemies dexterity bonus for their defense. Rocket Launcher Damage: 10d6* Critical: -- Damage Type: -- Range Increment: 50 ft. Size: Large Weight: 14 lbs. Purchase DC: 35 Restriction: Illegal (+4) *Damage Varies: When the rocket is fired, it deals 10d6 damage to everyone within 5 feet, 8d6 to everyone within 10 feet, and 10d4 to everyone 15 feet away. Reflex Save DC 18 to deal half damage. |
| Treesquid08-10-06, 02:49 PM | Those don't look too shabby. I'll post mine later anyway; they're based off their real-life counterparts in the Modern Weapon Locker. In addition to other weapons that would conceivably be used but weren't shown in the game, that is. edit: On the restrictions, I think every weapon would be at least Combine-restricted. They're a totalitarian government, they don't want to provide citizens with any means to stage an uprising. |
| TVirus08-10-06, 03:30 PM | Cool, I'm working on a Strider right now. I might also do the Zombines, The Mortar Synth, Stalkers, and the Hunter when Half Life 2 Episode 2 Comes out. And A Ravenholm Setting would be cool too. Tell me if your already working on any of these. |
| TVirus08-10-06, 04:14 PM | http://www.hlportal.de/images/content/hl2/enemies/zombie-fast.jpg Fast Zombie: CR 3; Medium-size undead; HD 2d8+3; HP 16; Init +2; Spd 40ft; Defense 14; Touch 12; Flat-footed 12 (+2 Dex, +2 Natural), BAB +0, Grapple +1; Atk +3 Melee (2d4+3, Claw), Atk +0 Ranged (1d4, thrown object); Full Attack +3 Melee (2d6+3, two claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, undead; SV Fort +0, Ref +2, Will +3; AP 0, Str 14, Dex 15, Con -, Int 11, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: None. http://developer.valvesoftware.com/w/images/7/76/Zombie_poison.jpg Poison Zombie: CR 9; Medium-size undead; HD 4d12+3; HP 47; Init 0; Spd 25ft; Defense 16; Touch 8; Flat-footed 10 (+2 Dex, +4 Natural), BAB +0, Grapple +1; Atk +3 Melee (1d10+3, Claw), Atk +0 Ranged (1d4, thrown object); Full Attack +3 Melee (2d8+3, two claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent, undead; SV Fort +0, Ref +2, Will +3; AP 0, Str 14, Dex 15, Con -, Int 11, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: Tattered Clothes. Throw Headcrab (General): The Poison Zombie may decide to throw a Poison Headcrab at the enemy. Reflex Save DC 15 to get out of the way. The Poison Headcrab will do normal attack damage, plus its Neurotoxin ability. http://upload.wikimedia.org/wikipedia/en/thumb/7/7e/HL2Poisoncrab.jpg/230px-HL2Poisoncrab.jpg Poison Headcrab CR 5; Small-size undead; HD 2d6; HP 9; Init 0; Spd 30ft; Defense 12; Touch 8; Flat-footed 10 (+2 Natural), BAB +0, Grapple +1; Atk +3 Melee (0d0, Claw), Atk +0 Ranged (1d4, thrown object); Full Attack +3 Melee (0d0, Jump claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; SV Fort +0, Ref +2, Will +3; AP 0, Str 14, Dex 15, Con -, Int 11, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: Nothing. Neurotoxin (General): Whenever a Poison Headcrab makes a succesful attack it instantly lowers the target's health to 1. Control Host: If a headcrab can establish a grapple on a foe (see its improved grab ability), then it can begin to establish control over its new host. The headcrab attachs itself over the head of its victim, and using its two beak-like fang protrusions above its maw, penetrates the victim's skull and infiltrates the central nervous system. The headcrab then begins to engorge itself onto the victim's head, engulfing almost the entire of a victim's head in the headcrab's mouth. This process unfolds over the course of 10 rounds. Unless the process is interrupted by removing or killing the headcrab, after the 10th round the victim's Strength falls to 0 (suffering the consequences of such loss). Over the course of 1d4 hours, the headcrab establishes control over the victim's central nervous system. After that, the victim aquires one of the headcrab zombie templates, depending on which variety or circumstances of the infestation. This attack cannot be used if the target is wearing a functioning helmet or some other armor. http://developer.valvesoftware.com/w/images/e/e8/Headcrab_fast.jpg Fast Headcrab CR 5; Small-size undead; HD 2d6; HP 9; Init 0; Spd 40ft; Defense 12; Touch 8; Flat-footed 10 (+2 Natural), BAB +0, Grapple +1; Atk +3 Melee (2d6, Claw), Atk +0 Ranged (1d4, thrown object); Full Attack +3 Melee (2d6+2, Jump claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; SV Fort +0, Ref +2, Will +3; AP 0, Str 14, Dex 15, Con 12, Int 11, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: Nothing. Control Host: If a headcrab can establish a grapple on a foe (see its improved grab ability), then it can begin to establish control over its new host. The headcrab attachs itself over the head of its victim, and using its two beak-like fang protrusions above its maw, penetrates the victim's skull and infiltrates the central nervous system. The headcrab then begins to engorge itself onto the victim's head, engulfing almost the entire of a victim's head in the headcrab's mouth. This process unfolds over the course of 10 rounds. Unless the process is interrupted by removing or killing the headcrab, after the 10th round the victim's Strength falls to 0 (suffering the consequences of such loss). Over the course of 1d4 hours, the headcrab establishes control over the victim's central nervous system. After that, the victim aquires one of the headcrab zombie templates, depending on which variety or circumstances of the infestation. This attack cannot be used if the target is wearing a functioning helmet or some other armor. ======================================== ================== Sorry about the Fast Headcrab being a five-minute creation. |
| Treesquid08-10-06, 08:14 PM | Regarding the poison crabs: I think you may be thinking too much in "fps terms" rather than making it viable for the RPG. The only reason Gordon is only reduced to 1 health is because of his HEV suit. Perhaps a CON hit instead? It looks viable other than that, but it might need some tweaking. Speaking of tweaking, I just got my weapons manual back from the friend borrowing it. I'll get my own weapon versions up soon. |
| TVirus08-10-06, 09:10 PM | Poison Headcrab 1.5 Poison Headcrab CR 5; Small-size undead; HD 2d6; HP 9; Init 0; Spd 30ft; Defense 12; Touch 8; Flat-footed 10 (+2 Natural), BAB +0, Grapple +1; Atk +3 Melee (1d4, Claw), Atk +0 Ranged (1d4, thrown object); Full Attack +3 Melee (2d4+2, Jump claws); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; SV Fort +0, Ref +2, Will +3; AP 0, Str 14, Dex 15, Con -, Int 11, Wis 8, Cha 6. Skills: None Feats: Toughness. Possessions: Nothing. Neurotoxin (General): Whenever the Poison Headcrab makes a succesful attack, Constitution is reduced by 1d4. The target must remain at atleast 1 Constitution left. Control Host: If a headcrab can establish a grapple on a foe (see its improved grab ability), then it can begin to establish control over its new host. The headcrab attachs itself over the head of its victim, and using its two beak-like fang protrusions above its maw, penetrates the victim's skull and infiltrates the central nervous system. The headcrab then begins to engorge itself onto the victim's head, engulfing almost the entire of a victim's head in the headcrab's mouth. This process unfolds over the course of 10 rounds. Unless the process is interrupted by removing or killing the headcrab, after the 10th round the victim's Strength falls to 0 (suffering the consequences of such loss). Over the course of 1d4 hours, the headcrab establishes control over the victim's central nervous system. After that, the victim aquires one of the headcrab zombie templates, depending on which variety or circumstances of the infestation. This attack cannot be used if the target is wearing a functioning helmet or some other armor. |
| Treesquid08-10-06, 09:18 PM | I'm glad this thing is picking up steam. Here are my versions of a few of the weapons, I'm working them as I go along. Still needs tweaking and playtesting. Soon to come are the more exotic weapons, as well as unseen Resistance weapons. WEAPONS One of the first actions the Combine took after seizing Earth was confiscating and destroying any weapons which could be useful in the event of an uprising. Adopting certain weapons as their own, the Combine outfitted their own soldiers with modified versions of existing human weapons, as well as alien technology for higher-ranked Overwatch personell. Many resistance members have managed to smuggle out pre-existing Human weapons, though these can be very difficult to find without looking in very specific places. Since they are not being manufactured anymore, Human weapons are gradually being phased out among the resistance in favor of scavenged Combine weaponry. However, it is still somewhat common to see nonstandard weaponry within Resistance strongholds. All weapons, regardless of whether they are Combine or Rebel, are considered Highly Illegal and carry extremely harsh punishments for being caught in possession of one. See the Combine Law section for more details on Legality Levels, Combine Laws, and Punishments. MELEE WEAPONS Any of the Simple Weapons from page 107 of the d20 Modern Core Rulebook can be found at GM’s discretion, aside from the Stun Gun and Tonfa. Within Combine Cities, it is usually quite difficult to find any weapon at all. Stunstick http://upload.wikimedia.org/wikipedia/en/4/44/HL2Stunstick.jpg Carried by Civil Protection units, Stunsticks are used to enforce order in the most brutal nonlethal way possible. Channeling electricity into a glowing tip, it gives a painful shock and stuns its target upon contact. Weapon: Stunstick Damage: 1d6 Subdual + Stun (DC 15) Critical: 20 Damage Type: Electricity Range Increment: - Size: Med Weight: 2 lb. Note: Stunsticks can never do Lethal damage, only Subdual. Upon contact, a character must make a DC 15 Fortitude save or be Stunned. Crowbar http://upload.wikimedia.org/wikipedia/en/6/65/HL2Crowbar.jpg Very useful for opening things that aren’t meant to be opened. Found in industrial areas, the crowbar is mainly used as a weapon by Resistance forces only as a last resort. By the time it’s necessary to use a crowbar against advancing Overwatch forces, however, it’s usually far too late. Weapon: Crowbar Damage: 1d6 Critical: 19-20 Damage Type: Bludgeoning Range Increment: - Size: Med Weight: 3 lb. RANGED WEAPONS H&K USP Match http://upload.wikimedia.org/wikipedia/en/d/da/HL2Pistol.jpg Used by German armed forces and police before the Combine invasion, the H&K USP Match has been assimilated into the arsenal of the Combine Overwatch ground forces. Other variants of the USP are available, but they are exceedingly rare. H&K USP Match (9mm Autoloader) Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 40 ft. Rate of Fire: S Magazine: 18 box Size: Small Weight: 2 lb. Colt Python .357 revolver http://upload.wikimedia.org/wikipedia/en/f/f1/HL2Magnum.jpg Increasingly rare, these weapons are highly prized by Resistance members for their great power and accuracy. A character equipped with a Python .357 is capable of doing incredible amounts of damage in a short period of time. Colt Python .357 Damage: 2d6 + Knockdown Critical: 19-20 Damage Type: Ballistic Range Increment: 40 ft Rate of Fire: S Magazine: 6 cyl. Size: Med Weight: 3lb Knockdown: A character hit with a shot from a .357 must make a DC10+damage Reflex save or be knocked prone. Characters with more than two legs are exempt. Note: Due to its high quality of manufacture, a .357 that has been kept in reasonably good condition since the Combine’s arrival grants a +1 bonus to attack rolls and damage. H&K MP7 http://upload.wikimedia.org/wikipedia/en/1/10/HL2SMG.jpg Chosen by the Combine for its sturdy construction and versatile, compact design, the MP7 is used by both Overwatch Soldiers and Civil Protection units in the event of a crisis. The foregrip can be folded to use this weapon as either a submachine gun or a pistol. A variety of sights can be fitted to the top of it, though Combine soldiers typically use a red dot scope. H&K MP7 Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 70 ft. Rate of Fire: S, A Magazine: 40 box Size: Medium Weight: 4 lb. Note: The MP7 is considered a Mastercraft weapon. The MP7 is able to be fitted with a bottom-mounted grenade launcher. This weapon can be fired one-handed, but the user takes a –1 penalty on attack rolls. MP7 Grenade Launcher Damage: 3d6 Critical: - Damage Type: Slashing Burst Radius: 10 ft. Reflex Save DC: 15 Range Increment: 10 ft. Size: Tiny Weight: - AR2 Assault Rifle http://upload.wikimedia.org/wikipedia/en/3/37/OSIPR2.jpg A powerful directed-energy weapon used by the Combine Overwatch soldiers and Overwatch Elites. The primary fire launches a burst of energy bolts. While the Pulse Rifle appears to feed from a box like a conventional machine gun, the "ammunition" is contained in a small plug-shaped body that is loaded directly into the barrel and repeatedly hammered to discharge the energy pulses. When exhausted, the ammo plug is ejected and an automated system feeds and loads another plug into place. AR2 Assault Rifle Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 80 ft. Rate of Fire: S, A Magazine: 30 box Size: Large Weight: 10 lb. Note: Due to its alien construction, AR2 Assault Rifles are only able to hold two additional ammunition plugs. Secondary Fire: Though highly dangerous and unstable, Combine Elites are able to use the Secondary Fire function of their rifles. This fires a ball of pure energy from the rifle, which destroys matter on the subatomic level. Firing this weapon gives a –4 on the attack roll to hit, and consumes an entire ammunition plug. The weapon must have a full clip to use this ability. Characters hit with the ball of energy must make a DC 12 reflex save or die. A character who makes the reflex save takes 6d6 points of damage and is Stunned. Franchi Spas-12 Shotgun http://upload.wikimedia.org/wikipedia/en/7/7f/HL2Shotgun2.jpg Adopted by the Combine for its usefulness in indoor environments, the Spas-12 is feared for its ability to tear through lightly armored opponents with ease. Resistance members facing Spas-12 armed Combine are advised to rethink their tactics or suffer the consequences. Franchi Spas-12 Damage: 2d8 + Knockdown Critical: 20 Damage Type: Ballistic Range Increment: 40 ft. Rate of Fire: Single, S Magazine: 7 int Size: Large Weight: 10 lb. Note: Within 10 feet, the Spas-12 does an extra die of damage. ---- More to come later tonight. That headcrab looks pretty good, by the way :) |
| TVirus08-11-06, 12:23 AM | Nice job on the weapons, the pictures aren't bad either. Do you have Garry's Mod? Oh, heres the long waited for (i think) Strider. http://img.presence-pc.com/news/h/a/half-life_2_strider.jpg A terrifying construction by the combine, this vehicle will hunt anything down and destroy it. Your probably better off running, but if you have to fight it be prepared. Strider: CR 16; Collosal-size construct; HD 14d8; HP 112; Init +2; Spd 45ft; Defense 17; Touch 8; Flat-footed 10 (+5 Armor, +2 Dex), BAB +0, Grapple +0; Atk +0 Melee (no melee attacks), Atk +5 Ranged (3d10+5 Strider Cannon); Full Attack +5 Ranged (Disintegrator Cannon); FS 15 ft. by 15 ft.; Reach 0 ft.; SQ None; SV Fort +4, Ref +2, Will +2; AP 0, Str 14, Dex 15, Con 18, Int 20, Wis 14, Cha 10. Skills: Listen +3, Spot +3 Feats: None. Possessions: Metal Scraps. Frightful Presense: Once the Strider kills, everyone within 30 feet of it must roll a Fortitude Save DC18 or be shaken for 1d4 rounds. If someone succesfuly rolls an 18 for their fortitude save, they are immune to the Frightful Presence for 24 hours. Disentegration Cannon: Once every 12 hours, a Strider may discharge pure energy just as the AR-2, only everything under the Strider is destroyed and disintegrated. Reflex Save DC 15 to escape being disintegrated. The hunter is next. |
| TVirus08-11-06, 12:43 AM | http://upload.wikimedia.org/wikipedia/en/b/b2/Hl2ep2_ministrider1.jpg The Hunter is a very scary device. It will hunt you down to the ends of the earth. This is a very skilled tracker that comes in two sizes, Collosal and Large. They come equipped with the best weapons and armor and will follow you from the sea to buildings. Mini-Hunter: CR 14; Large-size construct; HD 12d6; HP 54; Init +0; Spd 30ft; Defense 15; Touch 8; Flat-footed 15 (+5 Armor), BAB +0, Grapple +0; Atk +0 Melee (no melee attacks), Atk +5 Ranged (2d8+2 Pulse Turrets); Full Attack +0 Ranged (Supression Device); FS 10 ft. by 10 ft.; Reach 0 ft.; SQ None; SV Fort +2, Ref +0, Will +2; AP 0, Str 14, Dex 13, Con 14, Int 25, Wis 14, Cha 10. Skills: Listen +6, Spot +6, Search +8, Move Silently +5, Survival +10 Feats: Nimble, Blind Fight Possessions: Metal Scraps. Suppresion Device: Every 24 hours, a Mini-Hunter may discharge pure energy that hits the ground and disintegrates anything within 15 feet away, including trees, benches, and other objects. Reflex Save DC 15 or be killed. Hunter: CR 18; Collosal-size construct; HD 12d6+5; HP 77; Init +0; Spd 45ft; Defense 18; Touch 8; Flat-footed 15 (+5 Armor, +3 Dex), BAB +0, Grapple +0; Atk +0 Melee (no melee attacks), Atk +5 Ranged (2d10+5 Pulse Turrets); Full Attack +0 Ranged (Supression Device); FS 10 ft. by 10 ft.; Reach 0 ft.; SQ None; SV Fort +2, Ref +2, Will +2; AP 0, Str 14, Dex 15, Con 14, Int 25, Wis 14, Cha 10. Skills: Listen +6, Spot +6, Search +8, Move Silently +5, Survival +10 Feats: Nimble, Blind Fight, Track Possessions: Metal Scraps. Suppresion Device: Every 24 hours, a Hunter may discharge pure energy that hits the ground and disintegrates anything within 15 feet away, including trees, benches, and other objects. Reflex Save DC 15 or be killed. |
| TVirus08-11-06, 12:47 AM | Disintegrated? Don't Worry! The players usually won't travel alone, so if a player dies, instead of him creating another character, have him play as one of the rebels that was following him. Have a character sheet ready for them. This might be used alot because of disintegration, so be a nice GM and give them a few citizens. |
| TVirus08-11-06, 12:51 AM | Anyone want to playtest this? |
| Treesquid08-11-06, 05:36 PM | I'd be willing to run a short playtest game to see how things work. A comment on the Strider: Do you think it should have some DR against Ballistics damage, to make it harder to destroy with regular weapons fire? Other than that it looks good, nice and scary. I'm not sure on the beam cannon, maybe a multi-round recharge time instead of 24 hours. I definitely recall them firing more than once with that thing. I really like the addition of Frightful Presence, though. I doubt I would have thought of that. I'll set up a forum later tonight to see if we can get some people together for playtesting. If anyone has AIM and wants to contact me about it, my AIM address is Treesquid101. |
| TVirus08-11-06, 06:03 PM | If you liked the Strider, the Hunter's going to be worse. hehehe, it's colossal sized, yet it can follow the player anywhere. Office Buildings, Underwater, and even underground. I'll see if i can find some people for playtesting. |
| Treesquid08-11-06, 06:35 PM | Yeah, I'm not sure about the hunter. I'd wait until we actually know what it's like to fight it before trying to stat it out. That's a good baseline to work with, however. |
| TVirus08-11-06, 06:46 PM | Okay, I wasn't sure of it myself because it's coming out for Half-Life 2 Episode 2 so i'm really not sure how it's going to be. People say it's the Hound-Eye from Half Life 1 that has been worked on by the Combine. I'll buy Episode 2 when it comes out. |
| TVirus08-11-06, 11:20 PM | Good news, I ran a playtest with my friend and brother. They rated ot 7.5 out of 10. Just need to work on it some more, I'm gonna work on the Hunter. Also i'm going to work on finding someone who can convert this to a .pdf I'll see if they want to playtest with us. |
| Treesquid08-11-06, 11:35 PM | This can be a really good setting if it's handled properly. I wouldn't work on getting it in pdf form just yet, there's a lot of peripheral stuff that still needs doing. Basically we've got the bare bone structure somewhat done, it needs a lot of fleshing out however. edit: I've just created the forum at hld20.forumer.com (http://hld20.forumer.com) Register there if you're interested in playing, and I'll put up a thread with character creation information soon. |
| TVirus08-12-06, 03:57 AM | Okay, i'm not getting it into .pdf yet, just when it's finished. By the way, would hacking be useful in Half Life 2? Is your username Benefactor or is that someone else. |
| Treesquid08-12-06, 04:05 AM | Yes, that's me. Hacking could definitely be useful, considering that you'd need to break through Combine barriers and such. |
| TVirus08-12-06, 04:20 AM | My brother's not gonna help playtest, I'll find someone else. My friend might play. |
| TVirus08-12-06, 01:03 PM | Yes, that's me. Hacking could definitely be useful, considering that you'd need to break through Combine barriers and such. take a look at my new hacking rules thread. It makes hacking alot better. |
| marcoasalazarm08-12-06, 05:30 PM | You could add stuff from the original Half-Life to this setting. I mean, the buggy scene has a vehicular version of a weapon from Half-Life, so why not? |
| Treesquid08-12-06, 05:46 PM | You could add stuff from the original Half-Life to this setting. I mean, the buggy scene has a vehicular version of a weapon from Half-Life, so why not? I don't know about TVirus, but I intend to have three distinct play "areas" mapped out. Resonance Cascade, Seven Hours War, and Resistance. All will have various weapons, equipment, and enemies. |
| TVirus08-12-06, 08:14 PM | I'm going to put the PCs in the boots of either scientists, marines, or rebels. The marine's is a pretty cool one. I've written half their story and I'm going to explain what happens to them when the combine come. |
| Treesquid08-13-06, 02:55 PM | Uh oh. Half-life Fanfiction? I'm staying far, far away from that one. |
| Cli' San Aquanova08-14-06, 10:08 PM | Uh oh. Half-life Fanfiction? I'm staying far, far away from that one. Aw, come on--it could be good. ;) Anyway guys, I'm really, really sorry I didn't get around to finishing my material. I hope the head-crab stats I provided gave y'all some good starting points, nonetheless. TVirus, Treesquid: Great work guys; it looks pretty good so far. I just wish I had the time to get around and help. -C'SA :u:Bring Back Merfolk!!!:u: |
| TVirus08-18-06, 05:15 PM | The headcrab helped alot, I'm working on the bullsquid and the houndeye right now. Any ideas? |
| TVirus08-19-06, 02:31 PM | I'm not sure on the beam cannon, maybe a multi-round recharge time instead of 24 hours. I definitely recall them firing more than once with that thing. It's to prevent everyone dying in the first 10 rounds |
| marcoasalazarm08-20-06, 09:53 PM | I have stats for the Crossbow, in case anybody wants to see them. |
| TVirus08-24-06, 06:58 PM | I'll take a look at them. By the way, I'm working on the Bullsquid (Weird two-legged creature with the tentacles on it's mouth. It shoots acid) and Hound-Eye (Weird three-legged dog type creature that screams so loud, it shoots a shockwave around it). I also want to do Nihilanth and the queen thing at the end of opposing force. |
| RusVal08-24-06, 07:53 PM | So far so good guys. This thread's lasted longer (and turned up more) than other threads about Half-Life have. Can I interject additional rules for the Pulse Rifle, though? Unique Auto-Loader- Loading a new plug into the barrel is a move action. However, the plug needs to be loaded from the storage box attacted to the Pulse Rifle (one box holds 3 plugs). An empty box can either be loaded manually (use rules for loading an Internal magazine) or replaced with a second full storage box (move action). This rule represents the sometimes bizaar design choices the Combine use. And while I like the idea of needing a full plug to use the Orb Launcher, I'd like to add: Orb Launcher Limiter: While powerful, the AR2 Orb is unstable and is fairly dangerous for the wielder. As such, all Pulse Rifle barrels have a limiter in them that prevents the rifle from blowing up when the Orb launcher is used (seen as the Alt-Fire ammo in the game). Unfortunetly, even using the launcher once will fry the limiter. Replacing the limiter is a full-round action. Orbs can be fired without a limiter, but it isn't recommended. An attack roll of 1 will cause a backfire that will vaporise the user (Reflex DC 20 to take 6d6 damage + Stun instead). I have other ideas, too, but I just used up all the free time I have to type this. |
| marcoasalazarm08-24-06, 08:04 PM | Resistance Crossbow. This conventional crossbow has been modified with an electronic heating system. Combined with specialized bolts made of conductive material, it can set things on fire or burn an enemy (that is, if it's still standing after getting a crossbow bolt to the face). In an emergency, the bolts can be replaced with other conductive materials, such as pieces of rebar. Damage: 1d10. Critical: 20. Damage Type: Piercing. Range Increment: 40 ft. Rate of Fire: 1. Magazine: 1 Int. Size: Medium. Weight: 8 lb. Purchase DC: 12 Restriction: Res (+2). (Note: the crossbow is equipped with a telescopic scope). (Additional Note: The heating system, once activated, deals an additional 1d6 of Fire damage. The heating system is powered by a conventional power pack, and lasts for up to 50 arrows’ worth. The conductive quivers have a cost of PDC 9 for a package of 12). |
| Tzjanii08-26-06, 12:52 PM | Marco, where did you get the fire idea? I have never seen the crossbow in-game light anything on fire, mostly cause it just destroys anything it hits :P If you can get a screenshot of this in action, it would help. Personally, i always just figured it was coated in phosphorus or something to make it glow. |
| TVirus08-26-06, 02:19 PM | So far so good guys. This thread's lasted longer (and turned up more) than other threads about Half-Life have. Can I interject additional rules for the Pulse Rifle, though? Unique Auto-Loader- Loading a new plug into the barrel is a move action. However, the plug needs to be loaded from the storage box attacted to the Pulse Rifle (one box holds 3 plugs). An empty box can either be loaded manually (use rules for loading an Internal magazine) or replaced with a second full storage box (move action). This rule represents the sometimes bizaar design choices the Combine use. And while I like the idea of needing a full plug to use the Orb Launcher, I'd like to add: Orb Launcher Limiter: While powerful, the AR2 Orb is unstable and is fairly dangerous for the wielder. As such, all Pulse Rifle barrels have a limiter in them that prevents the rifle from blowing up when the Orb launcher is used (seen as the Alt-Fire ammo in the game). Unfortunetly, even using the launcher once will fry the limiter. Replacing the limiter is a full-round action. Orbs can be fired without a limiter, but it isn't recommended. An attack roll of 1 will cause a backfire that will vaporise the user (Reflex DC 20 to take 6d6 damage + Stun instead). I have other ideas, too, but I just used up all the free time I have to type this. Nice job with the AR2, I'm going to start mapping. |
| TVirus08-26-06, 02:36 PM | Anyone want to join my writer's guild? It's in my sig, the thread is over here. Writer's Guild Now to map out Black Mesa http://images6.theimagehosting.com/Black Mesa.th.jpg (http://server6.theimagehosting.com/image.php?img=Black Mesa.jpg) Just a start, look familiar? |
| marcoasalazarm08-26-06, 09:25 PM | Marco, where did you get the fire idea? I have never seen the crossbow in-game light anything on fire, mostly cause it just destroys anything it hits :P If you can get a screenshot of this in action, it would help. Personally, i always just figured it was coated in phosphorus or something to make it glow. I got the idea because what launches is a red-hot piece of rebar. |
| TVirus08-27-06, 12:55 AM | I don't think it would set anything on fire, just cause an extreme burning sensation on the enemy if he survives. Also, i know falling damage is already stated. But say your driving a resistance buggy at 100 MPH down a Highway 17, and you reach, oh i dunno, a bridge that's been destroyed ( :devil: gotta love bein a GM) What happens then? Crushing damage+falling damage? |
| RusVal08-28-06, 04:58 PM | That's what the turbo (and jumping ramp) is for, bro. :D |
| TVirus08-28-06, 08:27 PM | Unless...THERES NO RAMP! HAHAHA!!! lol. |
| Treesquid08-28-06, 09:08 PM | Yes, but what kind of awful GM would do that? "Hey, you're dead. The end." |
| Treesquid08-28-06, 09:12 PM | Also: The test game is now underway. Basically, I'm seeing how the rules pan out when they're put together in one coherent setting. Additionally, I'm seeing if I'm even capable of GMing this setting. I think it'll need a very competent GM to run well, otherwise it just turns into a bunch of TPKs. The link is at http://hld20.4.forumer.com/index.php?act=idx Feel free to register there and chat in the OOC thread, but please don't post in the game thread. Registration for characters is closed at the moment, but you can still watch and such. :cool: |
| TVirus08-28-06, 09:51 PM | I WOULD!!! lol, but what if they were a really high level? Is it crushing damage and falling damage? And it's not game-over right there it's "create another character cause all of your hard work just went to waste." lol, I love bein mean to my players. They kinda deserve it. |
| TVirus09-02-06, 11:29 PM | :bump: |
| marcoasalazarm09-03-06, 07:55 PM | Here's my vision of the MP-5 SMGs from the original 'Half-Life' game. Half-Life MP-5N http://www.planethalflife.com/images/mp5.jpg This Heckler and Koch MP-5N was issued to the Marines that went on the 'silencing mission' to Black Mesa. It had an underbarrel 40mm grenade launcher attached and integrated suppressor. (Note: Stats before the slash is the MP-5. Stats after the slash is the grenade launcher). Damage: 2d6/By Grenade Type. Critical: 20. Damage Type: Ballistic/By Grenade Type Range Increment: 50 ft./70 ft. Rate of Fire: S,A./Single. Magazine: 30 Box./1 Int. Size: Large. Weight: 9 lb. Purchase DC: 24. Restriction: Lic (+2). (ADDITIONAL NOTES: The MP-5 is considered Mastercrafted (+1 to attack rolls).The MP-5 is a suppessed weapon). |
| Xaxor10-05-06, 04:35 PM | Semi-bump. The crossbow should have a larger range increment. And why are the headcrabs undead? The headcrabbed creatures are most certainly undead, but considering the Gonarch from the original, they're aberrations. Also, the Zombines in Episode One show that helmets don't provide perfect protection. The process might just take longer. |
| Dex10-27-06, 10:11 AM | A couple of things to think about: How about using the telekinesis spell to simulate the gravity gun? Should firing the secodary plasma grenade in the AR2 grant the user the "skip shot" feat for that attack? How would you stat the vortigaunts? Psions mayhap? |
| Azar_of_Faerun02-21-07, 12:23 AM | Exactly, I can't picture the Headcrabs or Zombies as Undead, but rather Aberrations Oh, and bump |
| Azar_of_Faerun02-22-07, 01:47 AM | Do you guys have any methods for describing particularly dilapidated or worn down environments and the small touches like rust, leaking water, patches of ceiling missing, wind blowing through, etc :) |
| Thomar_of_Uointer02-27-07, 01:26 PM | Do you guys have any methods for describing particularly dilapidated or worn down environments and the small touches like rust, leaking water, patches of ceiling missing, wind blowing through, etc :) Sounds like fluff to me. I don't think this is actually covered. You can reduce the hardness and break DCs of weathered objects by 2 and halve their hit points. |
| Azar_of_Faerun02-27-07, 06:47 PM | Yeah, thank you Thomar. :) I didn't even consider lowering hardness! If no one objects, I will post up what I think the various zombies should be statwise |
| Azar_of_Faerun03-14-07, 10:31 PM | Those colored-light mines from Half Life 2, do they go off when you shoot at them? Statting them up, and the info could help |
| Thomar_of_Uointer03-15-07, 01:55 PM | Those colored-light mines from Half Life 2, do they go off when you shoot at them? Statting them up, and the info could help Not sure, I never let them get that close. They do not explode when you shoot at them, your best bet is to use the gravity gun to chuck them off of cliffs. |
| Dex03-25-07, 08:02 AM | What about rules for re-programming things (hopper mines, rollermines, turrets)? I'm thinking a DC 10 disable device for hopper mines, 15 for turrets and 20 for rollermines, but I can never be sure, since the only ones you actually disable are the hoppers - alyx does the turrets and rollermines. |
| Heartlezz03-25-07, 12:33 PM | But Alyx use a special little PDA thing. Maybe it should be some kinda a tool that is needed to hack or reprogram them. Also I believe that is should be different DC depending on what you want the object to do. |
| Thomar_of_Uointer03-25-07, 02:44 PM | What about rules for re-programming things (hopper mines, rollermines, turrets)? I'm thinking a DC 10 disable device for hopper mines, 15 for turrets and 20 for rollermines, but I can never be sure, since the only ones you actually disable are the hoppers - alyx does the turrets and rollermines. Disable Device would definitely apply to them. Looking over the DCs given in the MSRD, I'd say most Combine mounted sensors are 25, Combine portable sensors are 30, and stuff you'd find in the Citadel is 40. These can be used as appropriate for the type of technology you're working with. |
| Azar_of_Faerun03-30-07, 12:24 AM | Okay, i'm going to stat Gordon Freeman to test my character building skills Would you say Smart/Tough/Xenophile would be correct? |
| Thomar_of_Uointer03-30-07, 02:23 AM | Okay, i'm going to stat Gordon Freeman to test my character building skills Would you say Smart/Tough/Xenophile would be correct? Xenophile? Definitely Smart, but probably with Strong thrown in there (his weapon of choice is a friggin' crowbar!) Actually, Xenophile looks pretty good. The hardes problem is statting him up (it's a classical first person shooter, the power curve is always directly proportional to your equipment and you don't really level). I would assume post-HL 2 Gordon Freeman, probably well into a prestiege class. |
| Azar_of_Faerun03-30-07, 02:32 AM | Smart 3/ Tough 4/ Strong 3/ Xenophile 5 How's that? HL2 Freeman of course. HL Freeman i'd figure would nix the Xenophile levels Occupation: Technician? I'm a bit saddened the previous game going died down back in 2006, I would really like to get one going again to see how we could make do :) |
| Thomar_of_Uointer03-30-07, 11:25 AM | Definitely a technician. |
| Azar_of_Faerun03-31-07, 07:50 PM | Okie dokie, he will be finished by today, along with the HEV Mark V suit :) |
| Azar_of_Faerun03-31-07, 10:05 PM | http://tn3-2.deviantart.com/300W/images2.deviantart.com/i/2003/51/0/b/Gordon_Freeman.jpg Gordon Freeman Male Human Smart Hero 3 / Tough Hero 4 / Strong Hero 3 / Xenophile 5 Medium humanoid (human); HD 3d6 + 4d10 + 8d8 + 60; hp 138 ; Mas 19; Init +3; Spd 30 ft.; Defense 29 (+3 Dex, +8 class, +8 HEV Mark V suit); BAB +10; Grap +15; HK USP Match +17/+12 (2d6, 20/x2) HK MP7 +17/+12 (2d6, 20x2) Crowbar +15/+10 (1d6+7, 19-20/x2) AL Humanity, Good; SV Fort +11, Ref +7, Will +10; AP 20; Rep +7; Str 20*, Dex 16, Con 16, Int 20, Wis 14, Cha 13. Occupation: Technician (Computer Use, Knowledge: Physical Sciences, Knowledge: Technology) Skills: Climb +22, Computer Use +21, Craft (electronic) +11, Craft (mechanical) +15, Drive +6, Jump +11, Knowledge (earth and life sciences) +17, Knowledge (physical sciences) +27, Knowledge (technology) +21, Listen +10, Profession (theoretical physicist) +8, Repair +13, Research +11, Spot +13, Swim +16 Feats: Advanced Firearms Proficiency, Alien Weapons Proficiency, Athletic, Educated (Knowledge (physical sciences) & Knowledge (technology)), Gearhead, Heroic Surge, Improved Damage Threshold, Personal Firearms Proficiency, Quick Reload, Renown, Simple Weapons Proficiency, Toughness x2 Talents: Smart -> Savant (Knowledge: Physical Sciences), Exploit Weakness Tough -> Fire Resistance, Damage Reduction 1/- Strong -> Melee Smash, Improved Melee Smash Xenophile -> Xenolore, Xenotype (aberrations), Xenoresistance (+2), Xenotype (animal), Xenodefense (+1) Possessions: HEV Mark V suit, crowbar, HK USP Match, 4 magazines 9mm, HK MP7, 3 magazines 4.7mm *Bonus granted by the HEV Mark V suit --- http://developer.valvesoftware.com/w/images/thumb/6/63/200px-Item_suit.jpg HEV Mark V suit - +8 armor bonus to defense - DR 5/- - +6 equipment bonus to Strength - Benefits of scope with any ranged weapon, doubles as a binocular - +4 equipment bonus to ranged attack rolls A built in self-recharging power source provides boosts in three forms to the user. After each use's duration, the power source is depleted and recharges over the next 3 rounds. - As a free action, increase base speed by 20 ft for 1 round, after which the movement bonus is negated and the suit must recharge. - Provides a flashlight that lasts 5 rounds before it shuts off and must recharge. - While holding one's breath underwater, increases the duration by 2 rounds, after which the suit must recharge. As it's original tasks demanded of it, the suit is also vital around radioactivity - Has a built in geiger counter that clicks when 30 ft near a lightly irradiated area or lightly radioactive material or above - Lowers the grade of any radiation source by 1 step, 2 steps if the helmet is worn --- So any recommended changes? Note that he didn't take Armor Proficiency, I feel as a heroic, legendary character that in this instance I shirked him of the responsibility of taking 4 feats just to use the HEV Mark V proficienctly |
| Thomar_of_Uointer04-01-07, 12:37 AM | Freeman is definitely not suffering any major speed or armor check penalties with the HEV suit (he saved the world in it). However, the HEV suit is also a very cool mastercrafted light armor, so that might not be an issue. |
| Azar_of_Faerun04-01-07, 02:15 AM | About the mostly empty buildings in City 17, would you say the showers still work? |
| Thomar_of_Uointer04-01-07, 11:09 AM | About the mostly empty buildings in City 17, would you say the showers still work? Ah, a fun little detail. No, the water would not work, you'd have to drag a bucket down to the Combine station (you don't want any other water, according to the Combine all the natural water is contaminated (true 90% of the time)), and you'd get a few liters. Assuming you haven't exceeded your water quota for the month, of course. Welcome to the apocalypse! |
| Azar_of_Faerun04-03-07, 03:58 AM | Well everyone, i'm going to be carrying Treesquid's torch! Be sure to check the d20 Modern Games forum for "Combating the Combine: A Half Life 2 side-story" in 4-5 days :) |
| Heartlezz04-07-07, 02:20 PM | What about the dune bugie?? Should we just use the stats provided from d20 Apoc.?? With a modifcation that provides extra speed. (the turbo) |
| Azar_of_Faerun04-08-07, 02:34 AM | Don't forget the weaponry as well as minor storage compartment on the back |
| TVirus05-05-07, 07:39 PM | did our project die while i was gone? Azar, willing to help me finish it? |
| marcoasalazarm05-05-07, 09:49 PM | I don't think it's dead. BTW; TVirus, I just had a small request: do you have a link for that Command and Conquer conversion you were working on, man? I had a few guns statted and just wnted to check you hadn't made them already (from the 'Renegade' game, BTW). |
| Hellomoto6406-12-07, 08:17 PM | If you need any kind of help I'd like to offer my services. |
| Heartlezz06-14-07, 12:25 PM | I will provide help to keep this thread alive. |
| Kord's Boon06-18-07, 04:51 AM | http://developer.valvesoftware.com/w/images/thumb/6/63/200px-Item_suit.jpg HEV Mark V suit - +8 armor bonus to defense - DR 5/- - +6 equipment bonus to Strength - Benefits of scope with any ranged weapon, doubles as a binocular - +4 equipment bonus to ranged attack rolls A built in self-recharging power source provides boosts in three forms to the user. After each use's duration, the power source is depleted and recharges over the next 3 rounds. - As a free action, increase base speed by 20 ft for 1 round, after which the movement bonus is negated and the suit must recharge. - Provides a flashlight that lasts 5 rounds before it shuts off and must recharge. - While holding one's breath underwater, increases the duration by 2 rounds, after which the suit must recharge. As it's original tasks demanded of it, the suit is also vital around radioactivity - Has a built in geiger counter that clicks when 30 ft near a lightly irradiated area or lightly radioactive material or above - Lowers the grade of any radiation source by 1 step, 2 steps if the helmet is worn --- So any recommended changes? Note that he didn't take Armor Proficiency, I feel as a heroic, legendary character that in this instance I shirked him of the responsibility of taking 4 feats just to use the HEV Mark V proficienctly - Assuming that the HEV was also designed for combat, its combat effectiveness is likely equivalent to a special response vest (d20 modern) described as having been made of the most durable, flexible materials available with additional groin, neck, and limb protection as well as ceramic plating over the chest (+7 bonus). And not to the extreme of the force entry unit (+9 bonus) as it’s described as bulky, something we would not attribute to the HEV given Freeman’s mobility in it. Additionally we can apply a +1 mastercrat bonus to yield a +8. Given that not a big distinction but it helps to set a baseline for other properties of the armor. - I can see no reason the suit would give damage reduction, as president for such in d20 modern does not exist, where only class features due so. -A +6 to strength is an absolutely massive bonus considering how rarely you encounter ability bonuses of even small amounts. I would reduce this to +2 and have it function as a mesh vest offering and additional +2 for purposes of determining carrying capacity. - No scope, binoculars ok. The HEV presented in the game did have limitations on how long you could turn on your flashlight, but the mechanic that made such a requirement exists only in the video game itself, and not its table-top variant. -The HEV is equipped with a standard flashlight which may be turned on or off as a free action and any of your actions. - As a free action, increase base speed by 20ft for 1 round every 3 rounds (this seemed to match perfectly) - Has a built in Geiger counter that clicks when 30 ft near a lightly irradiated area or lightly radioactive material or above - Lowers the grade of any radiation source by 1 step, 2 steps if the helmet is worn (Both these work well, the suit could also alternatively offer save bonuses to escape radiation) The fallowing should also be added - If the helmet is worn the player also benefits form a gas mask -The armor has a non proficient bonus of +4, max dex is +2, armor penalty is -2 and speed is 25 (as seen in Half-life 2, Alex can move faster then Freeman on foot while he is not sprinting, and it would seen odd that full body armor would not impede dexterity even if it’s powered). -The HEV is equipped with a H.U.D. displaying the wearer’s current condition, oxygen levels, and date concerning weapons carried and there current ammo held. -The HEV is equipped with an emergency medical diagnostic program (Half-life one variant only perhaps) which can administer emergency first aid and pain killers to its wearer, three times per day the HEV may attempt use of the treat injury skill excluding surgery. Consider the HEV to have 5 ranks and a total +10 bonus for this purpose. |
| Heartlezz06-22-07, 10:50 AM | I never knew that the HEV suit had a helmet.:confused: |
| Dex06-23-07, 05:52 AM | Yeah, it's one of the HL1 multiplayer models, and also the dead exploration team members you see in Xen. |
| Snicker06-23-07, 08:25 PM | Yeah, or at least it can. It's a point of some contention as to whether Gordon in fact wears it, but the corpses on Xen confirm that it at least includes it as an optional feature. |
| Ezram07-04-07, 10:28 AM | My HL2 campaign is going well, very well :) I also make new stuff up specifically for the campaign, such as an advanced Combine healing medicine with a slight drawback if taken too much within a day. |
| Ezram07-07-07, 04:54 AM | Bump (updates concerning my game coming soon) |
| TVirus07-08-07, 09:09 PM | TVirus LIVES! More updates coming soon. edit: Anyone willing to start a play-by-post game? |
| TVirus07-10-07, 05:49 AM | d20.17.forumer.com The new site of this project shall be found there. Please post new things there. elsnakeo, if you are still alive and want to be an admin, PM me on THIS forum (to prevent imposters >.< ) |
| Ezram07-11-07, 06:16 PM | Hey TVirus! :) This is user "Azar"'s new account. I'm sending you a PM soon, check your messages! |
| Ezram07-11-07, 08:01 PM | My forum and Half Life 2 game (http://azarworld.6.forumer.com/viewtopic.php?t=2) |
| Ezram07-14-07, 04:09 PM | Anyone here have stats for or ideas for a Combine Sniper? I was thinking some sort of Fast / Soldier, perhaps with Gunslinger? And don't forget - you can make NEW material up, that fits in with the Half Life 2 feel :) |
| Ezram07-14-07, 06:00 PM | Combine Sniper (Dedicated Hero 4 / Soldier 2): CR 6; Medium-size trans-human: HD 4d6 plus 2d10; hp 28; Mas 10; Init +2; Spd 30 ft.; Defense 18, touch 16, flat-footed 16 (+2 Dex, +4 class, +2 Combine Sniper armor); BAB +5; Grap +6; Combine Sniper Rifle +8 ranged (2d10+2, 20/x2); FS 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +4, Ref +5, Will +4; AP 0; Rep +2; Str 12, Dex 15, Con 10, Int 14, Wis 14, Cha 8 Occupation: Law Enforcement (Knowledege: Tactics, Listen) Skills: Climb +4*, Concentration +4, Hide +5*, Knowledge (Tactics) +12, Listen +14, Move Silently +5*, Spot +16, Survival +6 *includes Armor Check Penalty of -1 Feats: Alertness, Armor Proficiency (Light), Dead Aim, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Quick Reload, Simple Weapons Proficiency, Weapon Focus (Combine Sniper Rifle) Talents: Dedicated -> Skill Emphasis (Spot), Aware Soldier -> Weapon Focus (Combine Sniper Rifle), Weapon Specialization (Combine Sniper Rifle) Possessions: Combine Sniper Armor, Combine Sniper Rifle, 70 rounds 7.52mm, Walkie-Talkie (professional) ---- Despite their being just as much under the control of the Combine, Combine Snipers are gifted with a degree of independence and intelligence above their squad based brethern. They're often deployed to key choke points within the city to ensure dangerous targets don't progress any further. ---- The heroic levels may turn some off, but remember that they are rare enough as it is, and have a habit of sticking to a certain spot - which reduces their lethality slightly. ---- Combine Sniper Armor Light Type: Tactical Equipment Bonus: +2 Nonproficient Bonus: +1 Maximum Dex Bonus: +6 Armor Penalty: -1 Speed: 30 ft Weight: 4 lb Purchase DC: - Restriction: - H.U.D: The helmet of this armor has been augmented by an advanced targetting system that functions as an equivalent of a scope with any firearm. Fairly nondescript, these are one of the few weapons the Combine produce themselves. A conventional ballistic long range firearm, the CSR was based upon an amalgam of the H&K MSG-90's barrel, the AW's grip and the Remington 700's caliber and size. Assigned to Combine Snipers only, they become a tool of death in their trained hands. Finding one intact is nearly impossible. Damage: 2d10 Critical: 20/x2 Damage Type: Ballistic Range Increment: 90 ft Rate of Fire: Semiautomatic Magazine: 10 Box Size: Huge (deployed with bipod) Weight: 30 lb Purchase DC: - Restriction: - Ignore Hardness: The CSR was designed to penetrate soft cover. It ignores up to 2 points of Hardness. Laser: The CSR comes equipped with a blue laser targetting system visible even in sunlight. Used alone, it multiplies the range increment by 1.5 Using the laser in conjunction with the Combine Sniper Armor's HUD doubles the range increment. The Far Shot feat does not stack with the laser A character that makes a Spot check DC 15 notices the blue dot and gains a +2 circumstance bonus to locate the sniper. |
| TVirus07-14-07, 08:30 PM | Ezram, use my forums now because when we finish I'm going to collect the information and put it into a .pdf so it's more organized. |
| Ezram07-14-07, 08:43 PM | Man, I can never catch you on AIM :( |
| TVirus07-16-07, 12:41 AM | Man, I can never catch you on AIM :( on AIM now, SN is harakiritheorum |
| Ezram07-23-07, 11:20 PM | bump |
| Ezram07-26-07, 07:16 PM | Deleted |
| Ezram07-31-07, 11:18 PM | COME ON, DON'T LET THIS THREAD DIE! :cool: |
| Ezram08-15-07, 09:02 PM | http://www.hlfallout.net/images/content/enemies/full/manhack_full.jpg Robotic flying saws that are designed to hunt and eliminate enemies of the Combine. Manhacks are robotic drones, smaller than a scanner, that are used for combat support and as an efficient means of clearing out enemy territory that would be too dangerous or difficult for conventional troops. Their method of attack is deceptively low-tech, consisting of only a horizontal circular saw made up of two angular helicopter blades. These blades are extremely sharp and spin with enough speed to instantly destroy wooden planks and girders, although they have have extremely limited effectiveness when cutting through tougher materials such as metal and concrete. Manhacks have very little concept of self-preservation, careening off walls and through objects in the single-minded pursuit of enemy forces. Manhacks are carried by some Civil Protection and Overwatch soldiers, folded up in a small boxy shape. They are dispensed by devices similar to those used to dispense food to the citizen population. To deploy, the soldier tosses the manhack into the air, where it unfolds itself and immediately flies towards any nearby foes, providing excellent distractions during a firefight. Manhacks are also often deployed en masse to "flood" tight or inaccessible areas that are suspected of containing criminals. Complicated networks like sewers and ventilation systems are ideal candidates for this strategy, as the manhacks' speed and small size allow them to quickly scour every potential hiding place. The manhack's weakness is the ease with which it can be deflected. A strong blow from almost any weapon will stun a manhack and knock it back up to several meters. However, they compensate for this weakness by attacking in large numbers, anywhere from one individual to swarms of several dozen or more. Manhack: CR 1/2; Tiny construct; HD 1/2 2d10; hp 8; Mas —; Init +2; Spd, fly 20 ft. (clumsy); Defense 14, touch 14, flat-footed 12 (+2 size, +2 Dex); BAB +1; Grap –9; Slice +1 melee (1d6, 20/x2); ; FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 6, Dex 14, Con —, Int —, Wis 10, Cha 1 Skills: Listen +4, Spot +4 Feats: Toughness (Bonus) External Components: Audio/visual sensor, blades DR 2 / Bludgeoning Razor Sharp (ex): Due to the extremely sharp edge of the Manhack's blades, it does not suffer a Strength penalty to either attack or damage rolls |
| marcoasalazarm08-16-07, 11:14 AM | I'm seeing something I can throw at my players... |
| Ezram08-16-07, 07:42 PM | Oh yeah, I didn't add this, but you could try an optional 1 Concussion Damage to any creature adjacenent to it when it explodes. And let me know how it works out...I wonder if Toughness should go or stay. |
| Ezram08-20-07, 02:35 AM | http://www.hlfallout.net/images/content/enemies/full/scanner_full.jpg City scanners, often referred to simply as scanners, are piranha-like, flying security cameras used by the Combine to monitor City 17's citizens. They are equipped with a built-in camera and a blinding searchlight. City scanners have no weapons, but the blinding searchlight and the photographic flash emitted can temporarily stun a person. They are lightly armoured, and can easily be destroyed by launched objects, gunfire, or by simply being smashed with a hard object. When a city scanner receives critical damage, it attempts to crash itself into its attacker in hope of doing damage to him. They are powered by a single Combine battery, and a destroyed one will occasionally drop such a battery. As the name implies, city scanners are used primarily in the city, rather than in out-of-city locations, such as the canals or the coast. It appears that city scanners are mass-produced in the Citadel, and they serve many purposes - including the obvious primary role of surveillance, as well as reconnaissance, and the hunting of missing or wanted individuals. City scanners will typically accompany Civil Protection personnel and usually do not play a direct role used in combat. City scanners rarely travel alone, so the sight of a city scanner is often a useful warning that other Combine forces are nearby. In cases of emergency, city scanners can be mass-deployed in hundreds or thousands from the Citadel, to perform a city-wide, and possibly out of city search as well. One such example of this is during the conversation with Barney before acquiring the crowbar, in which under zoomed vision the Citadel appears to be dropping massed groups of city scanners in an effort to find and detain the player. City Scanner: CR 1/6; Diminutive construct; HD 1/2 1d10; hp 3; Mas —; Init +2; Spd, fly 15 ft. (perfect); Defense 16, touch 16, flat-footed 14 (+4 size, +2 Dex); BAB +0; Grap –14; Flash (Fort save DC 13 or blinded for 1 round); ; FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 3, Dex 14, Con —, Int —, Wis 10, Cha 1 Skills: Listen +6, Spot +6 Feats: Alertness (Bonus) External Components: Audio/visual sensor, digital camera, flashlight, flash bulb Flash: The city scanner is capable of producing a flash that can temporarily blind others (Target creature within 15 ft must make a Fortitude save DC 13 or be blinded for 1 round) --- *Note, I made their flash effect Blind instead of Stun, because nowhere in game do they actually paralyze or stun the player, but they are blinded for 1 - 5 seconds (pretty much 1 round) Suggestions welcome! |
| Ragitsu09-16-07, 08:37 AM | bump |
| TVirus09-30-07, 05:44 PM | Rebump. :D I've set up a forum with (most of) the things in this thread, only more organized. It's the Half-Life forum under the d20 settings thread. As soon as we finish enough for a book, I'll make a .pdf of all the information. :) http://d20.forumer.com/index.php |
| Ragitsu10-01-07, 04:23 PM | I can never seem to catch you on AIM :confused: |
| murdoc666610-07-07, 10:04 PM | I love this thread. My friend and I started a Half-Life 2 based campaign today and I decided to make my own character for it. Of all people, I decided to be Judith Mossman. She's one of my favorite characters, and with this I can finally use her in d20. Here she is: Judith Mossman (Dedicated Ordinary 8): CR 8; Medium-size humanoid; HD 8d6+8 plus 3; HP 39; Mas 12; Init +6; Spd 30 ft; Defense 17, touch 16, flatfooted 15 (+0 size, +2 Dex, +4 class, +1 equipment); BAB +6; Grap +6; Atk +6 melee (1d6+0, weapon), or +8 ranged (4d4+0, .357 Revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Black Mesa; SV Fort +5, Ref +4, Will +7; AP 4; Rep +3; Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 10. Occupation: White Collar (Computer Use, Knowledge [Earth and Life Sciences]) Skills: Computer Use +15, Knowledge (Business) +15, Knowledge (Earth and Life Sciences) +14, Knowledge (Physical Sciences) +15, Profession +14, Repair +4, Spot +14, Treat Injury +14 Feats: Educated (Knowledge [Business], Knowledge [Physical Sciences]), Gearhead, Improved Initiative, Simple Weapons Proficiency, Toughness Talents (Dedicated Ordinary): Possessions: Light Undercover Shirt, weapon, .357 Revolver; Wealth +8 If anyone has any suggestions or improvements, you can let me know. Have fun! |
| Ragitsu10-10-07, 07:07 AM | Couple of things: Why is she an ordinary? And, no Smart Hero levels? :confused: If you want to keep some Dedicated Hero levels, then I figure she has at least a little Sense Motive (what with her deception before turning good) Also, some Knowledge (Technology) is in order. Where does the Treat Injury +14 come from? I don't know if she uses them, but your build is missing Personal Firearms Proficiency (knocking that +8 with the .357 down to +4) I figure her occupation would be Academic or Technician. |
| Kord's Boon10-10-07, 12:12 PM | http://www.hlfallout.net/images/content/enemies/full/manhack_full.jpg Manhack: CR 1/2; Tiny construct; HD 1/2 2d10; hp 8; Mas —; Init +2; Spd, fly 20 ft. (clumsy); Defense 14, touch 14, flat-footed 12 (+2 size, +2 Dex); BAB +1; Grap –9; Slice +1 melee (1d6, 20/x2); ; FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ construct; AL none; SV Fort +0, Ref +2, Will +0; AP 0; Rep +0; Str 6, Dex 14, Con —, Int —, Wis 10, Cha 1 Skills: Listen +4, Spot +4 Feats: Toughness (Bonus) External Components: Audio/visual sensor, blades DR 2 / Bludgeoning Razor Sharp (ex): Due to the extremely sharp edge of the Manhack's blades, it does not suffer a Strength penalty to either attack or damage rolls I like this a great deal, but I do have some suggestions if I may, First of you have it listed as a tiny construct, which is odd considering it’s supposedly smaller then a scanner which you have listed as diminutive. I would tend to want to keep the Manhack tiny and simply make the Scanner tiny as well, as I believe the Manhack is bigger in diameter then allowed by diminutive area (which is 6 inches across if I remember correctly). Just make HD 1d10, and remove toughness. With a decent AC and damage reduction even a 5 hp creature is a threat and it makes more sense. Razor sharp is nice, and you could also give it weapons finesse, and as a tiny creature I think it receives a +2 size bonus on attack rolls, and with weapon finesse it becomes a +4 Have the blades do 1d3 or 1d4 damage like a small or normal knife, but have the threat range be 19-20x2, or even 18-20x2. As far as the knock back factor goes, it seems you have assumed that the free AOO you get to take against it as it enters your square models this, I would keep it that way. And finally for concussion damage: Death throes (ex): When a Man hack is reduced to 0 hp it explodes and deals 1 point of concussion damage to all creatures adjacent to it. Affected creatures may attempt a DC 12 reflex save to take no damage. The DC is dexterity based. Hope that was constructive and thankyou for this fantastic enemy. |
| Ragitsu10-10-07, 06:26 PM | Aren't those usually encountered in packs of 4 or more (unless released by an officer)? |
| Ragitsu10-11-07, 02:45 AM | What would Alyx's occupation be? Technician? Adventurer? |
| Ragitsu10-12-07, 04:53 AM | http://www.hlfallout.net/images/content/characters/full/alyx_full.jpg Alyx Vance Male Human Smart Hero 6 / Fast Hero 4 / Martial Artist 4; CR 14 Medium humanoid (human); HD 6d8 + 8d8 + 14; hp 80; Mas 13; Init +3; Spd 35 ft.; Defense 23 (+3 Dex, +10 Class); BAB +10; Grap +11; Alyx Gun +16/+11 (2d6, 20/x2) Unarmed Strike (lethal) +13/+8 (1d8+1, 20/x2) AL Good, Earth; SV Fort +5, Ref +11, Will +7; AP 5; Rep +3; Str 12, Dex 17, Con 13, Int 16, Wis 14, Cha 12. Occupation: Adventurer (Climb, Jump) Skills: Balance +11, Climb +15, Computer Use +21, Craft (Electronic) +14, Craft (Mechanical) +21, Decipher Script +12, Disable Device +12, Drive +7, Hide +11, Jump +15, Knowledge (Physical Sciences) +12, Knowledge (Streetwise) +11, Knowledge (Technology) +12, Move Silently +11, Repair +20, Search +13, Tumble +11 Feats: Advanced Firearms Proficiency, Builder (Craft: Electronic, Craft: Mechanical), Burst Fire, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Far Shot, Gearhead, Mastercrafter, Personal Firearms Proficiency, Simple Weapons Proficiency, Unbalance Opponent, Weapon Finesse (Unarmed Strike), Weapon Focus (Alyx Gun) Talents: Smart -> Savant (Computer Use), Savant (Craft: Mechanical), Savant (Repair) Fast -> Increased Speed, Evasion Martial Artist -> Living Weapon 1d6, Flying Kick, Living Weapon 1d8 Possessions: Casual clothing, Alyx Gun (For all intents and purposes, a Mastercraft +2 to hit Glock 18C), 4 magazines 9mm (120 total), advanced multipurpose tool (allows Computer Use and Disable Device checks on Combine technology, automatic success on disabling door locks) |
| Ragitsu10-12-07, 10:35 PM | What would you say the damage is for the gas cans, oxygen tanks and oil barrels that you find around City 17? |
| Ragitsu10-15-07, 12:53 AM | Vehicles: Hunter Choppers Gunships Troop transports ? :confused: |
| Pandorym10-15-07, 11:52 PM | Hey all, I think the work that's been done here so far is great. I've been looking for a good HL2 conversion for a while, and I'm glad I found this. I do have a couple of questions that someone might be able to give me a hand with. First: Ragitsu, Alyx's stats look great, but one thing. Why martial artist? Second: Text is in white to avoid spoliers. Only read the following if you have completed episode 2. My attempts to create a Combine Advisor have thus far been in vain. They have shown the ability to hold targets in place with Telekenesis (which must have a fairly high save DC to restrain Alyx and Gordon) and fly with at least good manuverability. I'd classify them as aberrations, but if someone has a better idea please tell me. They clearly have a tentacle attack, as used on poor Eli Vance, perhaps similar to that of a mind flayer. If anyone can put together these ideas into an actual stat block, I'd be very grateful. If either of these can be addressed I'd greatly appreciate it. I'll see if I can get some vehicle stats working in the mean time. |
| Ragitsu10-16-07, 12:04 AM | Her skill at fighting unarmed (heard during the beginning of Half Life 2 and seen in Episode 1 when she dodges and counterattacks zombies) -> she hits hard, but I don't picture her as being all that strong. So, the ability granted by Martial Arist (Living Weapon 1d8) is a good fit. Remember, a character with Martial Artist levels doesn't have to be the gi wearing, asian lore student that might spring to mind. At it's most basic level, it's additional training to improved unarmed combat prowess. And I have Orange Box, but I haven't played Episode Two yet. |
| Pandorym10-17-07, 11:19 PM | I can see how that works. Silly me :) Almost done with stats for the air boat. I've hit a minor snag, but hopefully they'll be up by the end of the week. |
| Ragitsu10-18-07, 02:50 AM | I look forward to it! |
| Kord's Boon10-19-07, 03:25 PM | Aperture Science hand-held portal device (A.S.H.P.D. Exotic Weapon Proficiency) Damage: special Critical: - Damage Type: - Range Increment: 30ft Rate of Fire: special Magazine: - Size: large Weight: 7lb Purchase DC: The A.S.H.P.D is more valuable than the organs and combined incomes of everyone in [subject’s hometown here]. Restriction: Mil(+3) As a move action (or as a component of a move action for characters with a BAB of at least 1), you may fire the A.S.H.P.D. at a planar surface large enough to accommodate the portal. To accomplish this make a range attack roll against the appropriate DC for said planar surface, taking a -4 penalty if you do not possess the A.S.H.P.D. Exotic Weapon Proficiency feat. The portals are of two separate colors, and you may never have more than one active portal of any color. Creating another portal of the same color causes the current portal of that color to close and any object in the breach of that portal is shunted to the side it’s closest to taking no damage in the process. When only one portal is active it has no significant effect other than to discolor the planar surface it is on. When two portals are active, characters/objects may move between them by any means they normally could. Entrance into one portal will place the character at the entrance to the other and vice-versa. Movement through the portal does not normally penalize the character but if the transition if very awkward (such as floor to inverted wall) they must make a DC 15 balance check or fall prone at the exit. The A.S.H.P.D. does not damage any creature it is fired directly at, but you may as open a portal underneath them by making the appropriate attack roll (see above). Creatures targeted in such a manner must make a reflex save with DC equal to 10 + one half your BAB + your dexterity modifier or fall into the portal. Momentum is conserved through portal transitions (will work on “flinging” rules soon) |
| Ragitsu10-19-07, 10:15 PM | Double Post. |
| Ragitsu10-19-07, 10:20 PM | Ah, can we have all Orange Box stuff in white text please? The game box is fairly new as to where not everyone has played it yet. :embarrass Your effort is appreciated though, Kord's Boon Asides from which, there is still a lot of stuff from Half Life 2 and Episode 1 to work on. :) Anyhow, anyone want to help me stat up the Hunter Chopper and other Combine aerial vehicles? I have an APC in the works... --- http://i2.photobucket.com/albums/y46/AzarKing/Half%20Life%202/APCSide.jpg Combine APC (wheeled APC) Crew: 1 Passengers: 5 Cargo: 400 lb. Initiative: -1 Manuever: +1 Speed: 115 (12) Defense: 10 Hardness: 10 HP: 60 Size: Huge Purchase DC: - Restriction: - The Combine APC is two squares wide by four squares long. Entry into the hatch requires a Disable Device check (DC 25).or a Combine transponder signal. The forward console controls the vehicle, to fire up the ignition requires a Computer Use check (DC 20) Two cameras on the outside provide a view of both the front and back. They each have a 90 degree view, meaning there are blindspots on the left and right side. Each camera also has the option of night-vision, providing darkvision out to 120 feet. The APC is powered by a fuel cell (Large object) which powers it for a week between recharges. There is also an outlet on the outside with 100 feet of cable to power various devices, such as floodlights or Combine force fields. |
| Ragitsu10-21-07, 10:00 AM | As for the eyes of a headcrab, they do have visible eyes in HL1 (More easily visible on the HD Pack models), but the eyes appear to be missing/harder to see in their HL2 incarnation. I don't have the model viewer handy so I can't check it at this moment, but headcrabs aren't supposed to be blind. MarphyBlack 03:22, 13 June 2007 (UTC) Interesting... |
| Ragitsu10-23-07, 09:49 AM | There's also teleporters to stat :) |
| Kord's Boon10-23-07, 11:47 AM | Ah, can we have all Orange Box stuff in white text please? The game box is fairly new as to where not everyone has played it yet. I’ll white out any text dealing with potential plot spoilers. |
| Ragitsu10-23-07, 11:57 AM | What other advice or tips do you have? |
| Snicker10-23-07, 12:07 PM | It's my advice that you either 1) Weaken the combine troops, or 2) Get ready for the fact that you won't be able to play the massive firefights you could in the Half-Life games. That "CR 1" Metrocop has an AC 17 - that's a hell of a high bonus for a first-level character. That's tough. You are taking this into account when you design your adventures, yes? |
| Ragitsu10-23-07, 12:13 PM | For starters, I did lower the armor's bonus by 1, making their Defense 16. The players started out at level 2, have an additional HD's worth of HP for first level and received a bonus feat, fitting with the Half Life 2 feel (everyone in the story seems extra capable) Battles have gotten up to 4 officers large so far. I notice that while they're slightly harder to hit for an ECL 2 character, they also miss the PCs often (unless engaging in melee) Therefore, no major issues have came up. I suspect within the month that they'll reach level 3 and have better gear by then (nothing above pistols or stunsticks yet). Right now, they're attemping to cross some patrolled areas into a safer section of the city (and meeting an underground Resistance member) Dominika (http://www.dndonlinegames.com/view.php?id=59508) Simon (http://www.myth-weavers.com/sheets/view.php?id=25826) Mark (http://www.myth-weavers.com/sheets/view.php?id=25703) Nathan (http://www.myth-weavers.com/sheets/view.php?id=27207) I also know a techie type is vital, so i'm seeing what I can do about securing them a pure Smart Hero. |
| Snicker10-23-07, 02:08 PM | Ah, I see! If I can ask - what specific challenges, obstacles or hurdles have you overcome playing this? And what turned out to be easier than expected? |
| Ragitsu10-23-07, 03:09 PM | Though we aren't all that far yet, I have discovered that hallway battles can get hectic (with character placement, avoiding attacks of opportunity, hitting objects instead of the intended target) and that I need to provide some kind of variation when they enter a similar apartment building (the scavenging rules really haven't come into play...yet, and I have only so many generic screencaps of in game to use) Though there was a part where Nathan moved across a hall, dropped to the ground (going prone = free action) and took out two officers around the corner of the door at the other end. His act of heroism made me smile. However, the character motivation comes easy -> A desire to explore the city and build up an armament to assault the oppressors of those that can't fight back is almost crusade-like in itself. I look forward to progressing their story along a parallel path to Mr. Freeman's. And of course, there is the "slow transport" period of time that was unaccounted for, giving them about a week and a half's amount of time in the city and surrounding areas. |
| Snicker10-24-07, 09:49 AM | You said they're in need of a techie type. What sort of skills do you call for when interacting with Combine technology? Repair? Disable Device? Computer Use? Knowledge: Technology? |
| Ragitsu10-24-07, 12:00 PM | These Intelligence based skills largely have a place in a Half Life 2 campaign: All the Craft skills (barring visual art and writing), Computer Use, Decipher Script, Demolitions, Disable Device, Knowledge (Earth and Life Sciences, Physical Sciences, Technology), Repair, Search --- Craft (chemical) - Acids and explosives. To a lesser extent, poisons (assuming they find or craft an air pistol/rifle) Craft (electronic) - Various handheld devices and laptops. Craft (mechanical) - Weaponry, engine parts and machinery necessary for a resistance base (can you say water pump?) Craft (pharmaceutical) - No shortage of poison (headcrabs) and disease in City 17 Craft (structural) - For shelter and emergency barricades. Computer Use - Hacking Combine systems. Decipher Script - Breaking down code and making sense of the Combine "alphabet" Demolitions - Conducting sabotage on Combine structures and vehicles. Disable Device - Jamming equipment you don't necessarly want to destroy, bypassing locks and traps. Knowledge (earth and life sciences) - Information on Combine soldier physiology and the various flora/fauna in and around the city. Knowledge (physical sciences) - Mathematical calculations and a grasp of how teleportation technology works (assuming they find a working set of equipment) Knowledge (technology) - What various machines do, how they work and their components (I penalize initial checks with Combine technology at a -4, but a character that spends sufficent time around such devices will pick up on them, therefore removing the penalty) Repair- A lifesaver for everything from sniper rifles to buggies, this one needs no explanation. :) Search - Scavenging for supplies. Critical. --- To a lesser extent, Investigate could be useful as well. Ok, I take back what I said about Craft (visual art), someone needs to spread the graffiti around! :) |
| Snicker10-24-07, 03:15 PM | May I make a suggestion? Instead of using Search to get all of your goodies, keep the Profession skill and the Wealth bonus. Obviously, there's not much use for money anymore, but Profession can still be used as a catch-all "get stuff" skill. For example, the Soviet Union boasted a pretty extensive black market for everything from shoes to lifestyle items (in fact, interacting on the black market on some level was pretty much the only way the average person could scrape by). So in this case, Profession and Wealth measure your contacts and haggling abilities in trades. Later, when part of the Resistance and living at White Forest or whatever, Profession and Wealth are your abilities to gather favours or just beg your way into jucier items. Obviously, this makes the profession and wealth skills rather abstracted, but IMHO it makes a more streamlined means of getting items than just digging them out of junkyards. |
| Ragitsu10-25-07, 02:59 AM | The faint sound of a power chord is all he could remember. He was only six at the time. Very impressionable. Serban Costea, now only four short years until his thirtieth birthday remembers that as his fondest moment in life. Sitting in his living room watching rock stars on television. The glamorous life of sex, drugs, and rock ’n’ roll, however, would be nothing more than a legend in years to come. Serban received guitar lessons for his birthday that year. He was starting to get pretty good at it, but his song would be cut short that day when it all started. The war ended the last future rock star before he could even join his first garage band. He was trying to play along to a Romanian metal band on TV, doing a poor job due to his inexperience. The television cut off, replaced with the breaking news of the war. Only a child at a time, Serban was angry and began whining to himself. He’d have a lot more to complain about shortly. There’s no point into going into the details of what happened next. We were all there. We saw the downfall of the once dominant race on this planet. Retelling the story of what happened to Serban would just be rubbing salt in your wounds. Long story short, he managed to escape for a while. He was a refugee along with his parents. They, along with a small caravan of neighbors managed to live on the back roads of Romania for about a year. During this time, Serban was forced to burn his guitar for firewood. The vision of this flaming guitar was not as glorious as Hendrix’s burning at Woodstock. There was no sign of rebellion or freedom rising in that smoke. The smoke came from Serban’s hope, dreams, and future being torn away from him. His future was sacrificed to save him in the present, but it made the pain no easier. The silent tears from his eye came with more pain than he’d show again for as long as he lived. He’d scream out when he watched his parents receive a single bullet each between their eyes, but the realization of his future being reduced to ash would make that day seem like a trip to the beach. He managed to put it all aside. He still wrote music, though he had no mean to express it. The music was one way to get him through the day, but it was not his only escape. He’d escape through socialization. People reminded him of the good that was still out there. They used to be something. They were not the best of creatures, but they had so much potential. He learned they could be manipulated. They were such trusting creatures. He’d spend hours just talking with people as he wandered from refugee camp to refugee camp. He’d listen to stories and tell ones of his own. By the end of his travels, he knew how people worked. In all situations, he’d know what to say and more importantly, how to act. The phrase actions speak louder than words became almost an unspoken motto to Serban. He was a marvelous performer and used this to get everything from free food to a warm bed with a decent looking female. However, life on the road was nothing like he pictured from the documentaries of bands. In these times, life on the road meant lots of hungry, cold nights. Eventually, he was caught and brought to their city. He didn’t seem to mind, though. Being captured meant little to him, because he knew what the future had in store for him. He knew he’d get his revenge. He’d get revenge not only for the loss of his own freedom, the loss of his parents and friends. That wasn’t his motivation. His motivation was to avenge the loss of his future. |
| Ragitsu10-26-07, 11:48 AM | Drive and Pilot find use as well. Nathan has Drive, but Pilot will come up sooner or later. |
| Ragitsu11-01-07, 08:50 PM | http://i2.photobucket.com/albums/y46/AzarKing/Gordon_Swing_by_LeoLeonardo.gif |
| Ragitsu11-08-07, 11:08 PM | Bump |
| Ragitsu11-10-07, 09:22 PM | Anyone have ideas for the chopper? |
| Ragitsu11-24-07, 08:23 AM | Anyone? |
| NCLanceman11-25-07, 12:35 AM | gee, this thread's grown a lot since I last saw it... The Combine Chopper or the Gunship? I'd love to stat em out if you don't think it'd be too much of a conflict of intrests (for those of you playing along at home, i'm Mark in his campaign). I should be able to get something written up when I get back from Thanksgiving break (read: tomorrow or Monday), if you don't mind the d20 Mecha system too much. Though... I do kinda wonder if the Gunship wouldn't fit better as a creature or robot rather than a machine. |
| Ragitsu11-25-07, 12:47 AM | There would be too much cross-overing in that case. :( I welcome ideas, but stats will practically be my own. Oh yeah, and check the thread within a half-hour if you're still on. |
| Tema6911-28-07, 05:22 PM | I've recently completed HL2, HL2 Episode 1 & 2 and started Portal. I'd love to help out here. I really love the Combine Chopper, and I'd sure like to help out. What can I do? And do you have any good HL2 links? |
| Ragitsu11-28-07, 05:26 PM | Well, I have ideas on the weapons already. It's the maneuverability and durability that has me stumped - I really want a comparible helicopter to base it's stats off of... |
| Tema6911-28-07, 05:41 PM | Hmm... Comparable, I'd go with a large version of an Apache or a Comanche.. Of course, they'd be largely improved. Edit: They are actually quite similar to the Mi Hind helicopters. The Hunter Chopper has a pilot and a gunner, although the gunner can take the controls if the pilot is killed. The front-firing gun would have a warm-up timer, warning targets. And the mines would detonate on impact with a target, or after a short while.. three rounds? It can also spray a large area with mines. |
| Ragitsu11-28-07, 05:49 PM | Where can I find the stats for those? |
| Tema6911-28-07, 05:53 PM | Maybe in Crazy Ironstar's Used Car lot. |
| Ragitsu11-28-07, 06:09 PM | What caliber do you think the main gun (machinegun) is? It probably isn't 100% exact to that, but I am considering damagewise. |
| Tema6911-28-07, 06:14 PM | It's a pulse weapon, but I'd say like a M2HB .50.. But ingame, it doesn't do much damage.. like 5 or 10.. Edit: It deals 5 points of damage per hit. How would you translate that to d20? Edit2: The mounted Pulsegun the Combine infantry sometimes uses deals 15 damage per hit. I'd say that the Hunter Chopper's gun should have the same stats. |
| Ragitsu11-28-07, 06:26 PM | I'll think about that for a sec - but remember that it is damaging a person wearing a powered armor suit. :) |
| Tema6911-28-07, 06:34 PM | How true. ;) Lets double that damage, shall we? :) |
| Ragitsu11-28-07, 08:02 PM | http://i2.photobucket.com/albums/y46/AzarKing/hl2-raisingthebar273.jpg If I made it equivalent to 2d20 damage, even on Autofire that's *very* deadly (which is what .50 BMG is) A gun emplacement is one thing, but a mobile death platform is another... What calibers in the 2d12 range seem suitable for a machinegun? |
| Tema6911-29-07, 03:54 AM | Well, it should have quite a high CR anyway. And what do you mean by the caliber question? |
| Ragitsu11-29-07, 03:58 AM | When you say "pulse", do you mean energy weapon? Then I guess you're right, and I can just make it 2d8 to 2d12 (the Combine Overwatch rifle was statted earlier in thread and it seems based off of that). Even with the danger, 2d20 is high, because the Combine sniper rifle does more damage per shot and I doubt they're using Barret Light Fifties... As for the CR: Yes, though it also depends on the skill of the pilot as well. That, and the fact that there is usually more than 1 character against these things compared to 1 theoretical-physicist-turned-asskicker with a powered suit. Anyhow, i'll be checking out vehicle stats tomorrow and have up a rudimentary version for you to examine. |
| Tema6911-29-07, 10:15 AM | Well, it's called a pulse weapon in HL2, but in d20 terms that'd be an energy weapon, i guess. The combine sniper rifle is also an energy weapon, and deals 20 points of damage per hit to Power-Armoured Freeman. Of course it would depend on the skill level of the pilot, but a pilot and a gunner encountered outside their aircraft would be significantly less deadly than if encountered flying the thing around, wouldn't you say? But CR is based on four characters of the appropriate level. The fact that Freeman normally does this alone, or surrounded by mobs of low-level rebels just increases his coolness level... Have you completed HL2-E2? Cool, I'm looking forward to that. ;) |
| Ragitsu11-29-07, 03:09 PM | The combine sniper rifle is also an energy weapon That's unlikely. The sound of it firing and reloading is pretty much based off of a traditional cartridge based weapon. More advanced? Sure. Energy shots? Doubtful. |
| Tema6911-29-07, 04:25 PM | I agree, but in Episode 2 you get to see it. I'll get ya a screenshot. And I read that it's battery powered somewhere... |
| Ragitsu11-29-07, 05:07 PM | Huh. Send it via PM because we wouldn't want to spoil things for others. :embarrass |
| Ragitsu11-29-07, 08:49 PM | The stats for this vehicle seem like a good starting point: --- Bell AH-1 Cobra Attack helicopter The AH-1 Cobra helicopter is designed for anti-armor and close support. It has a crew of two; one pilots (in rear), and one copilot/gunner (in front). The Cobra is powered by two General Electric T700-GE-401 turboshaft engines. It is 12 squares long and 2 squares wide, with a 10 square rotorspan. Crew: 2, Passenger(s): 0, Cargo Capacity: 200 lb., Initiative: -4, Maneuver: -3, Top Speed: 308 (31), Defense: 6, Hardness: 5, Hit Points: 42, Size: Gargantuan, Purchase DC: 48, Restriction: Mil (+3) --- Similar size and agility, but a few stats do need to change. Ideas? For starters, I am pretty sure the power source and engine are not entirely of Earth origin, or if they are, more efficent. |
| Tema6911-30-07, 02:31 AM | I'll try to find out what powers those beauties, but the Hardness should be increased, as they are pretty invulnerable to small-arms fire. |
| Ragitsu11-30-07, 02:41 AM | Well yeah - I don't think it was revealed either. A good deal of certain material will inevitably be educated guesses when dealing with this universe. Anyhow, i'm working on it now. Do you know what purpose the rotating part below it serves? Oh, and what should the size/dimensions (in squares) be? |
| Tema6911-30-07, 02:51 AM | The large vertical rotor? It probably adds maneuverability, adding to the smaller vertical tail-rotor. I'd use the size of a Mi Hind (look in Wiki). It looks very similar in size and shape to me. |
| Ragitsu11-30-07, 02:57 AM | Here's the stats for the Mi-8 Hip in the Modern Core Rulebook web enhancement: --- Mi-8 Hip: A transport helicopter used by the Soviet Union, this aircraft has been manufactured in huge numbers since the 1960s and is in service with over 50 nations. Numerous military and civilian variants exist. The Mi-8 has a door on its left side just behind the cockpit, and a large cargo door at the rear. It is two squares wide and eight squares long. It provides three-quarters cover for its crew, and nine-tenths cover for its passengers. Name: Mi-8 Hip (transport helicopter) Crew: 3 Pass: 24 Cargo: 6,600 lb. Init: –4 Maneuver: –4 Top Speed: 211 (21) Defense: 6 Hardness: 5 HP: 46 Size: G Purchase DC: 42 Restriction: Lic (+1) --- Seems a bit closer? It would need a lowered cargo capacity and increased speed, of course. |
| Tema6911-30-07, 03:41 AM | This is the Mi Hip transport helicopter http://www.richard-seaman.com/Aircraft/AirShows/Ciaf2006/Highlights/CzechMi17.jpg I was talking about the Mi Hind Assault Helicopter http://www.sa-transport.co.za/aircraft/airshows/aad_2006/mi-24d_hind-d_zu-boi_ra06.JPG I think the size of the Mi Hind is more appropriate for the Combine Hunter-Chopper. |
| Ragitsu11-30-07, 03:56 AM | I know the difference. But those are the only stats of a helicopter closest to the Hind that I could find (ha), so I decided to post and see what you thought of the base numbers. So 12 squares long (60 feet) sounds good? How about the rotorspan? |
| Tema6911-30-07, 04:07 AM | Alright then, I'll have a look at it later (I'm in school). Just a few comments: Is it seen transporting anything at all? It should have a very low Cargo Cap then, and no Passenger seats... |
| Ragitsu11-30-07, 04:13 AM | Nope, it doesn't transport stuff. Crew 1 or 2 (it's noted that there's a pilot and co-pilot/gunner) Passengers: None Cargo capacity: 50 - 200? (survival gear and minor parts for repair) Thanks for helping me with tossing numbers around. Tomorrow i'll make a concentrated effort at it :). |
| Tema6911-30-07, 07:16 AM | I'd say around 12 squares long, 2 squares wide, 4 square wingspan, 20 square rotorspan, cargo capacity 200, 50 mines (I know they drop like a million, but I'm pretty sure they don't have a max cap in the game), 2 crew, Hardness around 10 (they are invulnerable to small arms) hit points = 5 x damage of the mine (they take 5 of their own mines to kill), pretty good Init and Maneuver, and decent top speed. That'd be my 2cents about this. |
| Ragitsu12-16-07, 01:25 AM | Bump |
| Tema6912-19-07, 05:25 PM | Why don't you post the Chopper stats you PM'ed me? ;) |
| Ragitsu12-20-07, 07:24 PM | For obvious reasons... |
| Snicker12-21-07, 12:39 AM | The players would see the stats, you mean? And then I -- erm, the players would know what they're up against when fighting the gunship? |
| Tema6901-12-08, 09:10 AM | Oh. I see... Players could also sneakpeak in the Monster's Manual or something.. Anyway, I got the point. So, anything else we need statted? |
| SirGre02-01-08, 09:39 PM | Wow. That's all I can really say. This is amazing. :) But wasn't there only one type of Hunter in the final game? :confused: Edit and repost the previous Hunter entry with a new one, updated to Epi 2, with flechettes and whatnot. How about the Magnussen Device? Hardness 1 or 2, HP 5, fairly flimsy. If it hits a strider, and then is shot with a human weapon (requiring a basic amount of skill) it destroys the Strider, no saving throw. Seriously, though. This is excellent. |
| electricdragon02-06-08, 05:41 PM | It would be really cool if there were stats for the vortigaunts. Is anyone still working on this project? My small amount of rpg knowledge is mostly centered around D&D: FR, but I would be willing to help. |
| electricdragon02-08-08, 12:15 AM | Ok since there is so much acid in Half Life I thought this might help. Acid Corrosive acids deal damage each round of exposure. The amount of damage varies depending on the acid’s strength, as noted below. Table: Acid Damage Acid Strength Splash Attack* Total Immersion* Mild 1d6 1d10 Potent 2d6 2d10 Concentrated 3d6 3d10 *Damage per round of exposure. Acid damage from an attack reduces hit points. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid. The fumes from most acids are inhaled poisons. Those who come within 5 feet of a large body of acid must make a Fortitude save (DC 15) or take 1 point of temporary Constitution damage. A second save must succeed 1 minute later to avoid taking another 1d4 points of Constitution damage. |
| Chain_The_Warforged03-11-08, 01:48 PM | Hi. I have been reading this thread for a while, and finaly have something to add! I statted up these weapons yesterday for a Black Mesa campaign I plan to start within the next month. Please note that these weapons were not found in any Half-Life game. They are created in the style of Black Mesa prototypes, and would probably be found in any decent weapons research faucility. Gauss Gun: This largish weapon uses magnetic acceleration to fire specialy made rounds at hypersonic velocity. A large power supply and the ammunition are needed to fire it. The Gauss weapons developed in this section of Black Mesa resemble cut down sniper rifles with magnetic accelerators attached to the barrel. This model has an LCD display of ammo and power usage, as well as a clamp for a Universal Charge Adapter, the type of high output battery used in most Black Mesa gauss weapons. Each round must be loaded individualy. Damage: 3d8 Critical: 18-20/x2 Clip: 1 round. Reloads as a move action. Power supply must be replaced after 20 shots. Range Increment: 80 ft. Special: The simple design of the Gauss Gun allows it to be used with only a -2 nonproficency penaty. Gauss Rifle: An advanced version of the Gauss Gun. This weapon does not need to be reloaded after every round, and charges much more quickly. Addtional magnets and a box magazine distinguish this from the Gauss Gun. The LCD includes a rangefinder and power output controls. Damage: 4d6 Critical: 19-20/x2 Clip: 8 Box. Cannot burst fire or autofire. Must replace power supply after 40 shots. Range Increment: 200 ft. Special: - Gauss Light Repeater: The next evolution of Gauss technology provides a constant impulse. This lets multiple rounds be fired while the trigger is held down. This Gauss weapon uses a much larger clip attached to the side of the gun. Slots are availble for two Universal Charge Adapters. Both are required for use. Damage: 3d8 Critical: 20/x2 Clip: 20 box. Must replace one power supply with each reload. Full-round action to reload. Range Increment: 120 ft. Special: - Gauss Sniper Rifle: This Gauss weapon follows a divergent path from the Gauss Light Repeater. The weapon uses a long sniper barrel with surperior electromagnets and a scope. The power supply is exhausted much more quickly than in other Gauss weapons. A HUD is integrated into the scope, showing power usage, range, and other information. Damage: 4d12 Critical: 18-20/x2 Clip: 1 round. Must replace power supply every 12 shots. Reloads as a full-round action. Range Increment: 800 ft. Special: Using this weapon also require Personal Firearm Proficency. There. Four new weapons for you to work with. I plan to use a new feat, Experimental Kinetic Weapons Proficency, for these weapons. This feat or another weapons proficency can be used. These weapons may seem somewhat overpowered, but with relatively sparse ammo and power placement, they become more of a temporary tactical assest than a game-ending superweapon. Next up: RPM Ramjet |
| Chain_The_Warforged03-16-08, 07:59 PM | Not as indicated in my previous post, I will be posting the Black-Mesa era NPCs and creatures I have created. This list currently includes several NPCs. I will post more once I have acctualy statted more. Soldier, Basic Strong 3/Dedicated 3 Ordinary CR 5 XP Prize: 300 Vitality: 34 Wound: 14 Armor: 18/15/17, DR: 3/- Initiative: +1 Movement: 25 ft. Attacks: MP7 Submachine Gun +6 to hit, 60 ft., crit 20 2d8 piercing 50 rounds, 3 clips Can Burst, autofire Glock-7 Pistol +6 to hit, 80 ft., crit 19-20 2d6 piercing 18 rounds, 2 clips Can Burst Grenade x2 +6 to hit, 30 ft., crit - 4d8 piercing, 2d6 fire, 10 ft. burst Saves: Fort +6, Ref +3, Will +5 Scores: Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8 Skills: Spot +2, Listen +2, Drive +7, Climb -1 Possesions: MP7 SMG w/3 clips, Glock-7 w/2 clips, Tactical Vest (+3 AC, DR 3/-, Check -5, Max Dex +3), Radio, Basic Medpack, 2 grenades This is a basic trooper found in Black Mesa. These foes are found almost exclusively in groups of up to 20. Most squads have a scout or two and a commander. A variant trooper, the Demolitons specialist, has an RPG and detpacks in the place of an MP7 SMG. Soldier, HEV Combat Unit Fast 3/Dedicated 5 Ordinary CR 8 XP Prize: 1,200 Vitality: 60 Wound: 18 Armor: 22/16/20, DR: 5/- Elem. Resistance: 10 Initiative: +3 Movement: 40 ft. (70 5x/combat) Attacks: H&K P90 Submachine Gun +10/+3 to hit, 80 ft., crit 20 3d8 piercing 30 rounds, 3 clips Can Burst, Autofire, Suppresion Fire Desert Eagle Pistol +10/+3 to hit, 120 ft., crit 19-20 2d8 piercing 7 rounds, 2 clips Can Double Tap Grenade x3 +8 to hit, 30 ft., crit - 4d8 piercing, 2d6 fire, 10 ft. burst Combat Knife +9/+1 to hit, crit 20 1d6+2 slashing Saves: Fort +9, Ref +6, Will +5 Scores: Str 15, Dex 16, Con 18, Int 10, Wis 14, Cha 8 Skills: Spot +5, Listen +5, Drive +7, Climb +8, Jump +16 Possesions: P90 w/3 clips, Desert Eagle w/2 clips, HEV mk. III Tactical (+6 AC, DR 5/-, Check -1, Max Dex +5), Medpack, 3 grenades, combat knife The HEV Trooper is one of most elite infantry deployed at Black Mesa. A group of four, one of which would be equiped with a suppresion fire weapon and one with increased demolition suppord, could face down most foes and win. The HEV mk. III Tactical is an urban chamo variant of the standard mk. III that was approved for use in military applications. It is more reministant of tactical armor than the utalitarian orange HEV suit. Soldier, Scout Fast 3/Dedicated 3 Ordinary CR 6 XP Prize: 400 Vitality: 28 Wound: 14 Armor: 20/17/19, DR: 3/- Initiative: +3 Movement: 35 ft. Attacks: Sniper Rifle +8 to hit, 600 ft., crit 19-20 3d10 piercing 12 rounds, move reload, 2 clip Can Snipe (Full round +2 attack) Glock-7 Pistol +8 to hit, 80 ft., crit 19-20 2d6 piercing 18 rounds, 2 clips Can Burst Smoke Grenade x3 +8 to hit, 30 ft., crit - 20 ft. cloud of smoke, 10% miss chance Combat Knife +7 to hit, crit 20 1d6 slashing Saves: Fort +4, Ref +8, Will +4 Scores: Str 15, Dex 16, Con 14, Int 10, Wis 14, Cha 8 Skills: Spot +4, Listen +4, Drive +7, Climb -1, Hide +8, Move Silently +8 Possesions: Sniper Rifle w/2 clips, Glock-7 w/2 clips, Tactical Vest (+3 AC, DR 3/-, Check -5, Max Dex +3), Radio, Basic Medpack, 2 smoke grenades, combat knife This is a Scout trooper often deployed in flanking possitions near enemies. He often begins combat with a smoke grenade near his possition, and a sniper shot to the most powerful looking foe. |
| Chain_The_Warforged03-19-08, 08:49 PM | :bump: I really like this thread. It would be shame for it to die so close to the begining of my acctual Half-Life d20 game. Post! |
| Ragitsu04-03-08, 09:12 AM | http://i2.photobucket.com/albums/y46/AzarKing/Freeman_by_rhoogers.jpg Well, Chain_The_Warforged, your stats are...interesting. What rules are you using? My game's starting to pick up steam - though I had to switch to different rules to accommodate a few more detailed aspects of City 17. |
| Chain_The_Warforged04-03-08, 06:20 PM | Interesting good or interesting bad? ;) These are nominaly d20 modern stats. I use an extremely loose interpretation of the rules for genating stats and items, and run incredibly high powered campaigns, hence the weapons damage. (My players seem adpet at defeating I throw at them, I.E. a CR 20 Daelkyr lord at 7th level.) Hence the somewhat strange stats. Feel free to modify them as wanted. |
| NCLanceman04-06-08, 07:01 PM | Interesting good or interesting bad? ;) These are nominaly d20 modern stats. I use an extremely loose interpretation of the rules for genating stats and items, and run incredibly high powered campaigns, hence the weapons damage. (My players seem adpet at defeating I throw at them, I.E. a CR 20 Daelkyr lord at 7th level.) Hence the somewhat strange stats. Feel free to modify them as wanted. :blink: Huh? How does that even happen? |
| Ragitsu04-07-08, 05:37 PM | Something I found: Gordon Freeman in Spycraft 2.0 Gordon Freeman Codename:The One Free Man "The Free Man excels at all tasks." Origin: Gifted Student Class/Level: Soldier 12/Intruder 5/Advocate 3 Faction/Freelance: Freelance Action Dice: 6d10 Abilities: Str 14, Dex 16, Con 10, Int 14, Wis 13, Cha 14 Origin and Class Abilities: Acrobatics is always a class skill, Acrobatics result cap +5 (max. 60), Resolve threat range +5, once per session you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check, 6 additional Interests, each synergy bonus you gain during a cooperative or directed skill check increases by 4, Fortunes of War II, Gear Prep, Evasion I, Armor Use III, Absolute Certainty, Uncanny Dodge I, Behind the Scenes I (city), Weapon Specialist (Rifle, Shotgun, Submachine Gun; Mow Down), Portable Cover (1/4) Skills: Acrobatics +25/+26, Athletics +25/+23, Drive +10, Networking +21/+22, Profession +8, Resolve +23/+24, Science +14, Search +18, Sneak +11/+10, Survival +11/+12, Tactics +11/+12 Skill Focuses: Cultures (North America), Drive (Standard Ground Vehicles, Standard Watercraft), Profession (Scientist (forte)), Science (Engineering, Fabrication, Mathematics (forte), Super-Science (forte)). Feats: I Can Swim, Armor Basics, Improvised Weapon Basics, Fortunate, Armor Mastery, Fortune Favors the Bold, Equilibrium Basics, Lady Luck's Smile, Ghost Basics, Tactical Advantage, Combat Mobility, Armor Supremacy, Equilibrium Mastery, Mobile Offense, Battle Hardened, Surge of Speed Initiative: +21 (+18 class, +3 Dex) Speed: 30 ft. Base Attack Bonus: +17 Weapon Proficiencies: Blunt, Explosives, Guided, Handgun, Hurled, Exotic (Hurled), Indirect Fire, Rifle (Forte), Shotgun (forte), Submachine Gun (forte), Tactical, Vehicle Weapon Melee Attack: Crowbar +19 Ranged Attack: AR2 Pulse Rifle +21 Defense: 28 (+11 class, +3 Dex, +3 Equilibrium Basics, -3 armor, +3 Armor Use III, +1 Armor Mastery) Vitality Points: 107 Wound Points: 10 Stress Threshold: 16 Subdual Threshold: 10 Damage Reduction: 6/- (HEV) Fortitude: +9 Reflex: +12 Will: +13 Knowledge Check: +22 Gear Check: +21 Request Check: +22 Contacts: Former Black Mesa Personnel (Partner Grade, TBD), Human Resistance (Partner Grade, TBD) Wealth: 15 (3 Lifestyle, 10 Possessions, 2 Spending Cash) Possessions: HEV (Level 4 NBC Gear, Personal Tailoring, Nomex Underwear, SCUBA Tank, Weight Reduction, DR 3/- Gadget, Miniaturized Flashlight, Miniaturized Liquid Skin Patch (x3)), Emergency Assistance (Human Resistance Fighters (as Beat Cops), Gravity Gun, H&K USP Match, Dune Buggy (“Technical” Modification, Run-Flat Tires, Control Increase I, Structural Reinforcement) Spending Cash: $400 Personal Common Items: Crowbar, Flares, Batteries, Geiger Counter, Binoculars, Tactical Radio (basic), Backpack, Nylon Webbing, Multimeter, MRE, Bottled Water (x2) Mission Gear Picks: 4W, 3S, 2G, 1R, 1V Organization Gear Picks: +2 (E, S, V, W). Mission Common Items: 4 Maximum Reserve Picks: 2 |
| Chucknorriz04-20-08, 09:23 PM | This sounds awesome I was making a Bioshock D20 but abandoned it when I realized the lack of possibility's for a story. I was wondering if anyone had made up a word file or something of all this info for easy access(Was going to run a Half Life Campaign for a D&D club at school and this would really speed things up).Oh and did anyone make a city 17 map by any chance? |
| Chain_The_Warforged04-22-08, 09:52 PM | (To Chucknorriz): Would the school in question happen to be Nova High? I run a D&D club there and am wondering if by some fluke we are reffering to the same campaign. If not, I do have text documents of the stuff I have made so far, but doubt it would be of much use to you in a Half-Life 2 campaign. I ran the first Half-Life d20 game last friday, and in theory it should have gone exceedingly well. However, only one of my five players was emotionaly engaged in the game for more than 15 minutes at a time. Things began to go downhill after one player brought in 12 bags of pixie sticks and multiple energy drinks. The actual gameplay went surprisingly well. The balance of my creatures seemed reminscant of the videogame, which was my intention. In terms of what I will refer to somewhat inaccurately as "level design", healing items are vital! After one player had an entirely unexpected encounter with an elevator and fell 200 feet (droping him to one wound point), the game essentialy ended. Not only should some form of healing be availble, I need to do some work on making the players understand them as a tactical resource. I also need to do some serious work on group management, but that isn't really the topic of this thread. Also: does anyone know what the tags are to create those drop-down boxes in posts? I can make them work in HTML, but that is not real benificial to me right now. |
| Chucknorriz04-23-08, 09:23 PM | (To Chucknorriz): Would the school in question happen to be Nova High? I run a D&D club there and am wondering if by some fluke we are reffering to the same campaign. If not, I do have text documents of the stuff I have made so far, but doubt it would be of much use to you in a Half-Life 2 campaign. I ran the first Half-Life d20 game last friday, and in theory it should have gone exceedingly well. However, only one of my five players was emotionaly engaged in the game for more than 15 minutes at a time. Things began to go downhill after one player brought in 12 bags of pixie sticks and multiple energy drinks. The actual gameplay went surprisingly well. The balance of my creatures seemed reminscant of the videogame, which was my intention. In terms of what I will refer to somewhat inaccurately as "level design", healing items are vital! After one player had an entirely unexpected encounter with an elevator and fell 200 feet (droping him to one wound point), the game essentialy ended. Not only should some form of healing be availble, I need to do some work on making the players understand them as a tactical resource. I also need to do some serious work on group management, but that isn't really the topic of this thread. Also: does anyone know what the tags are to create those drop-down boxes in posts? I can make them work in HTML, but that is not real benificial to me right now. No I go to Lowell high school but your schools name is uber awesome and any documents pertaining to Half life campaigns would be incredibly beneficial to me if you could scan/copy paste them and send them to me at starwars-fanatic@sbcglobal.net that would be awesome. |
| Ragitsu04-23-08, 11:12 PM | This sounds awesome I was making a Bioshock D20 but abandoned it when I realized the lack of possibility's for a story. I was wondering if anyone had made up a word file or something of all this info for easy access(Was going to run a Half Life Campaign for a D&D club at school and this would really speed things up).Oh and did anyone make a city 17 map by any chance? I could easily do it, though most of what's posted here was done without considering game balance, so your experience may be a bit one-sided. |
| Chucknorriz04-28-08, 07:02 PM | I could easily do it, though most of what's posted here was done without considering game balance, so your experience may be a bit one-sided. Eh ill tweak em a bit as the campaign progresses, but as I said any and everything is helpful. Someone should make a Combine adviser diddnt see that one anywhere on here it would make a pretty kool boss. |
| rethgryn05-04-08, 10:20 AM | Well, even though they're not completed, I promised I'd post the headcrabs in about a week, so here is the beta headcrab. Headcrab species traits Blindsight: Despite appearing to lack sensory organs, headcrabs can ascertain creatures within 30 ft. Bonus Feats: A headcrab gains the bonus feat Weapon Finesse (bite) and Weapon Finesse (claw). Charge: If a headcrab charges a foe, it can make a full attack. Control Host: If a headcrab can establish a grapple on a foe (see its improved grab ability), then it can begin to establish control over its new host. The headcrab attachs itself over the head of its victim, and using its two beak-like fang protrusions above its maw, penetrates the victim's skull and infiltrates the central nervous system. The headcrab then begins to engorge itself onto the victim's head, engulfing almost the entire of a victim's head in the headcrab's mouth. This process unfolds over the course of 10 rounds. Unless the process is interrupted by removing or killing the headcrab, after the 10th round the victim's Strength falls to 0 (suffering the consequences of such loss). Over the course of 1d4 hours, the headcrab establishes control over the victim's central nervous system. After that, the victim aquires one of the headcrab zombie templates, depending on which variety or circumstances of the infestation. This attack cannot be used if the target is wearing a functioning helmet or some other armor. Improved Grab: To use this ability, a headcrab must hit with its full attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin its control host ability. Immunities: Headcrabs are immune to all poisons and diseases, except for those specifically designed to target headcrabs. In addition, headcrabs are quite tolerable to radiation and toxic wastes, and as such are immune to those hazards' effects. Standard Headcrab: CR:; Small Aberration; HD: 1d8+1; HP: 5; Mas 12; Init: +2; Speed: 20 ft., Burrow 5 ft.; Defense: 13, touch 13, flat-footed 11 (+1 size, +2 Dex); BAB: +0; Grap: +5; Atk: +4 melee (1d4 2 claws) or +3 melee (1d3 bite); Full Atk: +3 melee (1d4 2 claws) and +1 melee (1d3 bite); FS: 5 ft. by 5 ft.; Reach: 5 ft.; SQ: Headcrab traits; AL: none; SV: Fort +1, Ref +2, Will +2; AP: 0; Rep: 0; Str 11, Dex 14, Con 12, Int 1, Wis 11, Cha 8 Skills: Climb +3, Hide +5, Jump +8 Feats: Weapon Finesse (bite), Weapon Finesse (claw) Advancement: None Some of my calculations may be off (and I don't know how to calculate Challenge Ratings, I've been out of the d20 loop for so damned long), so just remember that this is the beta. I have no flavor text or anything, and I'm working on the fast headcrab and poison headcrab. I haven't begun on the zombies. If someone wants to do them, feel free. Any thoughts? -C'SA :u:Bring Back Merfolk!!!:u: Love these. One thing you should probably mention in its stat block that it has improved grapple. It should also be a tiny creature, not a small one. Headcrabs are about the size of a cat. Dr. Kliener could hold Heady Lamar in his arms. |
| rethgryn05-04-08, 12:19 PM | Would anyone know where I could get a map of City 17? |
| Chain_The_Warforged05-04-08, 07:11 PM | As far as I know, no one here has made a City 17 map. I would recomend finding a map of some European city, possibly on Google Earth (http://earth.google.com/) and using that as a basis for C17. The only major features that would vary would be the Citadel and possibly some rail lines, which would be easy to add on. Was this post totally and uterley useless? |
| Ragitsu05-04-08, 08:44 PM | Ditto on the map being non-existent. For my game, I use what's seen in the game for certain parts, but also add in where necessary. There are a lot of parts on the outlying areas of the city and outside (like the coast) to explore and travel on. Lastly, don't forget to throw in a healthy amount of underground exploration ;). |
| trappedslider07-07-08, 12:06 PM | I'm gonna start taking over the stats over to Here (http://brilliantgameologists.com/boards/index.php?board=30.0) |
| Ashlord07-13-08, 04:12 PM | I would like to assist, mainly because I like headcrabs, powersuits and crowbars, but I do not have/played any of the games. I can fathom guesses for balance and maybe stuff for Portal (mainly because there isn't too much in Portal). I'll think about how the Portal gun, crowbar, cubes/buttons/puzzle stuff would work, and MAYBE stat the little turrets. For an actual productive thought: Crowbars exist in the D&D ruleset as follows: Crowbar Cost: 2 gp Weight: 5 lb. +2 Circumstance bonus on Strength checks for breaking/opening things. ;) Treated as a one-handed improvised weapon that deals bludgeoning damage equal to a club its size. But, in D20 Modern terms, that amounts to roughly: Crowbar Damage: 1d6 Critical: 20 Damage Type: Bludgeoning Range Increment: - Size: Medium Weight: 5 lb. Purchase DC: 6 Restriction: - +2 Circumstance bonus on Strength checks for breaking/opening things. I wouldn't say the improvised weapon rule fits a crowbar, mainly because, considering that a club and crowbar look about the same size in the 3.5 PHB, as well as the fact that a crowbar is a 5 lb. piece of metal, it fits the role of a club. Another thing to consider is the other end of the crowbar, the little wedge end. Would that have different combat stats? Also, would the prices be different due to a different power being in control? Would the way the Combine or Rebels act adjust prices of different things? Anyway, that's all I have for now. I'm just glad I stated out something for the first time (woot!) and that I now have crowbar stats for D20 Modern and my World War Z Campaign. Watch out, Solanum zombies! |
| fishfinger07-19-08, 08:29 AM | deleted due to double post |
| fishfinger07-19-08, 08:30 AM | i have to say something about the HEV suit it also tells you when you've been effected by neurotoxin like in HL2 infact i'm pretty sure the suit says *beep beep* "warning neurotoxin detected antidote administered" if not its something similar to it so it would have a self replenishing supply of antidote or antitoxin like in D&D it would give you i think its a +10 to your fortitude save vs posions and toxins. |
| Tema6907-19-08, 08:35 AM | What happens when some of the poison headcrabs get you, you go down to 1 hp, and then the antidote is released, which then increases the hp again. So I'd say: Anytime a character wearing a HEV suit is affected by poison (fails the fortitude save), the HEV suit automatically releases antitoxins, which allows the character to reroll the fortitude save with a +8 bonus the next round. The HEV suit only releases 1 antitoxin per failed save, and will not release any if the second save is failed. The suit has room for x number of antitoxin (I'd say 25 or something). |
| fishfinger07-21-08, 07:29 AM | ok so if it reduces you to 1 hp do you automaticly get a fort save with +8 (personaly i think it should be +10 but thats just me) how quickly do you regain HP do you get your CON MOD back per round untill back till w/e HP you should be at? flash light: in my opinion doesn't last long enough i will play HL2E1 tomorrow lasts for 3 rounds then charges for one round the flash light lasts longer then 18 seconds in HL2. other small points: AUX POWER: i figured out why it charges so quickly the suit uses a small set of internal heat pads or something similar where it absorbs body heat and converts it into power thus it keeps the body cool as it drains heat from inside the suit when ever you need it this way you don't over heat :D main power: main power is obviously electrical i think it is mainly a port on the front of the suit where you can place batterys or use a wire from a select port to drain the power, obviously to much enegry such as a stray cut and active wire is to much or a pool of water with a current running through it (HL1 for those who've played it) Gigacounter i would say withing 100ft and not 30ft in HL1 there is a clear drop of about 70 - 100ft and a pool of radioactive material below you the gigacounter is going off like a mad man, the suit should give you full protection to radiation it is designed to with stand HAZARDOUS ENVIROMENTS. health: hmmm with this i honestly don't know how to take a standard medical kit like what you get in HL2 and intergrate it into the SUIT maybe there could be a medical dump port where you can throw in certian things that will heal your body. suit regeneration: the suit does take a hell of alot of shizzle through out the game for example if you have 100% health, main power (aux power isn't important here) and your suit runs out of power that basicly makes you vaulnerable to everything pretty much, yet if you get hit and lets say you loose 10hp that means it should put a whole in your suit now i know most of you when you heal it heals your cloths but for those who don't how can we combat this your not going to repair the suit right away are you? maybe the HVIA (high velocity impact armor) could be some kind of self regenerating armor of have nano tech which repair the suit so it can repair the HVIA only (maybe it can run off AUX power so the suit is always at one state also gives another purpose for AUX power that hasn't yet been explained) this explains the main pic on the box of HL2 where the hazard suit has a few holes in the material inside but the rest of it looks fairly intact thoughts anyone? also i know the suit in the game is the MARK V suit but could we throw in some lower grade suits from mark 1 - 4 i can see the mark i being with a MKI HEV SUIT Contains: gigacounter, flash light, +2 vs radiation |
| fishfinger07-23-08, 09:59 PM | ok i haven't got around to playing HL1 AGAIN but there are a few things that are standing out from my mind about the game heres a list of monsters and NPC's from HL1 + HL2 + some extras as i am currently playing HL2 it has come to my attention that the striders and a pain in the ass to kill in fact it takes about 6 - 9 rockets to kill i'm not sure of thier stats but thier HD may need to be increased Combine Soldiers there ae several types basic (navy blue suit white mask machine gun) seen in the streets as every day enforcement Sargent (black suit black mask red band on thier arm wields a shot gun) seen when there is a case of serious civil unrest, such as HL2 when the resistance kicks up trouble commander (white suit white mask with single red eye, uses the heavy machine gun + energy grenedes) seen in extreme cases of civil unrest such as riots or uprisings special ops/ cidital guards (brown suit & black mask) energy machine gun + energy grenedes) these are mainly seen inside the citidal in the lower to higher levels wielding the same weapons as commanders probably because its the most advanced thing they have, mainly used in man hunts, also a few encounters in the streets litrally right next to the citidal Machines: as i said before we need the stats for Dog Alex's construct pet but there are several more things from HL2 alone we need i will list all i have encountered not sure about the names so don't flame me for it, either myself or someone else could tick it off later airbone camera: seen at the start of the game takes pictures of citizens seen in sets of 2's man hacks: flying circular blades there about the size of a neck before the blade deploys they usualy work in packs of 5 (i've seen the strider on here statted out as i said before A.P.T's (Airborne Position Triangulators) these are found in HL2 they are white with the red Citidal sign painted on them they act like normal airborne cameras but they relay your position to Striders and Commanders (there is a part in the game where you have to take out a strider from within a broken building, i was hidden from the strider when i was suddenly blinded within seconds i had a strider letting out everything it had on me, this is just after the part the strider bursts though a small tunnel and comes running after you) Resistance Fighters: I'm not sure if they've already been posted on here but a small point about the medics they heal the people gordan freeman first in combat but outside of combat they heal the other NPC's starting with themselves and then regardless of your heal situation they heal you ONCE ZOMBIES & Head Crabs: as i said i have been fighting my way through the game again for the benifit of everyone on the forums i have found with much shock that headcrabzombie things are a pain in the ass. i have noticed unless you shoot the head of the zombie thus being a crab several times it won't die quickly, how ever if you attack the body the head crab will de-tach itself and seek out a new host mainly you being the person who killed it posion headcrabs + zombies: the same applied to them but something about the neurotoxin must make them faster once again not sure if this has been covered. behavior patterns: standard headcrabs must have a sort of tremor sense because i have tried to sneek up behind them but once i got to about 10ft away they begin to turn and on several occasions jumped at me right away without a chance. posion headcrabs: these headcrabs like to hiss at you as if your in there territory before jumping at you (also about these head crabs on several occasions they have bitten me and i have not been injected with neurotoxin) zombies: these zombies are actully smarter then they look they do not need sustiance by the looks of things but still enjoy hunting, they must be hiding in shadows or pretending to be dead to conserve energy but if one of them moves the others soon follow suit this must be due to thier tremor sense or there blind sight ability as previous listen: multipleposion crab zombies: HOLY CRAP those are hard to kill it took me 7 direct hits with a shot gun and 3 grenedes to bring one of these things down, so i'm 90% sure they need to be re-thought Combine Tech: APC's + turrets (as seen when driving between points on the map these have machine guns + artiliary attached as seen when driving with hover craft) striders (done possible re-work) BioFields: there was talk about skills to hack them and such earlier combine uniforms: i have notice combine are able to pass through thier own Biofields where as gordan freeman or other resistance fighters are not able. Gates: the gates must wiegh X amount because Dog can lift them Dog's stats and stuff still need to be worked out but i'm guessing a light wieght very dense material also gate controls should be statted ou for re-programming etc, for things like "if a combie soldier tries to operate this it explodes" Turrets: i am convinced turrets fire energy weapons as they never seem to run out of bullets, they have a search range of 100 or so feet and a pan width of 15ft xxx T control centers: these must be what controls the biofields and static security cameras (reporgramable?) Antilions i belive they are called the things that fly at you and stuff, defantly tremor sense along with phearo-sense. i am sure these were stated out before possible re-work needs to be done on them (also when you are running between checkpoints there is a part where you stand on the sand and someone shouts "stop!" and he tells you they can't hear you through rock) standard headcrab-zombie Vs Antilion = Zombie wins Antilion Queen: As said before by i'm not sure who something like "maybe behave the same as an ant hive" i would agree with this 100% i would say the hive radius is about........30 miles before a new hive begins Queens and Phareo-pods (bug bait) all queens smell the same thus they are so far away from each other, so possesion of bug bait means antilions will not attack you, if you are in a group i don't know how this will work Bug bait: this stuff must regenerate how i see it working you grab it and tear it in half and throw half within the round it has regenerated to work again. also with bug bait you instantly smell like the queen unless it bursts and two conflicting smells cause the antilions to attack. thus you throw them at objects. nothing happens when you throw them at combine soldiers they get there butts whooped. Antilion Queen pt2: ALOT OF HD NEEDED this took 4 clips of the standard machine gun + 3 grenedes + 30 rounds +1 grenede from the energy machine gun. other Aliens: i do belive they are called vorgons or something similar they are able to charge your suit for you and are capible or learning many tasks when you reach the second lab in HL2 where alex was origonaly teleported and you were suppose to be they are seen doing several things aswell as on the way, one equips your hovercraft one alien has learnt how to work with metal and weapons, some have learnt how to repair mechanical devices (after you enter the airlock and meet up with doctor "whats-her-face" you can see thenm cooking and repairing things as you decend down the lift) these can also speak english as they say as you move on they have learnt the language so i guess this means they have a higher intelligence, control of thier electrical discharge rate (maybe a concentration check) and are able to take classes and thus learn crafts and professions. Troop transport ships: these are seen through the game flying ahead and landing troops for a short peirod of time before leaving i have not been able to bring one of these down but i have managed to hit it 3 times with a rocket before it began to smoke. i'm sure that pretty much covers what i have seen give or take a few more things this brings me to the final point i have seen as many of you know you go through some kind of portal while infiltrating the cidital in HL2 it takes all you weapons and destroys them but not the gravity gun it makes the gravity gun more efficant it is able to pick up humans at a rate of 100ft with great ease, aswell as acting like a concentration field itself, 1 out of every 2 people that are throw with the gun desintergrate if not they die then they desintergrate so this is how i see the new gravity gun Concentration field enchaned zero point field manipulator (Enhanced Gravity Gun) offers a reflex save VS being picked up, once picked up it acts as if you are under the influance of improved grapple so they recive no AOO and as a free action you can repel the person away, thier weapons desintergrate and deal a large amount of damage, they are able to kill commanders and special ops (infact now i think about it they desintergrate after they die) (small note it should be fort save vs death nto desintergration after quickly replaying over the last few level of HL2 i learn they do not desintergrate) HEV SUIT NEW AND IMPROVED! after going through the concentration field thats destroys your weapons and improved the gravity gun each time you charge up the armor from the HEV power source the amount of energy you get from it is far greater maybe the field enhances your suit in someway so that it multiplies the amount of energy or changed the energy conversion system within the suit, also your suits armor can now reach 200 instead of the standard 100, this also charges your AUX power aswell as activates the medical systems within the suit and restores health so the suit is actully better off this way but doesn't last long. final thing along the way there are some tri legged monsters that look to be a size large you do not actully battle them at any point but while in one of those pod things traveling around the underside of the citidal you see 3 of them walking i'm not sure if thier toe-ing something but they look kinda freaky. Turrets pt 2 during the storming of the citidal there are floor turrets aswell as roof turrets, they pop out of the ground and scan if you are detected it opens fire they have a can reach of 60ft with a 15ft span. energy grenedes: these are the same as the desintergration gun, if they hit there is a fort save VS desintergration but seeing as its raw energy it does do some insaine damage i have yet to see someone be hit with one, then die and desintergrate after. HEV SUIT vs energy Grenedes i have been hit twice with these and it has not killed me yet it took health and power from my suit the amount is unknown i was kinda under alot of fire at the time :/ i'm guessing 20 power and 10 health-ish Hoppers don't forget about these. these are those weird little mine things that sit in the ground if you come within 5ft of them they jump about 10ft into the air and detonate i'm guessing 6d6 damage with a 15ft area, other hoppers are immune to this Damage Pharo-pods again: just a small point when burst they have a Burst Radius of 20ft also another point maybe Phero-pods come in a sack you can hand at your side, which regenerates them kind of like a item you can get in D&D produces X amount per day, but instead of producing it just regenerates them. seeing as you just get handed to it by one of those vorgon things without actully seeing it, its kinda hard to tell. ground shockers: these things are what keep antilions away in HL2 they as a full round action they can lift themselves up and slam agenst the ground it keeps antilions away. it has a burst radius of about 15 - 20 ft away any in are automaticly retreat. monsters from HL1: 1) the big soldier things these things appear randomly and fire those homing bug things at you i'm not sure how much they fire but they have two rates, slow and fast. 2) random fish thingy theres a fish monster i know you fight i think its when you have to turn on a generator or two, can't really remember someones gonna have to play it and find out 3) big spider thingy in Xen there is a big spider thing that looks very similar to the Antilion queens they have 4 legs and a giant on its underside the rest of it theres also some plant life in xen which looks like it was manufactured in XEN to act as a sort of arm seen in HL2 they grab these big pod things and deploy them onto the railing system also there are some blind creatures in HL2 (i know in HL2E1 you bored a train full of them) you can see one of them being watched by a guard as it slowly works on some mechanics or something similar. but thats really all i got for now hope you enjoy it this is my 2 coppers worth, yes more will come at some point. more to come in about 2 weeks time i have it written down but i'm leaving to see family in about 30 seconds |
| KeithD08-14-08, 02:27 AM | Hello, I just posted about half life a moment ago and was given this link. These templates looks great. I saw that Trappslider had posted a link for I assume a more organized view of everything. But when I went to the site I couldn't find the postings. So I was wandering; trappslider, where they might be? |
| fishfinger10-09-08, 09:12 AM | i've got no idea i think this thread went to hell. |