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ARMOR OF HALO RPG STATS


ARMOR OF HALO STATS

Element: Light/Spirit

Attribute and Symbol: Wisdom

Conditions to use the Armor of Halo: Must at least be Unprinicpled if not more good in alingment. And unless chosen by Destiny (in other words, even if you dont have the PPE needed, you can automaticlly use the armor and you have the PPE needed to run the armor plus your normal PPE while inside the armor, its GMs decision), it requires AT LEAST 80 PPE.

Undersuit: (note: Undersuit weighs 7 lbs, but feels only 3lbs)

Main Body: 80

Forearm Shields: 100

Legs: 70

Upper Arms: 50

Upper Legs: 50

Armor of Halo:(Note: Weighs 18lbs, but feels weightless with the undersuit)

Main Body (front and back plates): 300

Shoulder Plates: 220

Leg Plates: 180

Forearm Shields: 400

Helmet: 50

Hands: 20

Upper Legs: 50

Upper Arms: 50

Battle Sword: Unlimited MDC (indestructable)


SPECIAL BONUSES AND ATTACKS FOR THE ARMOR OF HALO:

1: BATTLE SWORD OF HALO: This is a large (6ft long) Blade of Incredible strength. It is quite heavy, but weightless in the hands of the wearer of the Armor of Halo.

Damage: Does 4D6+6 SDC, but in the hands of the wearer of the Armor of Halo, it does 6D10 MDC per slash. A power slash (takes two attacks) is a powerful swing that does 2D6X10 MDC.

Number of Attacks: As many as the users. (note, theres +1 to strike with the Sword in the hands ot the wearer of the Armor of Halo, but a -2 penalty to parry, dodge, and strike with it in the hands of anyone not in the undersuit or the Armor of Halo.) Note: Theres a +1 to strike with the Sword of Halo while in the armor.


2: THUNDERBOLT CUT: The special attack of the Armor of Halo. This is a very devestating and shocking (no pun intended) attack that does serious damage. Against metal targets it will conduct through the metal and damage the ENTIRE target! The user must shout "THUNDERBOLT CUT!" and lift the sword into the air. No matter the condition of the day or the time a lightning storm will suddenly brew up and a bolt will strike the sword, energizing it with MD electricity! Range: Sword Length plus arm reach. The energy from the bolt creates a target zone of a 10ft radius, or with a super slash 30ft. The energy can be focused into a bolt and focused up to 100ft away at a target.

Damage: A single cleave does 4D6X10 MDC. a power slash (takes two attacks) can do up to 1D6X100 MDC!!! While doing the attack, the armor has a energy field going about 1 ft out that does 1D4X10 MDC Number of Attacks: The power slash can only be done once per week, but the normal can be done every 5 minutes.

PPE: 20 for the normal, 100 for the super slash.


3:LIGHTNING FIELD: The Armor of the Halo can summon up a field of pure electricity for defensive uses and to add damage to an attack. It can also be used to break the armor out of a tight spot if it's tied up or somthing. The user needs to be outside or at least have some light in order to summon the field.

Range: Up to 1ft away from the armor, but damage reaches to 3 feet farther.

Damage: Getting 3 feet close to the field does 1D6X10 damage.

Number of Attacks: The field can be summoned once every 5 minutes for up to 1 minute.(4 melees)

PPE needed: 10


4: IMMUNITY TO LIGHT/LASER WEAPONS AND ELECTRICITY: The Armor is totally immune to natural and MDC electricity. Artifical Electricity (like a shot of highly charged electromagnetic particle, sort of like artificial lightning) does 1/4 damage. The armor is also totally immune to SDC and MDC lasers, but not against plasma or ion energy weapons.


5: HEALING ABILITIES: The armor has the ability to heal other people using the touch of the Sword of Halo. It can restore 4D6 SDC/HP per minute. It can also get rid of disabling weaknesses like blindless and broken bones within 1 melee.


6: HAND TO HAND:

+3 to Roll with Punch/Fall/Impact

+3 to Parry and Dodge

+2 to Strike

Restrained Punch: 1D4 MDC

Normal Punch: 1D6

Power Punch: 3D6 but takes 2 attacks

Kick: 1D6

Flying Kick (takes 2 attacks): 3D6

Roundhouse Kick: 1D10

Stab with Helmet Horns: 2D4 SDC

PS with Armor on is equal to 100 (can lift 5 tons and carry 2 and 1/2 tons)

With just Undersuit add +35 SDC to all hits and PS is equal to 50. (Can lift 2 and 1/2 tons and carry 1 and 1/2 tons)

Note: Within the Armors own element (very strong light, such as powerful sunlight, or being in medium intensity sun for at least 15 min.) The armor and weapons do DOUBLE DAMAGE, and the user can lift and carry twice as much. Bonuses to Parry, Dodge and Strike are DOUBLE! All armors react with the same bonuses when exposed to their own element. MDC of the armor is automaticlly restored to full once its exposed to its natural element, and if the armor stays in the strong light it renews to full every 10 minutes. Thunderbolt Cut will only require 1 minute to recharge for both versions. The armor will have a current of electricity running through it and the Battlesword, doing an extra 1D6 MDC to anything touching the armor other then the sword. (That includes what you don't want shocked, such as if you touched your best friend whent the Armor was at the peak of its powers, he would be toast) Note: The armor still functions to total darkness, but the Thunderbolt Cut will be impossible and the user will be can't see.

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