Kyero
Three Thousand Club
Surprisingly there are few Mechanics here that you need to be aware of.
Every weapon you know of from the Halo franchise will be in this RP at some point or another, however using them is an entirely different story.
This RP ignores the concept of picking up alien technology and using it as if you've used it your whole life as you can in the video games. Outside of SPARTANs, who have the assistance of AI, nobody will be able to pick up either Covenant or Forerunner tech or weapons and be capable of using them with any kind of proficiency. You will need to practice with it and grow accustomed to the weapon's weight, kick, clip size, how to reload, what ammo to collect, and how it sounds so that you can make best use of it.
That takes time, and a lot of it.
Now, here's where things get interesting and new, so pay attention:
Civilian Importance
The civilian population will play a pivotal role in this RP, and thus civilian characters are encouraged. Because this RP's primary focus is on humanity's survival and how they cope with what happens around them as new threats and doomsday devices are revealed in the RP's progression, the more civilians we have the better.
Even though this is a Halo RP, and the SPARTANs are the most famous icon of the Halo lore, they are not the focus of the RP. They are basically glorified body guards for the most part.
Again, the civilians are the important characters here. No matter what profession your character has, it is their experience and interpretation of what happens around them that will dictate how the RP progresses. In fact, the civilians are the ones who will put into perspective why it is the SPARTANs and other military personnel fight in the first place. Due to the Ghost Agenda Theory, most of the UNSC's forces now have little faith in what they're doing "for humanity" anymore, and many of them will have lost sympathy and humanity as a result.
The civilian characters will be the key to helping the military personnel rediscover their humanity and give them a reason to fight again with fire and purpose in their hearts.
So while the temptation to be a military badass may be high, please don't rush to occupy such a role. The civilians might not be badass, but being a badass is not what role-playing is all about. Being the voice of reason, the heart behind the machine, or the mind behind the muscle are also important example roles which the civilians can fulfill. So please consider a civilian first, as they can slowly begin learning combat and weapon's use from the military personnel as the RP progresses.
I know that would be a common complaint "A civilian is basically dead weight!"
Well, yes. That's the point. Weakness is a part of the world, and if you have the courage to take that role then you are already a stronger role-player than those who refuse to do so. In fact I challenge those who join to opt for a civilian first and military second, as you may create more than one character if you desire. But I know there will be some who are too proud to play a character who is weaker than the rest, and it will be those players who do not earn their place in this RP. So if you can't at least consider the option of playing a civilian who's not a badass, then kindly bugger off.
The SPARTAN VI
The SPARTAN VI Program was designed by Dr. Kumiko Ishiwata, as you probably know by now if you've read the Overview Page's information. But what's different between the SPARTAN VI and the SPARTAN II, III, and IV's on a more straightforward and statistical level?
Well, here's your answer:
New Weapons
(This list will be added to as we discuss and add new weapons over time to the RP, but here's a tentative listing)
Forearm-Mounted Railgun (FMR) - (This weapon can only be wielded by SPARTANs due to the weapon's enormous kick which would shatter the shoulder blade, collar bone, several ribs, and the ball and socket joints of a normal human being) A miniaturized Railgun which fires concentrated electromagnetic munitions without the need for explosives or any kind of propellant. It's incredibly powerful, and has a solid range of up to around 1,500 meters. Accuracy is based on the user's own skill.
Max Clip: 3 rounds (needing full recharge afterward)
Cool Down: 10 minutes between rounds
Traditional Flintlock Weapons - Any traditional flintlock weapons such as pistols and single shot rifles will make appearances if you so choose to take advantage of having a vintage weapon.
Zero-Point Energy - In this RP, humans have harnessed Zero-Point Energy. However, it is specifically used as a means of free power for society. Nobody has found a use for it in the military yet... Or have they?
Corona-Pistol - This pistol makes use of a very unstable form of energy production to create the opposite of what the Zero-Point Rife did. This weapon, when activated, causes energy with a small chamber to begin moving. It forces continuous motion, building up heat and thus more energy the longer it remains contained. When fired at max capacity, it produces a munition which is close to 6,650 degrees Celsius (10,000 degrees fahrenheit). This causes an almost instant melting-style destruction of the target's cells on a molecular level, nearly vaporizing them on the spot.
Every weapon you know of from the Halo franchise will be in this RP at some point or another, however using them is an entirely different story.
This RP ignores the concept of picking up alien technology and using it as if you've used it your whole life as you can in the video games. Outside of SPARTANs, who have the assistance of AI, nobody will be able to pick up either Covenant or Forerunner tech or weapons and be capable of using them with any kind of proficiency. You will need to practice with it and grow accustomed to the weapon's weight, kick, clip size, how to reload, what ammo to collect, and how it sounds so that you can make best use of it.
That takes time, and a lot of it.
Now, here's where things get interesting and new, so pay attention:
Civilian Importance
The civilian population will play a pivotal role in this RP, and thus civilian characters are encouraged. Because this RP's primary focus is on humanity's survival and how they cope with what happens around them as new threats and doomsday devices are revealed in the RP's progression, the more civilians we have the better.
Even though this is a Halo RP, and the SPARTANs are the most famous icon of the Halo lore, they are not the focus of the RP. They are basically glorified body guards for the most part.
Again, the civilians are the important characters here. No matter what profession your character has, it is their experience and interpretation of what happens around them that will dictate how the RP progresses. In fact, the civilians are the ones who will put into perspective why it is the SPARTANs and other military personnel fight in the first place. Due to the Ghost Agenda Theory, most of the UNSC's forces now have little faith in what they're doing "for humanity" anymore, and many of them will have lost sympathy and humanity as a result.
The civilian characters will be the key to helping the military personnel rediscover their humanity and give them a reason to fight again with fire and purpose in their hearts.
So while the temptation to be a military badass may be high, please don't rush to occupy such a role. The civilians might not be badass, but being a badass is not what role-playing is all about. Being the voice of reason, the heart behind the machine, or the mind behind the muscle are also important example roles which the civilians can fulfill. So please consider a civilian first, as they can slowly begin learning combat and weapon's use from the military personnel as the RP progresses.
I know that would be a common complaint "A civilian is basically dead weight!"
Well, yes. That's the point. Weakness is a part of the world, and if you have the courage to take that role then you are already a stronger role-player than those who refuse to do so. In fact I challenge those who join to opt for a civilian first and military second, as you may create more than one character if you desire. But I know there will be some who are too proud to play a character who is weaker than the rest, and it will be those players who do not earn their place in this RP. So if you can't at least consider the option of playing a civilian who's not a badass, then kindly bugger off.
The SPARTAN VI
The SPARTAN VI Program was designed by Dr. Kumiko Ishiwata, as you probably know by now if you've read the Overview Page's information. But what's different between the SPARTAN VI and the SPARTAN II, III, and IV's on a more straightforward and statistical level?
Well, here's your answer:
- Faster reaction time (Approximately 5 milliseconds versus the base 20 of the SPARTAN II) due to having four neural chips, and adjustment to the augmentation allows for even faster reaction time over time. The ability to see in both fast and slow motion, or "SPARTAN Time" as dubbed by SPARTAN Kelly of Blue Team, is present.
- Armor is capable of taking up to 4-6 direct armor piercing rounds before being compromised rather than 2-3
- Shielding is translucent pale blue so as not to obscure vision
- 100% freedom of movement for all limbs
- While outside of their armor, SPARTAN VI's can lift more than four times their body weight whereas the SPARTAN II, III, and IV could only lift up to three times their body weight
- They can run up to 90 miles per hour (145 kilometers per hour) without injury
- Pressure Seal (to prevent water leakage or breaks in space) is almost twice as durable as original MJOLNIR Pressure Seal
New Weapons
(This list will be added to as we discuss and add new weapons over time to the RP, but here's a tentative listing)
Forearm-Mounted Railgun (FMR) - (This weapon can only be wielded by SPARTANs due to the weapon's enormous kick which would shatter the shoulder blade, collar bone, several ribs, and the ball and socket joints of a normal human being) A miniaturized Railgun which fires concentrated electromagnetic munitions without the need for explosives or any kind of propellant. It's incredibly powerful, and has a solid range of up to around 1,500 meters. Accuracy is based on the user's own skill.
Max Clip: 3 rounds (needing full recharge afterward)
Cool Down: 10 minutes between rounds
Traditional Flintlock Weapons - Any traditional flintlock weapons such as pistols and single shot rifles will make appearances if you so choose to take advantage of having a vintage weapon.
Zero-Point Energy - In this RP, humans have harnessed Zero-Point Energy. However, it is specifically used as a means of free power for society. Nobody has found a use for it in the military yet... Or have they?
- Zero-Point Rifle - The Zero-Point Rifle makes use of the Zero-Point Energy's ability to produce motion even while at Absolute Zero to produce a an instant-freezing munition. The round is slow (only around 50 mph), but will instantly freeze the cells of its target to a molecular level. After they are frozen, you could literally stand in front of them and stomp your foot on the ground to cause them to fall into pieces.
- Max Clip - 20
- Cooldown - 8 seconds
Corona-Pistol - This pistol makes use of a very unstable form of energy production to create the opposite of what the Zero-Point Rife did. This weapon, when activated, causes energy with a small chamber to begin moving. It forces continuous motion, building up heat and thus more energy the longer it remains contained. When fired at max capacity, it produces a munition which is close to 6,650 degrees Celsius (10,000 degrees fahrenheit). This causes an almost instant melting-style destruction of the target's cells on a molecular level, nearly vaporizing them on the spot.
- Max Clip - 5
- Cooldown - 2 minutes
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