Post by LoneWolf on Jan 9, 2010 21:35:22 GMT -5
Background Information:
August, 2552 (UNSC Military Calendar), Location: Sol System, Pluto's surface, At Research Facility on Animus Prime, depicting a brief summary of Pluto's history
Pluto was terraformed in 2349, and after years of planting seeds, and importing animals to it, Pluto began nurturing life. Now, Pluto's surface is filled with tree's and supplied with healthy cattle, and hearty crops. Since then, the UNSC has made Pluto a nesting ground for civilians, and traders from across the galaxy. There is a relatively small Military population, until recently, when the UNSC issued a high-alert, ordering a higher percentage of soldiers to defend the planetoid.
The main continent where all of the action is taking place, is Animus Prime. Animus Prime is primarily an enormous jungle, where temperatures can get up to 100 degrees farenheit. The temperature is controlled by the TerraStructure, a large sky-scraper-like building that regulates the atmoshpere and temperature. Animus Prime has patches of hills here and there, with the occasional crater from before the artificial atmosphere had been installed.
The Story So Far...
Location: Aboard Covenant Warship Doppelganger, awaiting fleet to begin assault on Sol system
Rago Ratonamee sighed at his command of the 15 ships that came into view, stretching his mandibles lazily. Ahh, the life of a Sangheili Councilor was a dull one. His fleet had just departed from the decimated Halo Ring. It was a shame, the destruction of such a holy relic, but the Demon had committed the crime, nonetheless. But it was not a complete loss. There were still relics to be found on the remains of Halo. And thats what a section of his fleet had been tasked to do. Now that his warriors were here, they could depart.
"Commence Slipspace travel." He commanded brusquely, watching lethargically as his underlings worked ravenously, relaying Rago's command to 15 other ships, double checking the Doppelganger's capability for Slipspace travel, and preparing for the jump. Once everything was ready, Djanto Tillemee spoke up.
"Highness, your fleet is prepared to jump. We leave at your command." The Navigations Sangheili said respectfully, keeping his gaze on the floor.
"Good. Take us to the Sol system!" Rago commanded.
***
Location: Aboard UNSC carrier Hindenburg en route to Pluto
Fleet Master Williams paced nervously back-and-forth in the deserted Command Center, as The Hindenburg moved silently through the vastness of space, with 5 other carriers trailing quietly behind it. The carrier had just left slipspace. His crew would be strolling inside in a minute to maneuver The Hindenburg the rest of the way to pluto.
The UNSC brass had sent him and 5 other ships to pluto, all packed to the brim with baddest Marines, and ODST's the UNSC had ever seen. There was even rumors of SPARTANS on one of the ships. Williams felt a crooked smile split his face. Those damn spooks down in ONI were probably responsible for the rumors. But you didn't send SPARTANS to crush an Insurectionist Riot. And thats what the Brass had told him the situation was. But he doubted that was it. There was probably some other elaborate scheme Fleet Master Williams would be informed of once he reached Pluto, and not before. That was the UNSC for you.
Williams sighed, Pluto now a humongous orb on the Viewscreen. He remembered seeing vids of pluto back before it was given a synthetic atmosphere suitable to sustain life. It was hard to believe something that was once so cold could be SO hot. The heat was artifical as well, regulated by a bunch of scientist in the.. what was it called? oh, yeah, the TerraStructure, now he remembered. And the Innie's, or Insurrectionist's, wanted to destroy it. Effectively neutralizing all life.
So here he was, preparing to bring a whoopin' to the Innie's front step. The Fleet Master was about to day dream of slaughtering Innies, when his life changed. For the Worse. Another fleet had come to welcome to Pluto. This one was Covenant, and they were all bearing down on him. Running to the nearest communicator. It was on the wall next to the exit. Williams quickly typed in the series of buttons that would reach the ship.
"Everyone to battle stations! this is not a Drill!"
***
Rago's mandibles slackened when he saw the small fleet of Alien ships nearing their planet they called Pluto. How did they know they were coming? It mattered not. They only had a measly fighting force to defend themselves. He was about to issue commands when many of his ships broke off from the group, heading directly for Pluto. what were they doing!
"Whats happening!" Rago demanded to no one in particular. As if in response, the image of one of his Commanders came on screen in front of him, worry tarnishing his face.
"Councilor, we are being overrun! The Flood, they must have boarded our ship on the relic! They have claimed our ship and taking us to the human planetoid! Destroy our ship before the plague can spread!" The Commander bellowed, before a pallid ballon landed on his back. He screamed, and the screen went blank. Rago cursed.
"Burn the ships that are veering off course! Burn them!" Rago felt panic surge through his veins. What was supposed to be an easy victory was turning into a nightmare, and he could only watch as the contaminated warships continued to Pluto. He counted 7 ships that were infected. That left them with 8 ships to fend of the Human swine. If he assaulted the humans in a ship to ship battle, he could lose vital ships.
"Send in the Assault Pods!" Something told Rago this was the beginning of an arduous battle.
Rules
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Okay, me and Blade Knight are doing a co-op RPG. I am the arbitrator, and Blade Knight is my right hand. If either of us say something, that word is law. We control everything EXCEPT you. We decide whether your shots aim true, or if you miss. You can't state your environment; I will state it for you. You can't control other characters unless they are your own. That being said, I’m not gonna make you miss every shot, I’m going to try to make it as realistic as possible. What I do not make clear in my post you can use to your advantage, and vice versa (within reason; you're not going to just randomly find a fully-loaded rocket launcher on the ground, and stuff like that). I’m kinda taking some other RPG's thunder with this, but this particular system tends to work, so that’s what I’m sticking with.
And once i describe your environment for you, don't think you can't add anything to it. All i'm asking is that if i describe a lush jungle, and your characters marvels at the amazing six-flags they have, were gonna have problems. but if i describe a jungle with numerous trees, and you see a downed tree, thats not gonna bother me much. Just as long as you use common sense with everything, and not just this, we will be fine.
THEME SONG
Also, Blade Knight and I have decided that we will reinstitute the THEME SONG into this RP. Thats right. Pick a song off of youtube. Any song that you think portrays your character really well. We'll tell you when your Theme Song is ready to be played, and we'll let you paste it at the top of your post. the steps in doing so are this:
1)find youtube video
2)copy URL
3)paste URL in post
4)Highlight the URL you just pasted
5)click the red button that says "Tube". This button is located directly underneath the bold button, and directly above the emoticon smiley icons.
6)When you preveiw the post, you should see a small box with your video in it.
Attachments Another aspect of this RP is that you can add any type of attachments to your weapons that you need. Such as scopes, high capacity magazines, etc.
IMPORTANT!
When you start out, you will have 5 categories with which your life depends on. Each category can have up to 15 points installed before you have mastered that category. You will start out with 20 points to spend and upgrade your character. Each species has a unique characteristic that grants them 5 points in a certain category.The points awarded to each Branch of the UNSC or the Covenant aren't debatable. These 5 points that can't change are called your COMBAT ATTRIBUTE's. If your the flood, however, you have a total of 25 points to spend. The 15 Combat Points you can earn for each category is broken down into 3 sections. For every 5 points you gain, your ability in that area becomes much more mastered. The 3 sections are set like this:
0-5 Combat Points: Basic knowledge
5-10 Combat Points: Above Average
10-15 Combat Points: Masterful
This RP is based on a point-value scale that increases your ability to reload quicker, be more accurate, etc. You will have several types of categories, and you will gain points as you fight on, and progress through the RP. Rules and objectives for each individual faction will be listed below. The Types of Skill with which you aim to increase are as follows.
COMBAT ATTRIBUTES:
Speed: Allows you to reload faster, aim quicker, and run faster
Strength: Gives you the ability to be more accurate when aiming, to run longer, and better as far as hand-to-hand combat
Renown: The more battles you fight, and the more you execute jaw-dropping tactics or fighting increases your renown. The more renown you gain, the more people will fight by your side.
Luck: Allows you to perform stunts that may be implausible in real-life situations. an example that seems more than valid is this: You've been captured in the engine room of a covenant carrier, and the only way to achieve effective melt-down status is to hurl your frag. grenade into a small tube about a foot in diameter. not too hard right? but the catch is its twenty-feet away. stuff like that.
Knowledge: The ability to operate technology from the opposing faction. (firearms, turrets, shutting off surveilance cameras from a control room, etc.)
Faction Objectives:
(More specific Objectives will be given as the story progresses)
Humans:To rescue any civilians, destroy all flood outbreaks, and obliterate the Covenant bases.
Covenant: Destroy everything that has no allegiance to the Hierarchs.
Flood: ingest all sentient life.
Playable Characters
For those of you who are familiar with the Halo Universe, you can be any type of Human or Covenant Soldier, or Flood unit, is you so desire. For those of you who aren't so lucky, here’s a basic layout of the human and Covenant Military.
Humans:
Spartan: A seven-foot tall male/female that has been biologically augmented with enough strength to flip a car, super-hardened bones, and amazing reflexes. They also have Armor (Mjolner armor) that has a shield that is able to stop a certain amount bullets, fire, etc. The shield weakens the more bullets it deflects, but after given about 7 seconds, it will slowly recharge. This is probably the most powerful playable human. As a SPARTAN, you will start out with 5 extra RENOWN points. This allows you to Control all soldiers beneath your rank.
A Spartan and 2 ODST's
ODST: ODST stands for Orbital Drop Shock Trooper. They drop from frigates in low orbit in a type of one-man escape pod called an HEV (Human Entry Vehicle). The HEV carries a single ODST, plus a small amount of ammo/weapons. ODST are known for their Jet-black body armor. ODST are considered as crazy because of the amount of people that die from the orbital drops. Their natural COMBAT ATTRIBUTE is Luck. (5 points)
Some ODST's
Marines: Your standard Infantry. Marines have a relatively narrow knowledge of Covenant forces, but still cunning in battle. Their COMBAT ATTRIBUTE is Strength. (5 points)
Covenant:
Elites (Sangheili): Eight-foot tall snake-like creature with four mandibles. The philosophy of EVERY elite is to find honor, even if that means fighting to the death. Their COMBAT ATTRIBUTE is Renown. (5 points)
Jackal (Kig-Yar): Jackals are primarily used as snipers, and are often seen hefting energy shields that will only be defeated under a steady hail of bullets. Jackals are very bird-like, and their communication is usually screeching, or squawking. on the Heirarchal scale, the Kig-Yar are just above the Unggoy, or grunts, who are the lowest on the scale. Their COMBAT ATTRIBUTE is Speed. (5 points)
Grunts(Unggoy): Grunts are small, almost ape-like creatures that rely on numbers rather than individual skill to win a battle. As a rule of thumb, Grunts are usually on the dim side of things, often being used as fodder to weaken the enemy, and run down their ammo supply before the real warriors move in. The Unggoy breath methane, forcing them to wear bulky environment suits to suit their methane-breathing needs. They are the lowest on the Heirarchal totempole. Their COMBAT ATTRIBUTE is Knowledge.(5 points)
Brute(Jiralhanae): Brutes stand at about eight-foot five, with fur covering every part of their body save their faces, hands, and feet. Brutes tend to Follow the Prophets the blindest, believing them without question or concern. They are also the strongest, and most barbaric of the Covenant. These fierce warriors are just below elites in their standing in the covenant. Their COMBAT ATTRIBUTE is Renown. (5 Points)
Drone (Yanme'e): The Yanme'e are buglike in appearance. Their ability to fly makes them invaluable in any battle. The Drones tend to fly in swarms from 12 to 50. They are very agile and quick, making them hard to hit, thought it does not take much to put one down. Their COMBAT ATTRIBUTE is Speed. (5 points)
THE FLOOD
With the flood, you start out with 25 spending points, but no starting COMBAT ATTRIBUTES.
Infection Form:The Flood Infection Form is the first stage of the virulent Flood xenoform and is the most commonly seen stage of the Flood and the form that infects lifeforms to spread the Flood infection.The Flood Infection Form appears at first glance to be repulsive yet harmless, but once it gains physical contact with a biological host, it becomes an instantly deadly foe. Small tentacles underneath its body penetrate the skin, tap into the victim's spinal cord, and unleash an attack on the host's nervous system via direct contact with the spinal cord, thus rendering the host's legs useless, so that he/she won't be able to run. Once this is accomplished, it rewrites the neural pathways of the victim's brain with its tendrils, forcing a resonant frequency match between its neural signals and the host's. Then it releases the Flood Super Cell which overwrites the host DNA and causes rapid mutation. The creature being infected during this process is still alive but has no control during this process. After this is accomplished, it starts to edge its way into the body, liquefying the organs to create the tentacles on the left hand from the calcium obtained and finally nest itself within the chest cavity of its host. After liquefying the insides, it will begin to liquefy the outside body to harden, making a very hard "carapace", all this happens within a matter of seconds. If a match cannot be obtained, the host will be left alone by the Infection form, although it is likely that the Flood will eliminate it (if it is not already dead) and save the host's body for later sustenance. An Infection Form may also abandon its host if he/she has been critically injured, and look for a new one. Several Infection Forms, sometimes ranging from 5 to 15 Infection Forms at once, can attack certain victims.
Combat Form:A Combat Form is not a natural organism, but rather a mutated host infected by parasitic Flood Super Cells implanted by an Infection Form. Successful creation of a Combat Form requires a host with sufficient biomass and calcium store. After mutation begins, the infection form attaches with a protruding neural connection that allows it to command the host's nervous system, thus rendering command of the legs or arms useless. During the infection process, the host's internal organs are liquefied and the nutrients from them are used to develop the tentacles and other appendages.
The host stays alive during the transformation process and can even be conscious and aware after the final transformation. This process is presumably very painful and terrifying. Once fully transformed, the Infection Form has total control over the host's body and changes the physical appearance of the host to better suit its own needs. (Although an infected host will be roughly the same size as it was before.) Combat Forms retain the host's previous skills and so can wield weapons(not dual wield), drive vehicles and board enemy vehicles. However, Infection Forms do not require their hosts to still be alive for infection. Even dead hosts are suitable for conversion into a Combat Form, reanimating again after being infected. Though the brain tissue remains dead, the victim's biomass and calcium reserves are sufficient to warrant infection. In the initial stage of a Flood outbreak, the Feral Stage, Combat Forms communicate using pheromones and have one instinctual behavior: to secure new hosts to strengthen the local controlling intelligence. Once a sufficient store of biomass is available for the Flood to enter the Coordinated Stage and begin forming Pure Form Flood, the Combat Forms are used either as defensive units or calcium/biomass reserves. According to the Master Chief, it looked like an Elite, except it appeared that someone had "killed him, buried the body, and dug it up two weeks later". Flood infection is a rapid and efficient biological process, which can take under a minute in extreme cases. The Flood can recognize if a potential host is immune, and will focus on that organism above other threats in the area. A group of Flood will occasionally go after Sentinels if they are perceived the greatest threat in the area, although Sentinels are unable to be infected by the Flood. The Flood will not attack the player, but simple stand idle. Implying that the memories the Flood has absorbed seems to have a degree of influence over their actions. However, if other Flood arrive it will resume attacking.
Carrier Form:is a type of normal Flood form primarily used to both create and transport Infection Forms thus effectively spreading the Flood.Carrier forms are formed from older Combat Forms or from bodies that are unsuitable for combat, such as a Unngoy but Kig-Yars can't be infected because they have low calcium. Combat Forms may be converted when they reach the end of their life span, or become too damaged to fight. Carrier Forms perpetuate the Flood species by acting as incubators for newly created Infection Forms and keeping them safe until they're fully developed. Eventually when a Combat Form has lived long enough, it will also evolve into a carrier, regardless of its status.
Once the Infection Forms are ready, the carrier simply explodes spontaneously, sending the new Infection Forms flying into the air. As soon as the Infection Forms are released, they begin searching for new hosts. It should be noted that Carrier Forms won't wait until full maturation has occurred.
If potential enemy hosts are nearby, it will simply get close to them and explode, sending the Infection Forms flying at the unsuspecting and often injuring or killing enemies. The explosion of a Carrier Form is like the explosion of a fragmentation grenade, and deals damage to anything nearby.
Pure Forms
As implied by their name, Pure Forms are not the product of infecting a biological host, but are instead composed entirely of Flood biomass. Because they employ a calcium-based exoskeleton for protection, these forms are significantly more resilient than the conventional Flood forms
Tank Form:Tank Forms are large and easily spotted. Unlike the other Flood Pure Forms, they can not climb on walls and ceilings. These Flood can take a tremendous amount of damage,they also occasionally spew Infection Forms from their 'mouths'.
Ranged Form: Ranged Forms can usually be found clinging to ceilings or walls, though unlike the Stalker Form, they rarely move from a given spot. They can fire sharp projectiles at you, without the need of a weapon. These are slightly more tricky to kill due mainly to the fact that they can have you pinned down in a position for a very long time. If they are left alone for some time, they will change back into a Stalker form, get a better angle, and become a Ranged form again.
Stalker Form:Stalker forms are extremely agile and can jump large distances. They tend to crawl on ceilings and walls before leaping at an opposing enemy. Generally speaking, the Stalker Form are too fast to be aimed at for any significant period of time. However, should one drop down from the ceiling, the best policy is to melee it. Don't waste ammo trying to shoot it, they are very resistant to bullets. They attack far more rarely than the other two forms. If you leave one alone for some time or if you get close to it, it will either become a Tank or Ranged form
You can (though i wouldn't encourage it) change species. The new character can't have the same name, and will no longer be mentioned. Any and all promotions/weapons that you have earned will be lost, and will start back out with the standard weapons of that species. You MUST PM of this change before it is official. I will reply to your PM telling you if its okay (Most likely it will be), and give you your basic information about your new character.
Weapons
Human:
M6C Pistol: Standard UNSC firearm. Shoots six 12.7mm semi-armor piercing rounds
BR55 Rifle :Fires 9.5mm rounds from 36 round magazine. It has a 2X scope, and fires in short bursts of three rounds. This weapon is extremely accurate.
Sub Machine Gun (SMG):Fires a sustained burst of 5 mm rounds in a 60-round magazine.This mini machine gun is not accurate over long distances.
S2 AM Sniper Rifle: Able to fire 4 14.5mm armor piercing, fin-stabilized, rounds. Has to levels of Magnification, 5X, and 10X. Made for long-range shots only.
M19 SSM Rocket Launcher: A shoulder-fired rocket launcher with 2X level of Magnification. Shoots 102mm shaped-charge tracking rockets. Deadly if the rocket detonates too close to you
M90 Shotgun: Powerful Pump-action that uses 8-gauge rounds with strong recoil. Best when used in confined spaces, or from short distances. Has a total of 12-shell capacity.
Fragmentation Grenade: Basic grenade with a 15-30 foot radius
Covenant:
Plasma Pistol(Type-25 Directed Energy Pistol): Semi-automatic energy weapon that is able to fire rapid bursts of superheated plasma. Holding the trigger for an extended period will overcharge the plasma bolt, making the expended shot more powerful. but once the charged shot is discharged, it will overheat and becomes temporarily unusable for a few moments
Plasma Rifle(Type-25 Directed Energy Rifle): Mostly used by Elites, the Plasma Rifle can be automatic or semi-automatic. Like the plasma pistol, it will overheat if you overuse it for too long
Needler(Type-33 Guided Munitions Launcher): Fires crystalline projectiles that home in on organic targets. The needles pierce the flesh, and then explode. The only defense against this is an energy shield(Like that of a SPARTAN or Elite), or ducking behind cover.30 rounds per magazine
Covenant Carbine(Type-51 Carbine): Fires single rounds with high power and accuracy. Has 36 rounds per magazine
Particle Beam Rifle(Type-50 Sniper Rifle System): A very precise weapon, with both 5X and 10X magnification. Their are 18 bursts per charge. Used mainly as a sniper rifle
Covenant Energy Sword: Carried only by high-ranking elites, the energy sword has been rarely seen in combat.
Fuel Rod Gun(Type-33 Light Anti-Armor Weapon): Launches highly radioactive fuel rod projectiles. Its big, bulky, and heavy, having only 5 rounds per clip.
Plasma Grenade: Grenade that is able to adhere to combatants or vehicles, often called a "sticky grenade" for this reason.
Vehicles:
There will be vehicles in this RP that you will be able to be a pilot of, or be a passenger in. If you've seen it in halo, you will be able to pilot it on this RP.
Here is the format that I want for your Profile.PM me with your profile, and i'll okay it for you. When i do, place it in the Halo: Last Man Standing Character thread. Remember, you have 20 points to spend if your in the human or Covenant faction, and 25 points if you're the flood. Don't forget the fact that if you are Human or Covenant, then you have 5 points that are already added to one of your combat attributes.
Profile
Name:
Species:
Gender:
Characteristics:
Speed: 0/15
Strength:0/15
Renown:0/15
Luck:0/15
Knowledge:0/15
Theme Song:
Character Description: (put your weapon attachments here)
Background Infromation:
Vehicle:(describe a vehicle you would like to control, or be a passenger in)
August, 2552 (UNSC Military Calendar), Location: Sol System, Pluto's surface, At Research Facility on Animus Prime, depicting a brief summary of Pluto's history
Pluto was terraformed in 2349, and after years of planting seeds, and importing animals to it, Pluto began nurturing life. Now, Pluto's surface is filled with tree's and supplied with healthy cattle, and hearty crops. Since then, the UNSC has made Pluto a nesting ground for civilians, and traders from across the galaxy. There is a relatively small Military population, until recently, when the UNSC issued a high-alert, ordering a higher percentage of soldiers to defend the planetoid.
The main continent where all of the action is taking place, is Animus Prime. Animus Prime is primarily an enormous jungle, where temperatures can get up to 100 degrees farenheit. The temperature is controlled by the TerraStructure, a large sky-scraper-like building that regulates the atmoshpere and temperature. Animus Prime has patches of hills here and there, with the occasional crater from before the artificial atmosphere had been installed.
The Story So Far...
Location: Aboard Covenant Warship Doppelganger, awaiting fleet to begin assault on Sol system
Rago Ratonamee sighed at his command of the 15 ships that came into view, stretching his mandibles lazily. Ahh, the life of a Sangheili Councilor was a dull one. His fleet had just departed from the decimated Halo Ring. It was a shame, the destruction of such a holy relic, but the Demon had committed the crime, nonetheless. But it was not a complete loss. There were still relics to be found on the remains of Halo. And thats what a section of his fleet had been tasked to do. Now that his warriors were here, they could depart.
"Commence Slipspace travel." He commanded brusquely, watching lethargically as his underlings worked ravenously, relaying Rago's command to 15 other ships, double checking the Doppelganger's capability for Slipspace travel, and preparing for the jump. Once everything was ready, Djanto Tillemee spoke up.
"Highness, your fleet is prepared to jump. We leave at your command." The Navigations Sangheili said respectfully, keeping his gaze on the floor.
"Good. Take us to the Sol system!" Rago commanded.
***
Location: Aboard UNSC carrier Hindenburg en route to Pluto
Fleet Master Williams paced nervously back-and-forth in the deserted Command Center, as The Hindenburg moved silently through the vastness of space, with 5 other carriers trailing quietly behind it. The carrier had just left slipspace. His crew would be strolling inside in a minute to maneuver The Hindenburg the rest of the way to pluto.
The UNSC brass had sent him and 5 other ships to pluto, all packed to the brim with baddest Marines, and ODST's the UNSC had ever seen. There was even rumors of SPARTANS on one of the ships. Williams felt a crooked smile split his face. Those damn spooks down in ONI were probably responsible for the rumors. But you didn't send SPARTANS to crush an Insurectionist Riot. And thats what the Brass had told him the situation was. But he doubted that was it. There was probably some other elaborate scheme Fleet Master Williams would be informed of once he reached Pluto, and not before. That was the UNSC for you.
Williams sighed, Pluto now a humongous orb on the Viewscreen. He remembered seeing vids of pluto back before it was given a synthetic atmosphere suitable to sustain life. It was hard to believe something that was once so cold could be SO hot. The heat was artifical as well, regulated by a bunch of scientist in the.. what was it called? oh, yeah, the TerraStructure, now he remembered. And the Innie's, or Insurrectionist's, wanted to destroy it. Effectively neutralizing all life.
So here he was, preparing to bring a whoopin' to the Innie's front step. The Fleet Master was about to day dream of slaughtering Innies, when his life changed. For the Worse. Another fleet had come to welcome to Pluto. This one was Covenant, and they were all bearing down on him. Running to the nearest communicator. It was on the wall next to the exit. Williams quickly typed in the series of buttons that would reach the ship.
"Everyone to battle stations! this is not a Drill!"
***
Rago's mandibles slackened when he saw the small fleet of Alien ships nearing their planet they called Pluto. How did they know they were coming? It mattered not. They only had a measly fighting force to defend themselves. He was about to issue commands when many of his ships broke off from the group, heading directly for Pluto. what were they doing!
"Whats happening!" Rago demanded to no one in particular. As if in response, the image of one of his Commanders came on screen in front of him, worry tarnishing his face.
"Councilor, we are being overrun! The Flood, they must have boarded our ship on the relic! They have claimed our ship and taking us to the human planetoid! Destroy our ship before the plague can spread!" The Commander bellowed, before a pallid ballon landed on his back. He screamed, and the screen went blank. Rago cursed.
"Burn the ships that are veering off course! Burn them!" Rago felt panic surge through his veins. What was supposed to be an easy victory was turning into a nightmare, and he could only watch as the contaminated warships continued to Pluto. He counted 7 ships that were infected. That left them with 8 ships to fend of the Human swine. If he assaulted the humans in a ship to ship battle, he could lose vital ships.
"Send in the Assault Pods!" Something told Rago this was the beginning of an arduous battle.
Rules
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Okay, me and Blade Knight are doing a co-op RPG. I am the arbitrator, and Blade Knight is my right hand. If either of us say something, that word is law. We control everything EXCEPT you. We decide whether your shots aim true, or if you miss. You can't state your environment; I will state it for you. You can't control other characters unless they are your own. That being said, I’m not gonna make you miss every shot, I’m going to try to make it as realistic as possible. What I do not make clear in my post you can use to your advantage, and vice versa (within reason; you're not going to just randomly find a fully-loaded rocket launcher on the ground, and stuff like that). I’m kinda taking some other RPG's thunder with this, but this particular system tends to work, so that’s what I’m sticking with.
And once i describe your environment for you, don't think you can't add anything to it. All i'm asking is that if i describe a lush jungle, and your characters marvels at the amazing six-flags they have, were gonna have problems. but if i describe a jungle with numerous trees, and you see a downed tree, thats not gonna bother me much. Just as long as you use common sense with everything, and not just this, we will be fine.
THEME SONG
Also, Blade Knight and I have decided that we will reinstitute the THEME SONG into this RP. Thats right. Pick a song off of youtube. Any song that you think portrays your character really well. We'll tell you when your Theme Song is ready to be played, and we'll let you paste it at the top of your post. the steps in doing so are this:
1)find youtube video
2)copy URL
3)paste URL in post
4)Highlight the URL you just pasted
5)click the red button that says "Tube". This button is located directly underneath the bold button, and directly above the emoticon smiley icons.
6)When you preveiw the post, you should see a small box with your video in it.
Attachments Another aspect of this RP is that you can add any type of attachments to your weapons that you need. Such as scopes, high capacity magazines, etc.
IMPORTANT!
When you start out, you will have 5 categories with which your life depends on. Each category can have up to 15 points installed before you have mastered that category. You will start out with 20 points to spend and upgrade your character. Each species has a unique characteristic that grants them 5 points in a certain category.The points awarded to each Branch of the UNSC or the Covenant aren't debatable. These 5 points that can't change are called your COMBAT ATTRIBUTE's. If your the flood, however, you have a total of 25 points to spend. The 15 Combat Points you can earn for each category is broken down into 3 sections. For every 5 points you gain, your ability in that area becomes much more mastered. The 3 sections are set like this:
0-5 Combat Points: Basic knowledge
5-10 Combat Points: Above Average
10-15 Combat Points: Masterful
This RP is based on a point-value scale that increases your ability to reload quicker, be more accurate, etc. You will have several types of categories, and you will gain points as you fight on, and progress through the RP. Rules and objectives for each individual faction will be listed below. The Types of Skill with which you aim to increase are as follows.
COMBAT ATTRIBUTES:
Speed: Allows you to reload faster, aim quicker, and run faster
Strength: Gives you the ability to be more accurate when aiming, to run longer, and better as far as hand-to-hand combat
Renown: The more battles you fight, and the more you execute jaw-dropping tactics or fighting increases your renown. The more renown you gain, the more people will fight by your side.
Luck: Allows you to perform stunts that may be implausible in real-life situations. an example that seems more than valid is this: You've been captured in the engine room of a covenant carrier, and the only way to achieve effective melt-down status is to hurl your frag. grenade into a small tube about a foot in diameter. not too hard right? but the catch is its twenty-feet away. stuff like that.
Knowledge: The ability to operate technology from the opposing faction. (firearms, turrets, shutting off surveilance cameras from a control room, etc.)
Faction Objectives:
(More specific Objectives will be given as the story progresses)
Humans:To rescue any civilians, destroy all flood outbreaks, and obliterate the Covenant bases.
Covenant: Destroy everything that has no allegiance to the Hierarchs.
Flood: ingest all sentient life.
Playable Characters
For those of you who are familiar with the Halo Universe, you can be any type of Human or Covenant Soldier, or Flood unit, is you so desire. For those of you who aren't so lucky, here’s a basic layout of the human and Covenant Military.
Humans:
Spartan: A seven-foot tall male/female that has been biologically augmented with enough strength to flip a car, super-hardened bones, and amazing reflexes. They also have Armor (Mjolner armor) that has a shield that is able to stop a certain amount bullets, fire, etc. The shield weakens the more bullets it deflects, but after given about 7 seconds, it will slowly recharge. This is probably the most powerful playable human. As a SPARTAN, you will start out with 5 extra RENOWN points. This allows you to Control all soldiers beneath your rank.
A Spartan and 2 ODST's
ODST: ODST stands for Orbital Drop Shock Trooper. They drop from frigates in low orbit in a type of one-man escape pod called an HEV (Human Entry Vehicle). The HEV carries a single ODST, plus a small amount of ammo/weapons. ODST are known for their Jet-black body armor. ODST are considered as crazy because of the amount of people that die from the orbital drops. Their natural COMBAT ATTRIBUTE is Luck. (5 points)
Some ODST's
Marines: Your standard Infantry. Marines have a relatively narrow knowledge of Covenant forces, but still cunning in battle. Their COMBAT ATTRIBUTE is Strength. (5 points)
Covenant:
Elites (Sangheili): Eight-foot tall snake-like creature with four mandibles. The philosophy of EVERY elite is to find honor, even if that means fighting to the death. Their COMBAT ATTRIBUTE is Renown. (5 points)
Jackal (Kig-Yar): Jackals are primarily used as snipers, and are often seen hefting energy shields that will only be defeated under a steady hail of bullets. Jackals are very bird-like, and their communication is usually screeching, or squawking. on the Heirarchal scale, the Kig-Yar are just above the Unggoy, or grunts, who are the lowest on the scale. Their COMBAT ATTRIBUTE is Speed. (5 points)
Grunts(Unggoy): Grunts are small, almost ape-like creatures that rely on numbers rather than individual skill to win a battle. As a rule of thumb, Grunts are usually on the dim side of things, often being used as fodder to weaken the enemy, and run down their ammo supply before the real warriors move in. The Unggoy breath methane, forcing them to wear bulky environment suits to suit their methane-breathing needs. They are the lowest on the Heirarchal totempole. Their COMBAT ATTRIBUTE is Knowledge.(5 points)
Brute(Jiralhanae): Brutes stand at about eight-foot five, with fur covering every part of their body save their faces, hands, and feet. Brutes tend to Follow the Prophets the blindest, believing them without question or concern. They are also the strongest, and most barbaric of the Covenant. These fierce warriors are just below elites in their standing in the covenant. Their COMBAT ATTRIBUTE is Renown. (5 Points)
Drone (Yanme'e): The Yanme'e are buglike in appearance. Their ability to fly makes them invaluable in any battle. The Drones tend to fly in swarms from 12 to 50. They are very agile and quick, making them hard to hit, thought it does not take much to put one down. Their COMBAT ATTRIBUTE is Speed. (5 points)
THE FLOOD
With the flood, you start out with 25 spending points, but no starting COMBAT ATTRIBUTES.
Infection Form:The Flood Infection Form is the first stage of the virulent Flood xenoform and is the most commonly seen stage of the Flood and the form that infects lifeforms to spread the Flood infection.The Flood Infection Form appears at first glance to be repulsive yet harmless, but once it gains physical contact with a biological host, it becomes an instantly deadly foe. Small tentacles underneath its body penetrate the skin, tap into the victim's spinal cord, and unleash an attack on the host's nervous system via direct contact with the spinal cord, thus rendering the host's legs useless, so that he/she won't be able to run. Once this is accomplished, it rewrites the neural pathways of the victim's brain with its tendrils, forcing a resonant frequency match between its neural signals and the host's. Then it releases the Flood Super Cell which overwrites the host DNA and causes rapid mutation. The creature being infected during this process is still alive but has no control during this process. After this is accomplished, it starts to edge its way into the body, liquefying the organs to create the tentacles on the left hand from the calcium obtained and finally nest itself within the chest cavity of its host. After liquefying the insides, it will begin to liquefy the outside body to harden, making a very hard "carapace", all this happens within a matter of seconds. If a match cannot be obtained, the host will be left alone by the Infection form, although it is likely that the Flood will eliminate it (if it is not already dead) and save the host's body for later sustenance. An Infection Form may also abandon its host if he/she has been critically injured, and look for a new one. Several Infection Forms, sometimes ranging from 5 to 15 Infection Forms at once, can attack certain victims.
Combat Form:A Combat Form is not a natural organism, but rather a mutated host infected by parasitic Flood Super Cells implanted by an Infection Form. Successful creation of a Combat Form requires a host with sufficient biomass and calcium store. After mutation begins, the infection form attaches with a protruding neural connection that allows it to command the host's nervous system, thus rendering command of the legs or arms useless. During the infection process, the host's internal organs are liquefied and the nutrients from them are used to develop the tentacles and other appendages.
The host stays alive during the transformation process and can even be conscious and aware after the final transformation. This process is presumably very painful and terrifying. Once fully transformed, the Infection Form has total control over the host's body and changes the physical appearance of the host to better suit its own needs. (Although an infected host will be roughly the same size as it was before.) Combat Forms retain the host's previous skills and so can wield weapons(not dual wield), drive vehicles and board enemy vehicles. However, Infection Forms do not require their hosts to still be alive for infection. Even dead hosts are suitable for conversion into a Combat Form, reanimating again after being infected. Though the brain tissue remains dead, the victim's biomass and calcium reserves are sufficient to warrant infection. In the initial stage of a Flood outbreak, the Feral Stage, Combat Forms communicate using pheromones and have one instinctual behavior: to secure new hosts to strengthen the local controlling intelligence. Once a sufficient store of biomass is available for the Flood to enter the Coordinated Stage and begin forming Pure Form Flood, the Combat Forms are used either as defensive units or calcium/biomass reserves. According to the Master Chief, it looked like an Elite, except it appeared that someone had "killed him, buried the body, and dug it up two weeks later". Flood infection is a rapid and efficient biological process, which can take under a minute in extreme cases. The Flood can recognize if a potential host is immune, and will focus on that organism above other threats in the area. A group of Flood will occasionally go after Sentinels if they are perceived the greatest threat in the area, although Sentinels are unable to be infected by the Flood. The Flood will not attack the player, but simple stand idle. Implying that the memories the Flood has absorbed seems to have a degree of influence over their actions. However, if other Flood arrive it will resume attacking.
Carrier Form:is a type of normal Flood form primarily used to both create and transport Infection Forms thus effectively spreading the Flood.Carrier forms are formed from older Combat Forms or from bodies that are unsuitable for combat, such as a Unngoy but Kig-Yars can't be infected because they have low calcium. Combat Forms may be converted when they reach the end of their life span, or become too damaged to fight. Carrier Forms perpetuate the Flood species by acting as incubators for newly created Infection Forms and keeping them safe until they're fully developed. Eventually when a Combat Form has lived long enough, it will also evolve into a carrier, regardless of its status.
Once the Infection Forms are ready, the carrier simply explodes spontaneously, sending the new Infection Forms flying into the air. As soon as the Infection Forms are released, they begin searching for new hosts. It should be noted that Carrier Forms won't wait until full maturation has occurred.
If potential enemy hosts are nearby, it will simply get close to them and explode, sending the Infection Forms flying at the unsuspecting and often injuring or killing enemies. The explosion of a Carrier Form is like the explosion of a fragmentation grenade, and deals damage to anything nearby.
Pure Forms
As implied by their name, Pure Forms are not the product of infecting a biological host, but are instead composed entirely of Flood biomass. Because they employ a calcium-based exoskeleton for protection, these forms are significantly more resilient than the conventional Flood forms
Tank Form:Tank Forms are large and easily spotted. Unlike the other Flood Pure Forms, they can not climb on walls and ceilings. These Flood can take a tremendous amount of damage,they also occasionally spew Infection Forms from their 'mouths'.
Ranged Form: Ranged Forms can usually be found clinging to ceilings or walls, though unlike the Stalker Form, they rarely move from a given spot. They can fire sharp projectiles at you, without the need of a weapon. These are slightly more tricky to kill due mainly to the fact that they can have you pinned down in a position for a very long time. If they are left alone for some time, they will change back into a Stalker form, get a better angle, and become a Ranged form again.
Stalker Form:Stalker forms are extremely agile and can jump large distances. They tend to crawl on ceilings and walls before leaping at an opposing enemy. Generally speaking, the Stalker Form are too fast to be aimed at for any significant period of time. However, should one drop down from the ceiling, the best policy is to melee it. Don't waste ammo trying to shoot it, they are very resistant to bullets. They attack far more rarely than the other two forms. If you leave one alone for some time or if you get close to it, it will either become a Tank or Ranged form
You can (though i wouldn't encourage it) change species. The new character can't have the same name, and will no longer be mentioned. Any and all promotions/weapons that you have earned will be lost, and will start back out with the standard weapons of that species. You MUST PM of this change before it is official. I will reply to your PM telling you if its okay (Most likely it will be), and give you your basic information about your new character.
Weapons
Human:
M6C Pistol: Standard UNSC firearm. Shoots six 12.7mm semi-armor piercing rounds
BR55 Rifle :Fires 9.5mm rounds from 36 round magazine. It has a 2X scope, and fires in short bursts of three rounds. This weapon is extremely accurate.
Sub Machine Gun (SMG):Fires a sustained burst of 5 mm rounds in a 60-round magazine.This mini machine gun is not accurate over long distances.
S2 AM Sniper Rifle: Able to fire 4 14.5mm armor piercing, fin-stabilized, rounds. Has to levels of Magnification, 5X, and 10X. Made for long-range shots only.
M19 SSM Rocket Launcher: A shoulder-fired rocket launcher with 2X level of Magnification. Shoots 102mm shaped-charge tracking rockets. Deadly if the rocket detonates too close to you
M90 Shotgun: Powerful Pump-action that uses 8-gauge rounds with strong recoil. Best when used in confined spaces, or from short distances. Has a total of 12-shell capacity.
Fragmentation Grenade: Basic grenade with a 15-30 foot radius
Covenant:
Plasma Pistol(Type-25 Directed Energy Pistol): Semi-automatic energy weapon that is able to fire rapid bursts of superheated plasma. Holding the trigger for an extended period will overcharge the plasma bolt, making the expended shot more powerful. but once the charged shot is discharged, it will overheat and becomes temporarily unusable for a few moments
Plasma Rifle(Type-25 Directed Energy Rifle): Mostly used by Elites, the Plasma Rifle can be automatic or semi-automatic. Like the plasma pistol, it will overheat if you overuse it for too long
Needler(Type-33 Guided Munitions Launcher): Fires crystalline projectiles that home in on organic targets. The needles pierce the flesh, and then explode. The only defense against this is an energy shield(Like that of a SPARTAN or Elite), or ducking behind cover.30 rounds per magazine
Covenant Carbine(Type-51 Carbine): Fires single rounds with high power and accuracy. Has 36 rounds per magazine
Particle Beam Rifle(Type-50 Sniper Rifle System): A very precise weapon, with both 5X and 10X magnification. Their are 18 bursts per charge. Used mainly as a sniper rifle
Covenant Energy Sword: Carried only by high-ranking elites, the energy sword has been rarely seen in combat.
Fuel Rod Gun(Type-33 Light Anti-Armor Weapon): Launches highly radioactive fuel rod projectiles. Its big, bulky, and heavy, having only 5 rounds per clip.
Plasma Grenade: Grenade that is able to adhere to combatants or vehicles, often called a "sticky grenade" for this reason.
Vehicles:
There will be vehicles in this RP that you will be able to be a pilot of, or be a passenger in. If you've seen it in halo, you will be able to pilot it on this RP.
Here is the format that I want for your Profile.PM me with your profile, and i'll okay it for you. When i do, place it in the Halo: Last Man Standing Character thread. Remember, you have 20 points to spend if your in the human or Covenant faction, and 25 points if you're the flood. Don't forget the fact that if you are Human or Covenant, then you have 5 points that are already added to one of your combat attributes.
Profile
Name:
Species:
Gender:
Characteristics:
Speed: 0/15
Strength:0/15
Renown:0/15
Luck:0/15
Knowledge:0/15
Theme Song:
Character Description: (put your weapon attachments here)
Background Infromation:
Vehicle:(describe a vehicle you would like to control, or be a passenger in)