Post by LoneWolf on Apr 13, 2009 15:36:42 GMT -5
This is my first RPG, so please be gentle.....Anyways, this is an RPG based on the Halo series.I recommend this for people who have actually played the game, but is open to everybody. If you've played the game, and enjoyed it, this will be easier for you to imagine what I am talking about. For those who haven’t played it, i will supply some images of the various species and such.
Playable Characters
For those of you who are familiar with the Halo Universe, you can be any type of Human or Covenant Soldier. For those of you who aren't so lucky, here’s a basic layout of the human and Covenant Military. If something looks interesting to you, PM me and I will be happy to go more in depth about the species/person you're interested in, and probably some more images about the topic.
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.
A Spartan
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.
Types: Pretty self-explanatory
2 ODST's
Marines: Your standard Infantry. Marines have a relatively narrow knowledge of Covenant forces, but still cunning in battle.
A pair of Marines
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.
An Elite Zealot Armed With an Energy Sword
Jackal(Kig-Yar): One of the lower ranks on the Covenant caste, just above the Grunts. Known for deceptiveness, and tendency to steal human weapons
Grunt(Unggoy): THE lowest on the caste of the Covenant. Grunts are often used as canon fodder to weaken the enemy for the Jackals and Elites. Grunts need methane to breath, so you will almost always see them wearing their breathing apparatus'
Below is a more in-Depth site with information about the covenant:
halo.wikia.com/wiki/Covenant
If you find a more interesting covenant species, PM me and ask about it.
Promotions: After playing for so long, or after killing so many opponents, i will PM you, saying that you are eligible to get a promotion. I will tell you what your promotion is, what rank you will be, what your armor/weapons will be like, etc.
Depending on what race you are will depend on how much you get promoted. For example, the Special Operations Grunt cannot get promoted, whereas an Elite has around 7 ranks.
Also, the more you are promoted, the harder it will be for you to be promoted even further. There may be more than one position you can choose from if you want to be promoted. This is extremely rare, and only really works for the Elites.
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.
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
A plasma pistol about to release an overcharged shot
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
A spartan using a Plasma rifle
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.
An unused plasma grenade
A plasma grenade smoking blue smoke
Mutual Enemy
The Flood
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
Rules
Okay, basically, I am GOD. I control everything EXCEPT you. I 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 if you can't post at least every other day, then don't sign up, please. If you cannot post, and know about it, PM so i at least know about it. If you are sick, that is an exception, too. But if you were having a conversation with someone, and you don't post for a week, because you didn't feel like getting on, there will be consequences.
Please try to spell things right, we have a spell check, if you can't spell, use it.
Objective: (I will give your character more specific objectives, but each characters objective really depends on their species/branch of the military)
Humans:To rescue any civilians, destroy all flood outbreaks, and obliterate the Covenant bases.
Covenant: Destroy everything that has no allegiance to the Hierarchs
Profile
Okay, so if you decide you want to join this RPG, i want you to PM me your profile in this format. If the Species you decide has a rank, then you will automatically start out at the lowest rank. But don't worry, you WILL BE PROMOTED. The more your promoted, the wider variety of weapons you will have, better aim, etc, etc.
Species:
Name:
Gender:
Desired Rank:(Only neccessary if there is more than one rank)
Desired Weapons:(You won't start with an energy sword and Rocket launcher, but will have the chance as you are promoted)If you are a human you start with a SMG and a Pistol/3 Grenades. If you are Covenant, You have the choice of either a Plasma Rifle/Plasma Pistol and 5 plasma Grenades. Though i will make sure you end up with the weapons you want.
Backstory: Your characters past. Here is where you put anything and everything about them that makes them unique. Please try to keep these at least semi-realistic
--------------------------------------------------------------------------------------------------
Getting Started
Once i read your Profile, i will send you a PM, telling you where you are stationed, who your comrades are, etcetera, etcetera. I will then write an "Intro RPG" that will give you a description of your surroundings. Then you are free to Role-Play away.
Once i get at least two people signed up, i will start this baby up. just as a reminder this is my first RPG, so it probably sucks. So if you have questions about something i didn't make clear, just PM me and i will gladly answer them.
I'm sorry that some of the pictures are really big while some are small.
Playable Characters
For those of you who are familiar with the Halo Universe, you can be any type of Human or Covenant Soldier. For those of you who aren't so lucky, here’s a basic layout of the human and Covenant Military. If something looks interesting to you, PM me and I will be happy to go more in depth about the species/person you're interested in, and probably some more images about the topic.
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.
A Spartan
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.
Types: Pretty self-explanatory
- Medic
- Sniper
- Rifleman
- Grenadier
2 ODST's
Marines: Your standard Infantry. Marines have a relatively narrow knowledge of Covenant forces, but still cunning in battle.
- Sniper: The squad’s sniper
- Medic: Pretty self-explanatory
- Infantryman: Well-rounded marine with a specialty for battle
A pair of Marines
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.
- Spec Ops Elite: A highly trained Elite that uses a "Stealth Suit" to infiltrate an enemies' base.
- Arbiter: Only room for one person to be an Arbiter. An Arbiter will be sent on suicidal missions for the sake of honor
- Standard Infantry: Average Covenant unit. You will start out as an Elite Minor, and work your way up the ranks. You will eventually reach the rank of Zealot, or Councilor Elite.
An Elite Zealot Armed With an Energy Sword
Jackal(Kig-Yar): One of the lower ranks on the Covenant caste, just above the Grunts. Known for deceptiveness, and tendency to steal human weapons
- Minor: The least experienced of the jackals. Is vaguely Bird-like in appearance and is equipped with a circular energy shield. The Energy shield can take only certain amounts of munitions before overheating and shutting down, leaving the jackal more vulnerable to gunfire. After you play for a while you will be promoted to a Jackal Major, making you more accurate. Besides the shield you also have a plasma pistol at your disposal
- Sniper: A sniper Jackal is equipped with a Beam rifle (kinda like an alien sniper rifle) or a Covenant Carbine. The longer you play the more accurate you will be
Grunt(Unggoy): THE lowest on the caste of the Covenant. Grunts are often used as canon fodder to weaken the enemy for the Jackals and Elites. Grunts need methane to breath, so you will almost always see them wearing their breathing apparatus'
- Infantry: Consists of 4 separate ranks. You will start at a Grunt Minor. Once you get to the fourth rank, you will be able to command other Grunts (up to 4 or 5)
- Spec Ops: A special type of Grunt, that works with other elites, and usually is equipped with a stealth suit. Their are no ranks for the Spec Ops Grunt.
Below is a more in-Depth site with information about the covenant:
halo.wikia.com/wiki/Covenant
If you find a more interesting covenant species, PM me and ask about it.
Promotions: After playing for so long, or after killing so many opponents, i will PM you, saying that you are eligible to get a promotion. I will tell you what your promotion is, what rank you will be, what your armor/weapons will be like, etc.
Depending on what race you are will depend on how much you get promoted. For example, the Special Operations Grunt cannot get promoted, whereas an Elite has around 7 ranks.
Also, the more you are promoted, the harder it will be for you to be promoted even further. There may be more than one position you can choose from if you want to be promoted. This is extremely rare, and only really works for the Elites.
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
A plasma pistol about to release an overcharged shot
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
A spartan using a Plasma rifle
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.
An unused plasma grenade
A plasma grenade smoking blue smoke
Mutual Enemy
The Flood
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
Rules
Okay, basically, I am GOD. I control everything EXCEPT you. I 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 if you can't post at least every other day, then don't sign up, please. If you cannot post, and know about it, PM so i at least know about it. If you are sick, that is an exception, too. But if you were having a conversation with someone, and you don't post for a week, because you didn't feel like getting on, there will be consequences.
Please try to spell things right, we have a spell check, if you can't spell, use it.
Objective: (I will give your character more specific objectives, but each characters objective really depends on their species/branch of the military)
Humans:To rescue any civilians, destroy all flood outbreaks, and obliterate the Covenant bases.
Covenant: Destroy everything that has no allegiance to the Hierarchs
Profile
Okay, so if you decide you want to join this RPG, i want you to PM me your profile in this format. If the Species you decide has a rank, then you will automatically start out at the lowest rank. But don't worry, you WILL BE PROMOTED. The more your promoted, the wider variety of weapons you will have, better aim, etc, etc.
Species:
Name:
Gender:
Desired Rank:(Only neccessary if there is more than one rank)
Desired Weapons:(You won't start with an energy sword and Rocket launcher, but will have the chance as you are promoted)If you are a human you start with a SMG and a Pistol/3 Grenades. If you are Covenant, You have the choice of either a Plasma Rifle/Plasma Pistol and 5 plasma Grenades. Though i will make sure you end up with the weapons you want.
Backstory: Your characters past. Here is where you put anything and everything about them that makes them unique. Please try to keep these at least semi-realistic
--------------------------------------------------------------------------------------------------
Getting Started
Once i read your Profile, i will send you a PM, telling you where you are stationed, who your comrades are, etcetera, etcetera. I will then write an "Intro RPG" that will give you a description of your surroundings. Then you are free to Role-Play away.
Once i get at least two people signed up, i will start this baby up. just as a reminder this is my first RPG, so it probably sucks. So if you have questions about something i didn't make clear, just PM me and i will gladly answer them.
I'm sorry that some of the pictures are really big while some are small.