If you finished the Halo 4 Campaign or saw all the cutscenes, ignore this section.
If you saw all the Spartan Ops cinematics, ignore this section.
Since then, Jul 'Mdama has grown more vigorous in his pursuit of the Janus Key's second half. With the aid of the Prometheans left allied with his forces by the Didact, he seeks to unite the halves, revealing the map.
While the UNSC likewise seeks his half of the key, and is the dominating force in the galaxy, it is plagued by internal conflict. Secrecy and treachery divide humanity's government and military in more ways than one. ONI blames the entire Spartan-II program on Halsey, and wants her assassinated as the sole scapegoat of the ethical failures of the program. The soldiers of the UNSC must defend against the Covenant assaults, which grow more and more frequent, and yet their unity and focus are broken because they wonder what is being kept from them. Mysteries about the Forerunners grow deeper, as with every new answer, every new discovery, more questions arise. The Prometheans obey Jul 'Mdama for the moment, but the fate of their master is unclear. The Arbiter's forces remain strong followers of the peace established with the UNSC, though unknown to them, ONI has provided certain resources to the various rebel groups they must fight to prevent the Elites from uniting and becoming truly strong once again. The transportation of these resources has ceased because ONI realized it was unwise to keep the Arbiter's forces in check when the UNSC was in need. However, if they somehow discovered the treachery behind some of their problems, they would be quite angry, as it has resulted in much war, destruction, and death. Pirates, mercenaries, and other free groups roam the galaxy, bringing both aid and pain to the various factions, whatever suits them. They tend to be oblivious to the overarching conflict, though they use what they do know for profit. This setting is, of course, extremely liable to change. You, as the players, will have much more say in what happens than in most other RPG's. Want to blow up a major location? Have at it, but tell a staff member first so they can RP the other end of the conflict. Want to bring a species to prominence? Band together with other players and find any plausible solution you can. Want to stop a certain person's plans, even if they're important to the plot? Mess them up and possibly even kill the one responsible, as long as you don't cheat in any way.
And so this is where you come in. Now, the Covenant and Prometheans are storming the Infinity from various airlocks and weak spots, both on the front end and the aft. The biggest full scale boarding assault ever executed against the ship so far has already begun.
There are many rules, unlockables, and character types, each with many details, basic and new for this RPG, and the entire section takes up a massive space. For this reason, a post has been recycled for that purpose. Direct your attention here.
NPC's are everywhere. In combat, Covenant and Promethean NPC's have the strength they do on Heroic difficulty, though they get buffed to Legendary when under the command of a player or Important NPC. An Important NPC has a role in the plot and/or a high rank. NPC's can be killed without permission, and in combat have the intelligence of AI enemies in the game, to preserve the true Halo feel.
Important NPC's can also be killed, and this can affect the plot drastically. You, as players, can actually mess up the plot, but it will be difficult. Important NPC's have insane amounts of good luck, reflex, and skill, regardless of how much they can take head-on. They will perform insane stunts and moves that normal PC's, staff included, are completely incapable of. Some will do this more than others, like Jul 'Mdama, while yet others like Master Chief will do it much less, instead being closer to a PC. They always have luck on their side, so if there is the slightest chance they will survive, they will.
Combat in this RPG is much like in the games, except with a bit more freedom. Treat NPC combat as Campaign on Heroic. The reason for Heroic is because the other difficulties will let you invade entire Covenant ships with one Spartan-IV. While you can still do this on Heroic sometimes, it is much harder, and Legendary is not used here because you do not get respawns. You are expected to adhere to the way weapons, grenades, and vehicles are used in the games, though your melee attacks can get much more creative, and you can do things that are physically possible under the circumstances that the games do not allow you to do. You can climb and throw boxes, for example. However, you cannot dodge things that you cannot dodge in the games, under any circumstances. Unlike other RPGs, you will NOT spam dodging maneuvers. You will not dodge a sniper unless you are moving around, facing him, and know he is there. You will not dodge automatic fire...well, at all. Cover is important. Retreating to cover is not dodging, so you are most certainly allowed to do that. Slow-moving projectiles like rockets, grenades, charged Plasma Pistols, etc, are possible to dodge to the point that they are in the game. Dual-wielding is allowed for all dual-wieldable weapons in the games, and the Boltshot but your aim will suffer for it. Important NPC's can aim just fine when dual-wielding, and can dual-wield nearly anything. Assassinations are allowed, though now they can be interrupted by whoever is being assassinated unless there is a VERY good explanation for it, and the opponent must ALWAYS be unaware. No jumping then thruster-packing over the enemy and turning around. Non-important NPC's can be assassinated even when aware if they are turned around, but you can't set them up in that position. You can abort an assassination to save yourself from gunfire, but it will cost you the kill. Acrobatics such as flipping, cartwheeling, handstanding, and the like are not allowed at all. The Evade Armor Ability is an exception to this. These break the flow of the game, and are not even logically possible for most characters in the game, especially when they are wearing literally a ton of armor. Important NPC's do not always have to follow some of these rules.
While you can put any information you want in your profiles, some information is required. The amount of detail put into certain sections can be as low as you like, as long as it, to some degree, answers the question posed by each section of the profile.
Name: (Make it fit into the naming style of your species or type. No ridiculous names.)
Gender: (If applicable)
Rank: (If applicable)
Appearance: (A description or picture, either will do)
Loadout: (What you take into battle. If your character's species does not use a certain weapon in the game, they will have below average skill with it. Also, any weapon larger than a pistol-type weapon will prevent Drones from flying.)
Skills: (Be reasonable. You're not good at everything, and you have to specify just how good you are at what you can do. If you have extreme skills in one area, you have to compensate with skill reduction or complete ineptitude in others. Important NPC's do, however, get to be less bound within reason in this area)
Backstory: (You don't have to write much here if you don't want to, but briefly summarize the recent history of the character.)
Weaknesses: (Everyone, Important NPC's included, must have a significant physical weakness of some sort. A weak point in their armor, skills they are not good with, etc. While Important NPC's will not have their weaknesses revealed to the general player base to prevent even subconscious or accidental metagaming, all staff are to be informed of their weaknesses so that no staff, especially me, is able to cheat.)
General Rules and Enforcement
1. Naturally, all standard BZP rules and guidelines apply.
2. When making a new character, post the profile in the topic. If it is approved, the link to it will be added in the Links to Player Profiles section.
3. When posting, put this before in-character areas. It will greatly clear things up.
IC - (Insert Location) - (Insert Time)
If you wish to say something out of character, just put OOC: (Insert text here).
Here is an example post. "Link" is an example of a planet name.
IC - Link, B-0452 System - 14:36, Saturday
The lone Spartan walked through the rain, the glow of his lightrifle making his position slightly obvious. He had been moving through the trees, so as to get better cover.
The problem with trees is that an ambush could be waiting behind every branch.
He had nothing to say to anyone. His team was missing in action.
"Missing in action..." he said to himself, too quietly to be heard. The worst fate that could befall a Spartan. Everyone knew what that meant...because Spartans never die.
Maybe he should have chosen his other loadout, so his radar could be more effective. At the moment, as long as the last enemy kept still, he was nearly blind in the darkness.
He needed his foe to think he was vulnerable...
"All clear. Ready for extraction." But his comm channels were entirely unused as he spoke.
OOC: I like pie.
4. No god-modding. God-modding is simple, we've all heard the term. Playing unrealistically in a way that gives you an unfair advantage. There are many ways to do this. Dodging everything (Which is especially offensive here, a game that uses actual guns), surviving the impossible (No, you cannot take a Fuel Rod to the face. This is not set to Easy.), dealing excessive damage (This is not COD, 3 Lightrifle rounds to the face of a Spartan, Promethean, or Elite are NOT a kill.), etc.
Generally, it revolves around being just too powerful. If you are playing like an Important NPC, basically, you are doing something very wrong.
Staff, despite their ability to use Important NPC's, must adhere to these rules with their characters just as much as anyone else does. Important NPC's are there only for the plot and to provide fun boss fights, not to give staff any sort of advantage.
5. No extremely improbable occurences as a result of your post. No deus ex machinas. No "going Super Saiyan". A meteor will not hit your opponent when you're about to lose the fight, you will not somehow manage to land that one-in-a-million perfect snipe over 100 feet when moving walls are between you and your target, you will not pull out a hidden reserve of strength or skill and somehow defeat the Elite Zealot with the shiny Energy Sword when you have a half-empty Magnum and no shield. While NPC combat is easier than PC combat because it's like Campaign on Heroic, this is not a license to always win against any NPC. Be realistic. Luck is neither on your side or against you.
6. No metagaming. Metagaming is using information you know but your character does not to your advantage. You won't suddenly have a feeling that you should take a vacation where something interesting like a battle is going on. You don't know where the Greater Ark is. You can't just turn around whenever anyone attempts to assassinate you and something is distracting you from your radar.
If the enemy is trying to deceive your character, examine it for a moment. Take into account your character's intelligence, the enemy's intelligence, and how well the trap is laid. Are you really going to know that the gunfire is a distraction and he really means to stick you with a Plasma Grenade? Sure, if you were watching in third person you'd figure it out easily even if the post didn't outright state it. But would your character do that in the stress of a firefight?
If someone has a grand plan of some sort, and your character has no specific details or intel, if any intel at all, are you going to set up defenses? Maybe, if you have vague intel that a strike is coming. But things get ridiculous if you set up defenses specifically tailored to work perfectly (Or close to it) against what is coming.
Basically, play as your character, and only your character. You know almost everything. They don't have that luxury.
7. If you have a disagreement with a player, don't panic. Maybe the other player is cheating. Maybe you are are and you don't realize it. But try to work it out calmly.
Naturally, if it's incessant disagreement and you can't settle it, you could get angry. But we are not the BZPRPG staff. We will not dish out a punishment of some sort on you for asking, or take away whatever you are fighting over. While their method can be effective sometimes, it overall just leaves everyone feeling horrible and doesn't help the game at all. So...
If there is a dispute and you can't solve it on your own, feel free to ask staff what should be done. They will look at the situation and decide how to fix things up.
If you have a disagreement with a staff member in this manner, call a different staff member. The same result should come.
Try to get along, call staff if you can't, and then seriously, don't argue with the staff if you don't like how they sort it out. None of us are going to do something extreme or horrible.
8. If you want to get into a fight with a load of NPC's, tell a staff member. You can, to a degree, kill some NPC's without permission, but if you have any intention of getting a challenge, accomplishing an important goal, or attempting to board an entire Covenant ship solo, you'll need someone RPing the other end of the conflict.
9. When assassinating a PC, make your you tell the other player it is an assassination in an OOC. You may then auto-grab the unaware character and begin to perform the lethal action, but must give room for the other player to reduce its effect to damage rather than death, if they want to do that and it is realistically possible. You can't actually say the knife went in, but you can say you stabbed towards the victim's neck. You can't say you snapped their neck, but you can say you started pulling their head back for that purpose.
Players who repeatedly or blatantly disregard the rules, however, must be kept within proper bounds. The game would devolve into chaos if nothing was done about repeated issues and/or crazy people.
So, we'll be using a variant of a common system. When a large offense is made by a player, after the player has been warned at least twice (Unless they take advantage of the warning system in order to have a free license to cheat once or twice, in which case the punishment is automatic) any staff member can issue a strike.
Instead of the customary 3 strikes, there will be 4.
First Strike (Not the multiplayer medal, this one's bad): You will get a serious warning and the character(s) you are performing the offense with will be attacked by a horde of NPCs that fit into the setting in some manner. If you're in the wilderness, large animals will strike and deal injury. If you're on a Covenant ship, have fun being captured by 8 Hunters and brought to the brig. Other scenarios exist, but I won't get into all the hypothetical stuff. While the exact effect on the character varies, as with the method to give the punishment, one thing is consistent: It's not good and will have a serious effect on your character.
Second Strike: The same as the above, plus a temporary ban anywhere between a day to a week. This is judged on how long staff think you need to cool off, slow down, and figure out a way to fix your offenses.
Third Strike: The same as the above, plus a dead character and a severe injury to all but one of your characters. You also get a free pass to not be allowed to use unlockable character types anymore for 1 month.
A third strike can only be issued if 2 out of the 3 staff agree on it.
Fourth Strike: Get out of here. NOW.
Major Locations and Important NPC Profiles
Like the Setting section, these are things that are to be updated frequently as the game goes on. Unlike it, however, these take up such a large amount of space that they simply cannot be put here without breaking the post length limit. For this reason, I am recycling this RPG's former position inside the planning topic. Go here for all major locations and Important NPC profiles. Staff and Player Profiles are found in the discussion topic's main post.
Flaredrick: Forgotten One
Edited by Axilus Prime, May 15 2013 - 05:37 AM.