Post by Noble Poptart on Jun 1, 2015 16:45:37 GMT
Glossary
-MPF Points System
-Intention Ranking
-MPF Behavior
-Vortigaunt Ranking and Languages
-Always PK
MPF Points System
Units Receive points for doing their job. A certain amount of points unlocks rewards and new ranks instead of everything being disorganized.
Enforcing a Level 1 Violation
1 CE Point
Enforcing a Level 2 Violation
2 CE Points
Enforcing a Level 3 Violation
3 CE Points
CE Points are awarded to you by High Command or by Dispatch.
Intention Ranking
Unit in Training [UIT] | Training
At this point, you have been accepted into the ranks of Civil Protection. You probably don't even know how to use your datapad, nor radio. You have absolutely no training, and are essentially only here to learn, until High Command has deemed you are ready to move on. You still might find yourself thinking of yourself as a Citizen at some points, as the memories and engrained reflexes are still fresh.
Intention Five [i5] | Preliminary
Typically described as a recruit due to their absence of sense of direction because they are newly recruited, or have at least served little time as a civil protector. They are equipped only with a stun baton unless if in a tactical assault gear situation and so usually stick nearby other intention fives, or in the so-called more 'socio-stable' locations to avoid times when they are most likely to be endangered by anti-social infections. However, that is not to say that they're not a rank of pacifistic wimps or social beacons that do nothing but act as nonchalant as possible, they are put under utmost scrutiny compared to other, higher intention units and will face punishments harsher than those above in the intention structure due to the lack of leeway they receive. i5's are issued stunsticks in this beginner rank.
Intention Four [i4] | 25 CE
The norm is that after garnering twenty five civil-effort credits, intention fives will spend it on the next upgrade in line for them. This allows them to receive the H&K USP-Match, however they are given no prior training which is most likely to result in inaccuracy and unreliability in combat situations until the unit grows familiar with the weapon. This is not to say they are anymore powerful than an intention five, they are still reminded to receive memory-replacements and remain under intense scrutiny for the time being. And despite a growing familiarity of Civil Protection, they are still punished equally as intention fives and encouraged to act thug-like. They are, after all, a member of a group of state-legitimised thugs. i4's are issued access to the standard H&K 9mm Pistol.
Intention Three [i3] | 50 CE
Exposure to large quantities of anti-fatigue rations and heavy physical duty mean that the unit has improved physically and mentally, proving an able assistant in the policy-enforcement that the workforce below protectors undergo. With this, the vision is provided to the unit that they are given more leeway and will receive more benefits should they continue service - however that is not to say that they are not punished at all, they are instead given something less harming. Their effectivity has been noted by the Overwatch due to them having accumulated a total credit count of one-hundred. i3's are issued access to M1911's, Smoke Grenades, Flash Grenades, and H&K MP5's.
Intention Two [i2] | 75 CE
After a unit's acquisition of this rank, they will be issued with a H&K MP7-A1 & Glock without, as with the H&K USP-Match, any prior training - however they will eventually become fairly seasoned with the weapon due to its reliability in CQC situations. Typically units in this grade will follow orders with zero hesitation and punish minor wrongdoings harshly. It's expected they would've previously undergone memory-replacement to enhance their effectivity in their assigned urban centres as to leave little psychological impact on their actions. i2's are issued access to H&K MP7's, Glocks, and Grenades.
Intention One [i1] | 100 CE
The largest amount of trust from the Overwatch is given to units of this intention as they are the most experienced, collected and brutal of them all. They are presented with a large amount of leeway when making decisions and their opinion is valued among their cohorts. A large amount of brainwashing is undergone as chemicals are doubled in their ration intake as to make them more obedient and potential subjects for transhumanisation or civic-dischargement. i1's are issued access to the SPAS-12 Shotgun, along with access to the H&K UMP-45.
Elite Units [EiT] | N/A
EiT stands for Elite. These units are above all intentioned units, and have the authority and power to command them, their word and commands being just below Dispatch. These units are part of the "High Command". They have access to every weapon, and have it at their own disgression when to use them. It is unknown how one is promoted to an Elite unit, as units from UIT to i1 can be selected, and dissapear, reappearing with a different tag and digits. Elite units are equal to one another, above normal units.
MPF Behavior
Around Citizens
Around Citizens, Civil Protection officers are strict, unforgiving, and certainly not casual. They DON'T walk around calling Citizen scum, but rather tell them to separate from a large group of suspcious people, or when they get too close, calmly telling them to back up. They enforce the laws given by the Combine, and if the officer decides, they can cut a Citizen a small amount of slack, or cut them no slack at all. There can be small Casual conversations, but they are almost certainly discrete and short, as the officer has much to do besides talking to a Citizen.
Around Other Officers
Around Other Officers, Civil Protections can be casual, but only to an extent. You're not going to walk up to another officer and say: "Jesus, *****, These fucking bitch ass citizens and bitch Dispatch don't know what the fuck they're doing, bitch.". It would be a more professional relationship, with a hint of Casual depending on the units' relationship, eg. "Hey, guess what I found out the other day." or "So, do anything interesting lately?".
Performing a Task Given
When receiving a command from a higher up, the Civil Protection is expected to follow the orders given, however, there are some cases where you can lean one way or the other. eg. "Giving a lesser harsh punishment." or "Giving a harsher punishment." The agent must fufill his duties, lest he receive a blackmark and thus be amputated in the future, however it is completely normal to hesistate, frown, show signs of not wanting to do something, etc.
If a i5 identifies as a human-hating flesh-eating hardass, that's ok. We should let people RP however they want to. The conquences for doing so would be them being socially separated by society. No one would be looking out for them because they are an angry mess, and they will probably be amputated for uncivil behavior. A lot of server side problems can be fixed with IC leadership. We just need to have only the most capable on the team.
Vortigaunt Ranking and Language
Suggestions for Vortigaunt Ranks and Abilities (To empower and underpower them)
Normal Vortigaunt
You are simply a wanderer, you have no special training or abilities.
Student
You must be taught by a Teacher +.
- Ability to heal small wounds, such as minor cuts, scratches, and scrapes.
- Ability to speak in Vortugeese, if studied.
Teacher
You are now a bit more skilled, and can train free vortigaunts and students. You must be taught by a Master + to become a teacher.
- Ability to heal cuts, infection, small bullet wounds.
- Ability to speak in Vortugeese if studied.
- Ability to influence the minds of headcrabs, birds, and other small animals.
Master
You can train freed vortigaunts, students, and teacher. You must be taught by an Elder to become a Master.
- Ability to heal large cuts, infection, bullet wounds, disease.
- Ability to speak fluent Vortugeese if studied.
- Ability to influence the minds of headcrabs, birds, and other small animals.
- Ability to influence the minds of humans, including MPF.
- Ability to shoot a charged energy attack at your openents.
- Ability to temporary disable combine technology such as cameras.
- Ability to speak to other vortigaunts telepathically using vortessence.
Elder
You can train any rank of Vortigaunt. You must be trained by another Elder to become an Elder.
- Ability to heal large cuts, infection, bullet wounds, disease.
- Ability to give humans more energy or stamina.
- Ability to speak fluent Vortugeese if studied.
- Ability to influence the minds of headcrabs, birds, and other small animals.
- Ability to influence the minds of humans, including MPF.
- Ability to shoot a charged energy attack at your openents.
- Ability to influence the minds of larger animals, antlions, and combine synths.
- Ability to disable combine technology such as cameras for a longer period of time.
- Ability to speak to other vortigaunts telepathically using vortessence.
I will volunteer to be the first elder if needed so I can propagate the vortal green menace so it will be a self sustaining faction with ranks n' stuff while still remaining a independent caste.
The Vortigaunt Language
Written by Elder Voo'Tak
Greetings, kin. You have come to learn the language of our ancestors, the very being of speech that lurks deep within us and the vortessence. This one will teach you.
The Vortigaunt Language
Ah'Glaa - Basic, universal term for all vortigaunts. It can be used for a lot of things. It can be used as a greeting, a sign of joy, or basically anything. It is also useful to finish off your chants with this, as it is said to bring good luck.
Zurr - "Hello!"
Sen - "Yes."
Kell - "No."
Zekt - "Okay"
Ment - "Hurry!"
Tak' Helm - "Follow me."
Muna - "Humans."
Chronic - "Combine."
Ova'pah - "Food."
Leekasa - "Headcrab."
Kroznak - "Zombie."
Hammasune - "Attack!"
Kin - "Other vortigaunt(s)."
Gerr - "Go!"
Famasune - "Freedom."
Fakkasune - "Slavery."
Lestlah - "Soon."
Telask - "Help!"
Osune - "Water"
Tay'kat - "Noise".
Rebassk - "Rebels."
If we get the /v plugin, that would be amazing.
Always PK
I suggest we ban NLR and make PK the norm so people Fear RP and think about their actions. Here would be a few examples of when you CAN use NLR:
I just thought I'd make a guide clarifying our policies on NLR.
Mass Killings: An insane citizen suicide bombs an entire crowd-- the people in the blast's names were ambiguous-- it could have been anyone that died in the blast or died in the massacre, therefor NLR is acceptable.
Minge Death: A minge-- who will probably be banned shortly, has randomly shot you without RP. (That doesn't mean the guy who shot and killed you with: "/me pulls the trigger, shooting him in the head." is a minge. That is RP.) You don't need to take this as a PK.
Random Reeducation Related Death: Chances are you will be randomly reeducated at some point. If an officer "accidentily" beats you to death, this can be NLRed. (That doesn't mean if you decide to run away from the officer and start attacking him and die, then it's voided. It COULD be voided due to the fact that your death was related to the reeducation, but it is up to an administrator)
NLR will never be accepted for normal and legitimate deaths: (eg. Being shot and killed by a Civil Protection officer for attempting to run away.) This is due to the fact that NLR:
- Makes death seem like an easy thing to get away with.
- Was simply taken from PERP, which is NOT serious roleplay.
- Voids tons and tons and tons of possible events and character development.
- It makes death something you can just say "Meh" about.
Without NLR, death actually means something. This makes you act more realistically with your valued character rather than attacking the CP's (remember that scene where the metrocops were beating a women's husband in a dark alley, she didn't do anything) or trying to shoot someone and getting shot back. It will make you think about your actions and their consequences, before performing them.