I was thinking of creating a Halo RP the other day, set after the events of Halo 3 in an alternate setting where the Human-Covenant war went on for at least another 7 or so years.
(The reference is unintentional, 7 just seemed like a good number.)
It is to be about the two sides, The UNSC and the Covenant Separatists (Apparently they are made up by all the Elites, most of the Hunters and roughly half of the Grunts with an unknown number of other species, Drones etc), and the Covenant Loyalists (All the Brutes and everyone else), on a long forgotten world which possibly has a secret which could end the war for whoever uncovers it.
Players can be a UNSC marine, army trooper, ODST or SPARTAN IV (explained below) or a Covenant Sangheili (Elite).
The RP will focus on a small, somewhat unconventional Special Operations team made up of these individuals which venture into the depths of the planet like many other groups of both sides performing operations from reconnaissance, to unconventional warfare (guerilla style stuff), to assassination, to sabotage.
Factions include, obviously, the UNSC, the Separatists and the Loyalists as well as human Renegades (mostly UNSC deserters) and the planets enigmatic native inhabitants, called Therans (the planet is called Theris, the name may change).
Regarding the SPARTAN IV's, I wanted to include Spartans but didnt want to give them too much power or have them heavily tied to the earlier events of the Halo universe, which would also have the possibility of making them somewhat one dimensional and in case of the Spartan II's, shadowy, to say the least.
To counter this I was thinking along the lines of soldiers less powerful but more common and versaile than the Spartan II's or III's.
These individuals are UNSC veterans who are 'volunteered' to undergo augmentions and extensive training.
Also, regarding the Separatists the draft I have made so far mentions 'reuse of practices once deemed heretical'.
By this I meant Elites in particular are now free of the Prophets and can do well...whatever the hell they want.
To some degree regular Elites soldiers may be able to use Energy Swords rather than just the most venerated and experienced, Grunts have greater access to other weaponry (Plasma Rifles in particular), and I was also thinking female Elites could now serve (or may even be forced to serve due to the dire circumstances for everyone) in the military, so if this goes ahead players can have a female Elite.
I may scrap the female Elite idea altogether, noone likes the idea of them looking identical to the males, but having them very similar to humans probably wouldn't make sense. And saying something like 'the UNSC has only ever seen female Elites fully encased in armour' just wouldn't be right.
When a player makes a character sheet they can choose a limited number of 'specializations'.
They will mainly be another way to show a characters backstory and at this point most of them will not directly affect the RP, aside from weaponry.
I was thinking something like:
- Warrior: Proficent with Covenant weaponry
- Trooper: Proficent with UNSC weaponry
- Walking Tank: Player swaps out their sidearm for a full-sized weapon
- Demolitionist: Player swaps out their sidearm for an explosive weapon
- Commando: Prefers quick, decisive battles
- Warfighter: Prefers long and drawn-out engagements
- Stealth Expert - Prefers a stealthy approach (idea from another user)
- All Guns Blazing - Prefers a more direct approach
And other stuff like that.
While the number you can have is limited, it may be better to have certain specializations incompatible with each other, for example a player with Warrior cannot have the Trooper specialization, a player with Commando cannot have Warfighter.
So rather than pick around 4 from a list it could be better to pick the same number, but each one excludes its opposite, similarly to the perks of the Call of Duty series. (dont eat me, this aint CoD)
And finally, regarding weaponry...
Players can use any one full length weapon plus a sidearm, however choosing Walking Tank or Demolitionist will give the bonus that specialization provides. Full length weapons are anything which are not explosive and not sidearms, the UNSC MA5 series assault rifles and Covenant Plasma Repeater for example. Sidearms are considered all dual wieldable weapons in the series, though the player can only have one sidearm. (may change with a specialization)
No matter your race you can use either UNSC or Covenant weapons, but for example a player with Trooper cannot start with a Needle Rifle.
Also, all players can make their own weapon, with limitations of course. An MA5 with an underslung shotgun would most likely be accepted, but a pocket sized taser that shoots black holes will not.
In general I wanted this to be something new while not stepping on the toes of Halo's established canon while not diving into some completely different and absolutely unrelated thing.
If anyone actually reads this and needs more info regarding the planet, the natives and the environs and such go ahead and ask.
Wooo.
Sorry about the wall of death, but I felt I needed to see what people thought of this before I run it and maybe get some ideas and see if there was anything I have missed or done wrong.
All suggestions, criticism, and such welcome. In particular I need ideas for specializations.
If I do go ahead with this I may choose a game other than Halo, though at this point it seems like the best bet.
EDIT:
Why the hell this is even here
I decided to set up an interest thread simply because I felt there were a lot of things that could not be solved without user input, if I went straight into it and made a full fledged RP there would be a lot of issues.
More and more information will be added here as it comes, eventually this will sort of dissolve into the actual Role Play itself, then a new thread entirely focused on actually playing the RP rather than creating it and ironing out problems will be made.
The basic plot settings and universe were finalized before the creation of this thread, its mainly weapons and specializations which need to be done a little more. All in all this will be similar to other Free-Form RP's, aside from the Halo setting.
Halopedia links for more info
ODST Info - http://halo.wikia.com/wiki/Odst
ODST Armour - http://halo.wikia.com/wiki/ODST_Battle_Armor
Spartan III Info - http://halo.wikia.com/wiki/SPARTAN-III_Program (Remember that Spartan IV's are still different to SIII's.)
Spartan Armour - http://halo.wikia.com/wiki/MJOLNIR_Powered_Assault_Armor/Mark_V
Weapons - http://halo.wikia.com/wiki/Weapons
(The reference is unintentional, 7 just seemed like a good number.)
It is to be about the two sides, The UNSC and the Covenant Separatists (Apparently they are made up by all the Elites, most of the Hunters and roughly half of the Grunts with an unknown number of other species, Drones etc), and the Covenant Loyalists (All the Brutes and everyone else), on a long forgotten world which possibly has a secret which could end the war for whoever uncovers it.
Players can be a UNSC marine, army trooper, ODST or SPARTAN IV (explained below) or a Covenant Sangheili (Elite).
The RP will focus on a small, somewhat unconventional Special Operations team made up of these individuals which venture into the depths of the planet like many other groups of both sides performing operations from reconnaissance, to unconventional warfare (guerilla style stuff), to assassination, to sabotage.
Factions include, obviously, the UNSC, the Separatists and the Loyalists as well as human Renegades (mostly UNSC deserters) and the planets enigmatic native inhabitants, called Therans (the planet is called Theris, the name may change).
Regarding the SPARTAN IV's, I wanted to include Spartans but didnt want to give them too much power or have them heavily tied to the earlier events of the Halo universe, which would also have the possibility of making them somewhat one dimensional and in case of the Spartan II's, shadowy, to say the least.
To counter this I was thinking along the lines of soldiers less powerful but more common and versaile than the Spartan II's or III's.
These individuals are UNSC veterans who are 'volunteered' to undergo augmentions and extensive training.
Also, regarding the Separatists the draft I have made so far mentions 'reuse of practices once deemed heretical'.
By this I meant Elites in particular are now free of the Prophets and can do well...whatever the hell they want.
To some degree regular Elites soldiers may be able to use Energy Swords rather than just the most venerated and experienced, Grunts have greater access to other weaponry (Plasma Rifles in particular), and I was also thinking female Elites could now serve (or may even be forced to serve due to the dire circumstances for everyone) in the military, so if this goes ahead players can have a female Elite.
I may scrap the female Elite idea altogether, noone likes the idea of them looking identical to the males, but having them very similar to humans probably wouldn't make sense. And saying something like 'the UNSC has only ever seen female Elites fully encased in armour' just wouldn't be right.
When a player makes a character sheet they can choose a limited number of 'specializations'.
They will mainly be another way to show a characters backstory and at this point most of them will not directly affect the RP, aside from weaponry.
I was thinking something like:
- Warrior: Proficent with Covenant weaponry
- Trooper: Proficent with UNSC weaponry
- Walking Tank: Player swaps out their sidearm for a full-sized weapon
- Demolitionist: Player swaps out their sidearm for an explosive weapon
- Commando: Prefers quick, decisive battles
- Warfighter: Prefers long and drawn-out engagements
- Stealth Expert - Prefers a stealthy approach (idea from another user)
- All Guns Blazing - Prefers a more direct approach
And other stuff like that.
While the number you can have is limited, it may be better to have certain specializations incompatible with each other, for example a player with Warrior cannot have the Trooper specialization, a player with Commando cannot have Warfighter.
So rather than pick around 4 from a list it could be better to pick the same number, but each one excludes its opposite, similarly to the perks of the Call of Duty series. (dont eat me, this aint CoD)
And finally, regarding weaponry...
Players can use any one full length weapon plus a sidearm, however choosing Walking Tank or Demolitionist will give the bonus that specialization provides. Full length weapons are anything which are not explosive and not sidearms, the UNSC MA5 series assault rifles and Covenant Plasma Repeater for example. Sidearms are considered all dual wieldable weapons in the series, though the player can only have one sidearm. (may change with a specialization)
No matter your race you can use either UNSC or Covenant weapons, but for example a player with Trooper cannot start with a Needle Rifle.
Also, all players can make their own weapon, with limitations of course. An MA5 with an underslung shotgun would most likely be accepted, but a pocket sized taser that shoots black holes will not.
In general I wanted this to be something new while not stepping on the toes of Halo's established canon while not diving into some completely different and absolutely unrelated thing.
If anyone actually reads this and needs more info regarding the planet, the natives and the environs and such go ahead and ask.
Wooo.
Sorry about the wall of death, but I felt I needed to see what people thought of this before I run it and maybe get some ideas and see if there was anything I have missed or done wrong.
All suggestions, criticism, and such welcome. In particular I need ideas for specializations.
If I do go ahead with this I may choose a game other than Halo, though at this point it seems like the best bet.
EDIT:
The Spartan-IV's are a cheaper alternative to the Spartan-II's and III's.
While they aren't as physically augmented their main strengths are their superior training and equipment, along with their versatility and veterancy.
They are generally 'meant' to operate in teams of 4-8, but due to the logistical nightmare that is Theris Spartan-IV's operating here are usually merged into irregular special operations groups along with other UNSC miliary units such as ODST's and marines and Covenant Elites.
Logistical nightmare meaning that due to constant supply and manpower issues the UNSC puts Spartan-IV's into teams with other units and sends them out into the field as soon as possible rather than wait on solely Spartan-IV reinforcements, which often take a long time to arrive.
Because of this Spartan-IV's are much more accustomed to closely working alongside other UNSC units than their brethren.
The Spartan IV project was started shortly after the disappearance of John-117.
With the death of many of the previous Spartans a new form of super-soldier was needed to stop the remaining Loyalists, and soon.
The most seasoned or eligible UNSC personnel were 'volunteered' into the program and underwent augmentations including various drugs and operations similar to their predecessors, though overall less effective but also less expensive.
A major physical difference between Spartan-III's and IV's is that IV's can run, move and heal wounds faster than them as a result of their augmentation.
The first groups were to undergo a lengthy and vigorous training regime to further increase their effectiveness but were sent into combat before this could happen.
When the war had to some extent died down all Spartan IV's were recalled and heavily trained in a variety of areas of combat. Elite commanders oversaw this and instructed them on Sangheli methods of warfare, giving them a unique insight into combat techniques other Spartans had never known, particularly melee combat and the use of Covenant weaponry.
Spartan IV's are equipped with a variant of MJOLNIR Power Armour, however due to costs the shielding is much weaker than earlier designs, however the armour as a whole is lighter and more easily mass produced.
In short the Spartan IV's are not as able to simply kill ridiculously huge numbers of enemies as II's, but they can tackle a wider variety of situations and can move faster.
In combat they generally prefer to constantly outmanoeuvre their enemies, destroying them as quickly as possible with superior firepower.
It is unknown exactly how many Spartan IV's there are to anyone other than UNSC high command, though they are a much greater number than their predecessors.
While they aren't as physically augmented their main strengths are their superior training and equipment, along with their versatility and veterancy.
They are generally 'meant' to operate in teams of 4-8, but due to the logistical nightmare that is Theris Spartan-IV's operating here are usually merged into irregular special operations groups along with other UNSC miliary units such as ODST's and marines and Covenant Elites.
Logistical nightmare meaning that due to constant supply and manpower issues the UNSC puts Spartan-IV's into teams with other units and sends them out into the field as soon as possible rather than wait on solely Spartan-IV reinforcements, which often take a long time to arrive.
Because of this Spartan-IV's are much more accustomed to closely working alongside other UNSC units than their brethren.
The Spartan IV project was started shortly after the disappearance of John-117.
With the death of many of the previous Spartans a new form of super-soldier was needed to stop the remaining Loyalists, and soon.
The most seasoned or eligible UNSC personnel were 'volunteered' into the program and underwent augmentations including various drugs and operations similar to their predecessors, though overall less effective but also less expensive.
A major physical difference between Spartan-III's and IV's is that IV's can run, move and heal wounds faster than them as a result of their augmentation.
The first groups were to undergo a lengthy and vigorous training regime to further increase their effectiveness but were sent into combat before this could happen.
When the war had to some extent died down all Spartan IV's were recalled and heavily trained in a variety of areas of combat. Elite commanders oversaw this and instructed them on Sangheli methods of warfare, giving them a unique insight into combat techniques other Spartans had never known, particularly melee combat and the use of Covenant weaponry.
Spartan IV's are equipped with a variant of MJOLNIR Power Armour, however due to costs the shielding is much weaker than earlier designs, however the armour as a whole is lighter and more easily mass produced.
In short the Spartan IV's are not as able to simply kill ridiculously huge numbers of enemies as II's, but they can tackle a wider variety of situations and can move faster.
In combat they generally prefer to constantly outmanoeuvre their enemies, destroying them as quickly as possible with superior firepower.
It is unknown exactly how many Spartan IV's there are to anyone other than UNSC high command, though they are a much greater number than their predecessors.
If you wanna be a part of this just ask and your reserved until you submit a sheet for the actual RP when it goes underway, once you make a sheet then your in it entirely. When it does go underway I'm unsure at this stage, but its school holidays here and I have A LOT of free time on my hands so the RP should get goin' fairly soon.
People who have already expressed an interest are already on my 'Magic List'.
People who have already expressed an interest are already on my 'Magic List'.
This is just a sheet example and will not be used in the actual RP.
However when the RP does start sheets will be like this, although specializations are not finished at this point and will change.
Name: John Smith (You can also have a nickname or a callsign replacing your name entirely, this would be a good alternative to an Elite name in particular if your having trouble thinking of one.)
Race: Human
Gender: Male
UNSC Unit: Spartan IV (choose from ODST, Spartan IV etc, not required for Elites)
Rank: Lieutenant (This will be the highest rank, you can be a Private, Lance Corporal, Corporal or Sergeant
Elite equivalents are Minor, Major and Ultra.)
Age: 33
Appearance: (the appearance of the characters armour, actual physical features optional)
John wears Mjolnir armour similar to that used by the doomed 'Noble Team' on Reach.
It is painted a dark green with brown tiger stripes, has a Scout chestpiece, Hazop helmet and ODST BDU shoulders, and a blue visor.
(remember what your guy is, Marines don't use Mjolnir, Spartans don't use ODST armour save for some components.
Unique color schemes such as camouflage or patterns are allowed, but try not to go overboard. You can include as much detail of your armour as you want, or a picture.)
Biography: (Information about your character. Include as much as you want, but you need to cover some of their military history, as well as how they ended up on Theris. Or they could have already been on Theris before. The reason for my general slackery in not making a bio yet is explained below.)
Personality: (Title says all, aside from their general personality include how they feel about the Covenant Separatists and Loyalists.)
Specializations: (As explained above specializations are sort of like Call of Duty style perks. You cannot make your own out of thin air without asking first as this would cause issues because specializations are meant to show your characters preference on one thing over another and give them a depth the biography and personality sections may not show, they also govern what weapons your character has and prevents players from having too much firepower. Specializations come in pairs and you can only choose one of the pair. This addition is the main reason I made this thread before going straight into the RP, to get feedback and ideas from people without launching a broken RP.)
Specializations made so far are shown above, the ones that this character uses are:
Trooper - Uses UNSC weaponry
Commando - Prefers quick decisive battles
All Guns Blazing - Prefers a more direct approach
This is just an example, and a very broken example at that.
Specializations will most definately be fixed completely before the RP starts.
Weaponry: (As explained above you have a full sized weapon, a sidearm, two grenades of any kind no matter specialization and only UNSC or Covenant weaponry dependant on your specialization. Both species can use the others species weaponry. Also there are two specializations which allow you to swap out your pistol for another weapon which would make pistols useless, therefore another specialization will be added in the finalized version which allows a player to keep their pistol and another advantage while forfeiting a better weapon. Again this is another reason why I need to fix the specializations. You can have any non vehicle mounted infantry weapon in the series.
As said before you can also make your own weapon, with restrictions. It must be approved first.
Another user suggested a really cool idea where players get a limited number of points to buy weapons and attachments, which is being considered. Hugely.
Also I'm considering a specialization which allows a player swap out their full sized weapon for a moveable turret, as well as some sort of specialization geared towards grenades.)
PLEASE NOTE
Making a sheet now is ok, but it may need to be changed for the finalized version.
So it may be best to wait until then.
In fact if you do make a sheet now I recommend not including a bio or specializations at this point, as these two areas will undergo big changes before the RP launch.
Anyone who has so far already or does express an interest in this is in the RP when its launched as long as they want to be.
Additional info on the natives and human renegades coming soon.
The final version will be refined and condensed majorly, it will be as easy to make a sheet for, get started in and play as other RP's.
Reason for slacking and bio info
Hopefully this is all the information anyone interested will need so far.
I'm sorry if it is not enough, however I'm very tired at the moment and saw writing a full bio as unneccesary anyway. (At this point.)
A full bio example will come in a future update if needed, along with other info.
However when the RP does start sheets will be like this, although specializations are not finished at this point and will change.
Name: John Smith (You can also have a nickname or a callsign replacing your name entirely, this would be a good alternative to an Elite name in particular if your having trouble thinking of one.)
Race: Human
Gender: Male
UNSC Unit: Spartan IV (choose from ODST, Spartan IV etc, not required for Elites)
Rank: Lieutenant (This will be the highest rank, you can be a Private, Lance Corporal, Corporal or Sergeant
Elite equivalents are Minor, Major and Ultra.)
Age: 33
Appearance: (the appearance of the characters armour, actual physical features optional)
John wears Mjolnir armour similar to that used by the doomed 'Noble Team' on Reach.
It is painted a dark green with brown tiger stripes, has a Scout chestpiece, Hazop helmet and ODST BDU shoulders, and a blue visor.
(remember what your guy is, Marines don't use Mjolnir, Spartans don't use ODST armour save for some components.
Unique color schemes such as camouflage or patterns are allowed, but try not to go overboard. You can include as much detail of your armour as you want, or a picture.)
Biography: (Information about your character. Include as much as you want, but you need to cover some of their military history, as well as how they ended up on Theris. Or they could have already been on Theris before. The reason for my general slackery in not making a bio yet is explained below.)
Personality: (Title says all, aside from their general personality include how they feel about the Covenant Separatists and Loyalists.)
Specializations: (As explained above specializations are sort of like Call of Duty style perks. You cannot make your own out of thin air without asking first as this would cause issues because specializations are meant to show your characters preference on one thing over another and give them a depth the biography and personality sections may not show, they also govern what weapons your character has and prevents players from having too much firepower. Specializations come in pairs and you can only choose one of the pair. This addition is the main reason I made this thread before going straight into the RP, to get feedback and ideas from people without launching a broken RP.)
Specializations made so far are shown above, the ones that this character uses are:
Trooper - Uses UNSC weaponry
Commando - Prefers quick decisive battles
All Guns Blazing - Prefers a more direct approach
This is just an example, and a very broken example at that.
Specializations will most definately be fixed completely before the RP starts.
Weaponry: (As explained above you have a full sized weapon, a sidearm, two grenades of any kind no matter specialization and only UNSC or Covenant weaponry dependant on your specialization. Both species can use the others species weaponry. Also there are two specializations which allow you to swap out your pistol for another weapon which would make pistols useless, therefore another specialization will be added in the finalized version which allows a player to keep their pistol and another advantage while forfeiting a better weapon. Again this is another reason why I need to fix the specializations. You can have any non vehicle mounted infantry weapon in the series.
As said before you can also make your own weapon, with restrictions. It must be approved first.
Another user suggested a really cool idea where players get a limited number of points to buy weapons and attachments, which is being considered. Hugely.
Also I'm considering a specialization which allows a player swap out their full sized weapon for a moveable turret, as well as some sort of specialization geared towards grenades.)
PLEASE NOTE
Making a sheet now is ok, but it may need to be changed for the finalized version.
So it may be best to wait until then.
In fact if you do make a sheet now I recommend not including a bio or specializations at this point, as these two areas will undergo big changes before the RP launch.
Anyone who has so far already or does express an interest in this is in the RP when its launched as long as they want to be.
Additional info on the natives and human renegades coming soon.
The final version will be refined and condensed majorly, it will be as easy to make a sheet for, get started in and play as other RP's.
Reason for slacking and bio info
Hopefully this is all the information anyone interested will need so far.
I'm sorry if it is not enough, however I'm very tired at the moment and saw writing a full bio as unneccesary anyway. (At this point.)
A full bio example will come in a future update if needed, along with other info.
1, Warrior - Trooper
2, Walking Tank - Demolitionist - Operator - Heavy Gunner
3, Commando - Warfighter
4, Stealth Expert - All Guns Blazing
5, Tech Expert - Vehicle Expert - Scout
6, Collaborator - Distrustful
7, Sympathiser - Renegade Hunter
8, Mystified - Xenophobe
- Warrior: Proficent with Covenant weaponry
- Trooper: Proficent with UNSC weaponry
- Walking Tank: Player swaps out their sidearm for a full-sized weapon
- Demolitionist: Player swaps out their sidearm for an explosive weapon
- Operator: Player keeps sidearm and has two attachments on primary weapon
- Heavy Gunner: Player swaps full sized weapon for a moveable turret and can use vehicle turrets well
- Commando: Prefers quick, decisive battles
- Warfighter: Prefers long and drawn-out engagements
- Stealth Expert - Prefers a stealthy approach
- All Guns Blazing - Prefers a more direct approach
- Tech Expert: Adept with technology
- Vehicle Expert: Adept with almost any vehicle
- Scout: Can move quicker
- Collaborator: You are willing to fight alongside the Separatists
- Distrustful: You distrust the Covenant now loyal to your cause
- Sympathiser: You don't consider the Renegades a major threat
- Renegade Hunter: You have a hatred of human Renegades
- Mystified: Your intrigued by the natives and want to know more about them
- Xenophobe: You would rather kill a native rather than attempt to interrogate it
To make things a little more diverse not all specializations come in pairs.
Players can have one attachment on both of their weapons or if using the Operator specialization can have two attachments on their primary with one on their sidearm. You can have any attachment you wish as long as its not OP.
The last specializations are not really specializations, they are your characters attitudes towards the Separatists, the Human Renegades and the Theran factions respectively. I considered a 'neutral' specialization for all of the faction attitudes but it would make things less interesting.
Also, the Trooper and Warrior specializations do not decide your sidearm, a player with Warrior can have a magnum for example.
Turrets which can be used with Heavy Gunner are any of the human deployable machine guns, the Covenant plasma cannon or a human flamethrower.
2, Walking Tank - Demolitionist - Operator - Heavy Gunner
3, Commando - Warfighter
4, Stealth Expert - All Guns Blazing
5, Tech Expert - Vehicle Expert - Scout
6, Collaborator - Distrustful
7, Sympathiser - Renegade Hunter
8, Mystified - Xenophobe
- Warrior: Proficent with Covenant weaponry
- Trooper: Proficent with UNSC weaponry
- Walking Tank: Player swaps out their sidearm for a full-sized weapon
- Demolitionist: Player swaps out their sidearm for an explosive weapon
- Operator: Player keeps sidearm and has two attachments on primary weapon
- Heavy Gunner: Player swaps full sized weapon for a moveable turret and can use vehicle turrets well
- Commando: Prefers quick, decisive battles
- Warfighter: Prefers long and drawn-out engagements
- Stealth Expert - Prefers a stealthy approach
- All Guns Blazing - Prefers a more direct approach
- Tech Expert: Adept with technology
- Vehicle Expert: Adept with almost any vehicle
- Scout: Can move quicker
- Collaborator: You are willing to fight alongside the Separatists
- Distrustful: You distrust the Covenant now loyal to your cause
- Sympathiser: You don't consider the Renegades a major threat
- Renegade Hunter: You have a hatred of human Renegades
- Mystified: Your intrigued by the natives and want to know more about them
- Xenophobe: You would rather kill a native rather than attempt to interrogate it
To make things a little more diverse not all specializations come in pairs.
Players can have one attachment on both of their weapons or if using the Operator specialization can have two attachments on their primary with one on their sidearm. You can have any attachment you wish as long as its not OP.
The last specializations are not really specializations, they are your characters attitudes towards the Separatists, the Human Renegades and the Theran factions respectively. I considered a 'neutral' specialization for all of the faction attitudes but it would make things less interesting.
Also, the Trooper and Warrior specializations do not decide your sidearm, a player with Warrior can have a magnum for example.
Turrets which can be used with Heavy Gunner are any of the human deployable machine guns, the Covenant plasma cannon or a human flamethrower.
Eons ago the Covenant discovered the planet known as Theris, and sought to colonize it due to the presence of possible Forerunner relics and technology, as well as for the worlds natural beauty and unique properties.
However contact was lost a few days after the first expeditionary force landed, and another was sent to scout the planet in its place, which was also lost.
The two well equipped and well trained armies had been annihilated by the planets native and sentient species, called only the Therans. More forces were sent, most of which also met an unspeakable end. A full scale invasion was considered, but rejected as the natives were deemed too powerful, and the losses of so many soldiers needed to take planet would have been monumental.
All knowledge of contact with Theris or its inhabitants was deleted and erased, the Covenant who had lost their lives their were said to have been killed elsewhere, and so the world was forgotten.
But now interest in the planet is huge, for all factions and powers. All conflicts on other planets have died down so both sides can concentrate their efforts here.
It is believed that somewhere in the jungles, the deserts, the plains, savannahs and oceans is a secret so powerful it could end the war, for whomever discovers it.
Theris is a place of both beauty and terror.
It is home to bizarre and unexplanable occurences, strange wildlife and creatures, and of course the enigmatic Therans.
This is The Island, and anything can happen here.
Geographically Theris is made up of several large continents.
However the name 'The Island' is moreso a way of saying the entire planet is in a way an island, untouched and left alone for a very long time, until now.
However contact was lost a few days after the first expeditionary force landed, and another was sent to scout the planet in its place, which was also lost.
The two well equipped and well trained armies had been annihilated by the planets native and sentient species, called only the Therans. More forces were sent, most of which also met an unspeakable end. A full scale invasion was considered, but rejected as the natives were deemed too powerful, and the losses of so many soldiers needed to take planet would have been monumental.
All knowledge of contact with Theris or its inhabitants was deleted and erased, the Covenant who had lost their lives their were said to have been killed elsewhere, and so the world was forgotten.
But now interest in the planet is huge, for all factions and powers. All conflicts on other planets have died down so both sides can concentrate their efforts here.
It is believed that somewhere in the jungles, the deserts, the plains, savannahs and oceans is a secret so powerful it could end the war, for whomever discovers it.
Theris is a place of both beauty and terror.
It is home to bizarre and unexplanable occurences, strange wildlife and creatures, and of course the enigmatic Therans.
This is The Island, and anything can happen here.
Geographically Theris is made up of several large continents.
However the name 'The Island' is moreso a way of saying the entire planet is in a way an island, untouched and left alone for a very long time, until now.
The Renegades are a variety of human enemies of the UNSC based on Theris.
Some are simple fugitives in hiding, others are members of insurrectionist groups which have been in existance since the beginning of the Human-Covenant war and others are anywhere in between.
The most dangerous Renegades are insurrectionists with the main goal of sabotaging UNSC operations all over the planet. They have a fair amount of funding from off world and are generally well equipped and trained.
As well as the insurrectionists groups there are an unknown number of personnel of the UNSC itself who have gone rogue, taking weapons, equippment, knowledge, even vehicles with them.
It is rumoured that even Spartan some IV's have turned over to the Renegades.
The reason for rebellion becoming so popular now more than ever is thought to be because in the increasing dire circumstances of the war the UNSC has estabilshed a number of protocols in order to defeat the Covenant, in the eyes of the Renegades these protocols invade the freedoms of humanity and they see the UNSC as mistreating its own people.
The Theran natives are much less intent on hunting Renegades compared to the other factions, most likely because the Renegades simply wish to strike back against the UNSC rather than explore the planet.
Some are simple fugitives in hiding, others are members of insurrectionist groups which have been in existance since the beginning of the Human-Covenant war and others are anywhere in between.
The most dangerous Renegades are insurrectionists with the main goal of sabotaging UNSC operations all over the planet. They have a fair amount of funding from off world and are generally well equipped and trained.
As well as the insurrectionists groups there are an unknown number of personnel of the UNSC itself who have gone rogue, taking weapons, equippment, knowledge, even vehicles with them.
It is rumoured that even Spartan some IV's have turned over to the Renegades.
The reason for rebellion becoming so popular now more than ever is thought to be because in the increasing dire circumstances of the war the UNSC has estabilshed a number of protocols in order to defeat the Covenant, in the eyes of the Renegades these protocols invade the freedoms of humanity and they see the UNSC as mistreating its own people.
The Theran natives are much less intent on hunting Renegades compared to the other factions, most likely because the Renegades simply wish to strike back against the UNSC rather than explore the planet.
Why the hell this is even here
I decided to set up an interest thread simply because I felt there were a lot of things that could not be solved without user input, if I went straight into it and made a full fledged RP there would be a lot of issues.
More and more information will be added here as it comes, eventually this will sort of dissolve into the actual Role Play itself, then a new thread entirely focused on actually playing the RP rather than creating it and ironing out problems will be made.
The basic plot settings and universe were finalized before the creation of this thread, its mainly weapons and specializations which need to be done a little more. All in all this will be similar to other Free-Form RP's, aside from the Halo setting.
Halopedia links for more info
ODST Info - http://halo.wikia.com/wiki/Odst
ODST Armour - http://halo.wikia.com/wiki/ODST_Battle_Armor
Spartan III Info - http://halo.wikia.com/wiki/SPARTAN-III_Program (Remember that Spartan IV's are still different to SIII's.)
Spartan Armour - http://halo.wikia.com/wiki/MJOLNIR_Powered_Assault_Armor/Mark_V
Weapons - http://halo.wikia.com/wiki/Weapons