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 Tribes RP wip

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Teria
The Oldest Crones Alive
Teria


Posts : 13169
Join date : 2011-05-10
Age : 24

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PostSubject: Tribes RP wip   Tribes RP wip Icon_minitime13/11/12, 12:01 am

Just like the Resistance RP, I'll help explain everything.

So the year is Wayyoofarinthefuturetocount, and humanity has spread out among the stars using jump gates. Not really important, but they help set the scene. Anyway, certain groups of explores sent through these warpgates began to feel less and less like they were part of the Earth Empire, so they formed a Tribe, known as the Children of the Phoenix. The Earth Empire sent the Blood Eagle Army after them, to try and whip them into line. This then caused the Children of the Phoenix to split into more smaller Tribes, known as Starwolf, and Diamond Sword, each with their own culture and so on. Eventually the Blood Eagle also left the Earth Empire, due to having to survive on their own away from the Empire.

Now, how would this be an RP? Here's how: there's no real story to the games, only set cultures to each of the Tribes. Diamond Sword is very methodical, precise, tactful. They measure each word carefully, and always strife for enlightenment. So think Monks. They rarely are ever unprepared for anything, but, because of their reliance on tactics and planning, should anything catch them off guard, they usually aren't able to adapt quickly. Blood Eagle are ruthless and powerful, never accepting nor offering surrender. They never retreat, never give in, and always fight to the last man. BUT, they have very poor planning and tactics, relying on brute force and power to overwhelm and destroy. The Starwolf better favor fluid, guerrilla warfare, preferring to work alone or in small groups, as they distrust powerful leaders. They also don't take kindly to mockery and would instantly attack anyone who insults them. They love exploration and are always the first to go through a new jump gate, causing the untamed space known as the Wilderzone to expand. The Children of the Phoenix all have this parental figurehood about them. They are the oldest Tribe, and because of this, they see it as their responsibility to mediate disputes between Tribes. They don't often want to fight, preferring peace treaties instead of warfare to solve issues, but can fight if needed.

Now, all tribes have powered armor, like just about every sci-fi game, but these suits have some interesting features. First off, jetpacks, because what better way to move around, amirite? These drain energy from a pool each armor class has, more on this later. They also have a regeneration effect that kicks in after a few seconds of not taking any damage. Finally, they also have skis, which aren't what you think they are from that name. They are a pair of small jets on the calves of each set of armor, that put the soldier in a frictionless field, allowing them to gain massive amounts of speed from going down slopes. Almost every soldier uses these the jetpack and the skies to travel large distances.

Now, there are nine types of soldiers, each with a special role and weapons loadout as well as type.
-Pathfinders are the smallest and fastest soldiers. They have the least mass, the highest energy pool, and a lot of ways to propel themselves far and fast. Excellent scouts but poor in combat, they are usually used to harass the enemy and transport objects.
-Sentinels are snipers. Small and weak, but very precise. They can set up claymore mines in chokepoints to help defend as well as a scrambler that hides them and any nearby teammates from enemy electronics. Great for long distance scouting and harassing
-Infiltrators are small, weak, but oh so sneaky. They can turn 99% invisible and wreck havoc with all sorts of toys. Sticky grenades stick to anything, and can kill almost anything with only one grenade, while prism mines can annoy or kill enemies who walk through the wrong door. Smoke grenades will instantly turn the infiltrator invisible and prevent them from losing cloak upon taking fire for a few seconds.
-Soldiers are the general infantry. Not good at any one task but not failing in any either. Largest energy pool out of all the medium classes, as well as the most versatile weaponry. Jack of all trades master of none.
-Raiders are the destruction masters. They excel in taking down defenses and harassing enemies. Precision isn't their strong suit. Causing as many explosions and debris is. They can activate a shield pack which protects them from all damage and makes the damage drain their energy pool rather than their armor, or they can activate a scrambler pack which acts like a more portable version of Sentinels scrambler.
-Technicians are a Raider's archrival. Technicians defend the base by keeping everything up and running. Base turrets, radar sensors, generators, everything that can break is what the Technician is supposed to repair. They can put down their own smaller turrets which can either be a small energy shooting one or a larger, but still small, missile turret that has a longer range but less accuracy. Also, just like the Pathfinders, Technicians aren't great at combat. They can work in a pinch, but they really aren't all that powerful.
-Juggernauts are the artillery, carrying around a mortar that can decimate almost anything within one to two shots. They can regenerate faster should they take any damage, and can deal out the most damage at long range. However, close range is where Juggernauts falter. While they have massive strength, their weapons aren't great. They can take a lot of hits, but their best bet is to just run and find a new mortaring spot from which to bombard the enemy position.
-Doombringers hate Juggernauts with a passion. They are the defensive Heavy, putting down forcefields and mines to prevent the enemy from doing anything. Chain guns anre rocket launchers are their specialty, and they do it well. Think of them like large gatekeepers. Don't mess with them unless you want a lot of pain.
-Brutes are killing machines. Every bit about them is designed to kill, from their weapons to their tactics. Kill everything. There isn't much to say about Brutes other than that. Kill, everything. Although you can probably figure out that they aren't the most graceful of soldiers

Now, each soldier has an energy pool, but depending on the type the amount of energy varies. Lighter classes have the most energy, with the larger classes having the least. The size of the suits just require that much more energy to function, so there's less for shield packs or jetpacks and stuff. Now, also, heavier armor classes have more mass, as you would expect, making it harder for them to get around. They can't run as fast, jetpack as much, or anything else related to speed. But this does allow them to be more consistent with their advances into enemy territory. They aren't trying to make deep pushes really fast or sneak around, they simply move the main firepower up slowly and steadily and annihilate anything in their way.

Now, weapons. This is really far in the future, so obviously there are some advances. First off, all weapons have a digital readout on the back that say how much ammo is remaining. Meaning, if you fired off a few rounds, the gun will tell you how much is left. Same for however much spare ammo you have. The gun is linked to the soldier, so, should anyone take the gun, they'd see how much ammo they have left. Thankfully, Tribe-honor prevents anyone from doing that, more on that later. Anyway, weapons have also kinda changed. Everything is man portable, and that which isn't is about the size of a man anyway or even larger. Everything is either able to fired from the shoulder, or it doesn't move at all. So, with that in mind, let me go over some basics weapons:

-Spinfusor: Comes in light, standard, heavy, twin, MKD, and many more varients, each with their own style, but maintaining the same properties. They all shoot an exploding disk that does not lose velocity, nor is affected by gravity. It is only effected by momentum. However fast the soldier who shot it was going, 50% of that will be added to the projectile. So, if the soldier was going 10mph to the right and fired the spinfusor, the disk would have a speed of 5mph to the right.
-Fusion Mortar: fires a heavily arcing projectile that does massive damage on impact. However, if it hits something before arming time is up, it will explode once it arms. Also affected by momentum
-Shotgun: basic shotgun
-Arx Buster: rapidly shoots three lightly-arcing projectiles that stick to any surface and explode a few seconds later. Great for precision demolition.
-Sabre Launcher: an anti vehicle launcher than can lock onto people, but only if they are in the air. The missile can be shot down, but is hard to do so, and it has a fairly large explosion radius
WIP


Last edited by Garth on 19/11/12, 11:19 pm; edited 3 times in total
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Dewsaur
The Active Poster
Dewsaur


Posts : 1054
Join date : 2011-05-10
Age : 33

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PostSubject: Re: Tribes RP wip   Tribes RP wip Icon_minitime13/11/12, 12:21 am

Like
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Dreadnaught Wrex
Not cool enough for a real rank
Dreadnaught Wrex


Posts : 131
Join date : 2012-11-12

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PostSubject: Re: Tribes RP wip   Tribes RP wip Icon_minitime26/11/12, 01:21 pm

I always liked the Tribes ascend game. Never played it but it looked cool. I like the idea of an RP.
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Felix
The Longterm Poster
Felix


Posts : 2920
Join date : 2012-01-07
Age : 26

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PostSubject: Re: Tribes RP wip   Tribes RP wip Icon_minitime26/11/12, 11:32 pm

I dunno... I like the Resistance one more.
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PostSubject: Re: Tribes RP wip   Tribes RP wip Icon_minitime

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