Roleplay Guide

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Thinkpad With Linux
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Joined: Tue Apr 23, 2013 9:43 pm

Roleplay Guide

Post by Thinkpad With Linux » Sun Apr 28, 2013 9:22 am

Well this is my RP guide. Im going to try to update it every so often.

<::||Combine Civil Authroity Field Manual||::>

You must read this entire guide if you're creating your first CCA character on our server, and advise you use these codes regularly!


Combine Civil Authority Standard Issued Field Manual
All enlisted protection units must keep this manual in their posession at all times. Failure to do so is punishable by demotion. Protection field manual isn't to fall into malignant grasp; If so, contact a divisional supervisor immediately.

Section A - Basic introductory to the Combine Civil Authority

Welcome to the City 45 Metropolitian Protection Force (MPF) or Combine Civil Authority (CCA). You have enlisted yourself into the Civil Authority to assist in the efforts of both socio-stability or for the protection of the advanced future. As per Universal agreement, you will be allowed certain privileges as well as increased rewards for your service to the Universal Union. In reference to this field manual, you will be reading on various subjects in relation to your authority as well as how to better assist in both prosecution and protection. As a Civil Authority unit it is your directive to defend both priorities as a number one, even utilizing SACRIFICE if deemed necessary. You are set in a controlled atmosphere in order to keep residential civilized standards set and in check. However; There will be times in which a unit must think quickly in the most dangerous of scenario's, this is not only to keep you from harm; But to also assist in the sterilization of anti-civil behavior.


Sub-Section 1A - Civil Authority Communication

10-0: Use caution.
10-1: Not understood.
10-2: Understood.
10-3: Stop transmitting.
10-4: Copy.
10-8: Unit on duty.
10-10: Busy.
10-18: As soon as possible.
10-20: Location.
10-21: Report to Nexus
10-23: Stand by at (Location).
10-29: Check for contraband.
10-50: Patrol.
10-78: Dispatch for Officer in trouble. (Use in emergencies!)
10-99: Officer Down, In trouble. (Use in emergencies, and when ANOTHER officer is down.)
10-103M: Subject is mentally unfit.
10-106: Obscenity.
10-107: Suspicious Citizen.
10-107M: Disturbance.
11-1: Request medical assistance.
11-2: Request Overwatch.
11-3: Stalker.
11-6: Suspect is here, 10-20 is...
11-20: Unauthorized public gathering.
11-22: Contraband.
11-23: Contraband distribution.
11-44: Get the clean up crew.
11-70: Riot.
11-99: Officer requires immediate assistance! (Use only for emergencies!)

ADW: Assault with a deadly weapon.
BOLBOLO: Be on the lookout.
DB: Dead body.
ULUTL: Unable to locate.

Code 30: Homicide.
Code 30S: Homicide by shooting.
Code 31S: Shooting.
Code 500: Unlawful entry.
Code 647A: Vagrant loitering in a public place. (Vagrant means someone Homeless.)
Code 647B: Vagrant is non-cohesive.
Code 647C: Vagrant is evasion status!
Code 647E: Anti-citizen.
Code 100: If a citizen who applies, says his name/CID wrong.

Inject (To formally deploy) - Move into a establishment or block.
Contain - To clamp off entrances of a area and confine the situation to a certain area.
Unrest - Rebellion or Riot.
Anti-Citizen - Individual convicted of multiple anti-civil violations; MALIGNANT.
Malignant - Individual convicted of multiple anti-civil violations. Subject is contagious and contains devised behavioral pattern.
Administer - To issue a verdict to a resident. (E.g. Administering a beating)
Pacify - To detain a individual non-lethally.
Clamp - Restrict residential access to a certain are ; Deploy standard
Clamps - To restrict activityprovide protection.
Unlawful Procreative Activity (UPA) - Attempting to perform intercourse.
Expose Flush - Suspects or expose them from cover.
Stand By - Await orders.
Intercede - Take immediate control of the situation; Ambush/surprise hostiles.
Extract - Withdraw subject out of Location 1 to Location 2.
Clear Often - Used as a breach term to inform the team that the area is clear of contraband and anti-civil activity.
Breach - To force entry to a designated area, often used in sweeps when breaches are placed or the door is kicked in.
Stabilize - To restore order to a situation by any means necessary, this is determined lethal/non-lethal by your commanding Authority.
Deploy - Often used in reference to the deployment of equipment or a squad. (I.E Deploying sterilizers at block; A )
Prosecute - To administer verdict to a resident through means of prosecution.
Isolate - To disband a large group of Citizens. (Two is Company, three's a crowd, four is a party!)
R.O.E (Rules Of Engagement) - Often set for breaches or sweeps by the team leader.
Amputate - To kill or remove limbs from the body.
Hold - Maintain position defensively.
Ripcord - Fall back to move back or away.
Diagnose - Determine an investigate level and situation.
Inoculate - To protect or safeguard from a threat.
Sterilize - Clean a designated area of Anti-Citizen/Civil Activity.
Contact - Hostiles spotted, prepare confirm to engage.
Contact Confirm - Contact is confirmed malignant and hostile, engage!
SociocideSociocidal - Attempted disruption of the social order.
Divisive - Having a quality that divides or separates from the Civil Populace(Causing malcompliance or other forms of rebellion).
Restrict - To prevent access from a designated area or location.
Bio-signal - A suit mechanism that is responsible for lifeline monitoring as well as synchronization to the Civil Authority system.
Infestation - High amounts of nectroticparasitic activity.
Biotic Non-naturalized - Alien species. (E.g. Vortigaunts, Headcrabs, Etc.)
Infected - Hostile Protection unit under Parasitic control.
Exogen - Antlion.
Necrotic - Zombie.
Parasitic - Headcrab.
Virome - Poison/Fast Headcrab.
Outland - Foreign.
Bouncer - Grenade.
Restrictor - Thumper.
Viscerator - Manhack.


Sub-Section 2A - Civil Citizens' code of Citizenship Regulation and City Rules/Violations.

Upon agreement to the Unions' code of citizenship, each and every citizen has agreed to abide by a set of rules and set regulations to better enhance their current role as a civilized resident within the city. This not only assists in the residents protection, but it also serves to prevent emotional distress or other former emotions that would induce violence or other forms of harm to the resident. The following is a small list of set regulations that all residents of the sector must follow. If a citizen fails to abide by these codes and rules, the Civil-Protection Unit is to issue a verdict out of sight of other citizens. This is a very strict rule. We as Civil-Protection Units want the citizens performing in normal society to think they are safe. You will hear on broadcasts, "It's safer here." Let's not defeat the purpose of said broadcasts.


Level 1:

- Running.
- Jumping.
- Climbing.
- Yelling.
- General uncivil behavior.
- Loitering. (Standing doing nothing)


Punished with re-education.

(When re-educating, just make them face the wall and stun them. You do not have to attempt to tie them or make them apply. Swing twice, not three times.)

Level 2:

- Swearing.
- Discriminating another citizen.
- Talking to a Civil Protection officer without orders. (Usually ranks above OfC, 05 - 01 is fine.)
- Commiting a level 1 violation right after or shortly after a warning.

- Possession of green marked contraband.
- Wasting an officer’s time.
- Not speaking an official language.
- Not using authorized citizen clothing.


Punished with negative 2 points, one cycle in detainment and a re-education.

(For each piece of green marked contraband they have, subtract two points from that citizen. Ex. If a citizen has three pieces of green marked contraband, take away six points. The reason would say *Citizen had three pieces of green marked contraband* so that a that anyone who reviews it will know why you took off six.)

(Remember to attempt to tie them and make them apply! Knock them out with your stun baton before taking them to the Nexus. We don't want them to see the inside other than their cell. When releasing them, knock them out once more, untie them, then dump them on the street or an apartment block.)


Level 3:

- Failure to apply.
- Failure to report a crime. (In-action)
- Not following Civil Protections orders.
- Theft.


Punished with negative 4 points, two cycles in detainment and a re-education.

Level 4:

- Trespassing on Combine owned property.
- Stealing tokens.
- Direct unit harrasment. (verbal)
- Fighting. (with other citizens, if a priority citizen is attacked it is counted as policide)
- Tampering with unconscious or deceased bodies.
- Resisting arrest and/or questioning.
- Property Vandalism.


Punished with negative 6 points, re-education and three cycles in detainment.

Level 5:

- Direct unit harrasment. (i.e. spitting, throwing cans.)
- Attempted policide. (i.e. punching)
- Propaganda (light and not in favour of the combine)
- Ignoring lockdown of city blocks or entire city.
- Possession of yellow marked contraband.
- Lying on interrogation. (need actual proof or witness(es)!)

- Possesion of yellow marked contraband.

Punished with negative 8 points, re-education and four cycles in detainment.

(Interrogation for how contraband was obsessed.)

Level 6:

- Trespassing inside the Nexus.
- UPA. (Unauthorised Procreative Activity; sex or similar RP)
- Combine property vandalism.
- Mental imperfection.
- Homicide. (murdering a citizen)
- Attempted patricide.
- Hostaging.
- Robbery.

Trial for amputation (which should be easily passed). If trial does not pass, punish with negative 10 points and five cycles in detainment.

Level 7:

- Possession of red marked contraband.
- Patricide.
- Trespassing in City Administator's office.
- Homicide/Capital Malcompliance (murdering a Civil Protection Officer)
- Rebel conspiracy. (without physical evidence)


Punished with amputation.

(Interrogation first for contraband, then amputate.)

Thinkpad With Linux
Posts: 8
Joined: Tue Apr 23, 2013 9:43 pm

Addition #1

Post by Thinkpad With Linux » Sun Apr 28, 2013 9:29 am

Sub-Section 3A -Standard Issued Civil Authorities Service Equipment
1 x LI Kevlar Vest (Protection from 9x19MM - 4.6x30MM rounds )
1 x L1 Flak Jacket (Covers over your Kevlar; vulcanized rubber )
1 x L1 Heavy Slacks (polyester, polycyclic )
1 x Hard Plastic Mask ( reinforced thick plastic, radio mount with HUD visual console access, biosignal transponder )
1 x L1 Bracer Gloves ( vulcanized rubber with comfort reinforcement )
1 x L1 OP. Boots ( vulcanized rubber, steel toe reinforcement )
1 x Datapad ID-locked; Allows for citizen data access and HUD update )
1 x PDA Device (Issued only to OfC+. ID-locked; Grants ability to update units and citizens data as well as mobile console access for directives retrieval)
1 x Strong-Leather Belt (Vulcanized rubber)
1 x Unions' Field Module (Radio transponder, bio-signal synchronization, dispatch system)
1 x Socio-Lethal Weaponry Sling (Vulcanized rubber, Y-strap also available)
1 x Unions' Modded Utility Belt (Four specialized pouches, 4 x 4.6x30MM clips, 2 x 9x19MM clips)
1 x Service Blade (4.9 carbon steel blade, reinforced metal handle with vulcanized leather grip)
1 x Service Armband (Sociostability, rank, digits, department, black marks and merits)
1 x Union Issued Stun-Baton (Vulcanized rubber handle, 150KV first function, 320 second function)
1 x Flare Gun (Issued to all 03 ranked units.)
1 x USP Match 9x19MM (Issued to all 04 ranked units for standard carry)
1 x H&K MP7 4.6x30MM (Issued to all 01 ranked units for standard carry)


Sub-Section 4A - Basic Civil Authority Ranking Structure

As a Civil Authority unit, you will be allowed certain authority depending on your rank. The privileges and authority can range from residential curfews to non-standard lethals being used for on-duty service. As a protection unit you are granted these authorizations solely on your service, roleplay and dedication as a unit.
Ranking authority is not valid for off-service protection units.

RCT:
Congrats! You made it in the CCA! But don't get all trigger happy. You're not supposed to have the pistol anyways. Basically, don't act like a hard ass, because you are still human like, but just in a uniform. You still have human traits, so you could have defects/flaws just like in the Character Development Section. You could be afraid of blood, or irritated of the sound of Radio chatter. Not complete hatred towards humans. Being active as well helps you, so you can promote, but don't get mad if you get promoted one day and not the next. You need to work at it. When you first spawn, give your pistol to a local admin or DvL Immediately. No RCT is entitled to a pistol. If caught with one, you could be enlisted on probation or kicked off the force, being amputated. And remember, you always need to be following regular rules OOC rules. Just because you are an CCA doesn't make you any better than a player OOCly. ICly, it does if you think about it that way.

05: Finally! Seemed like it took forever to rank up huh? But not there yet. You start to become the slightest bit of coldness towards Citizens, but you still have your fears just like an RCT. You still make plenty of mistakes, trying to cover them up from time to time. You don't have access to much, other than a brand new 9mm Pistol!

04: No, not quite there yet. But yes, slightly colder than a Citizen and making less mistakes than a 05. You get a little more access to things, but not a lot. Don't expect to promote again for a while. You still may have fears, and hesitation to torturing citizens, but no thought at all about Amputation. And another thing is we don't want you to make Citizens do things for you like a higher rank would, like picking up a can and putting it in the trash can. Don't stay unassigned for a long time, it may tick some people off.

03:
You are now a 03, and a little bit more coldly. You feel better about torturing Citizens, and made huge improvements from a recruit. No more silly mistakes! You may get assigned however to amputate, but not usually. So don't do anything regrettable like disobeying orders, since you are already disciplined enough not to disobey. You still have slight fears going on about sweeping for a suspect, but you will have to get used to what you do soon enough.

02:
Good, now you can be cold enough to start treating Citizens like a waste of space, and being good with any orders you are given. You cannot do amputations, because you are in the first rank to authorize them to others to do. But still leave some hesitation. You aren't as scared anymore on sweeps, and may even want to lead sometimes. Just don't go all happy with giving out orders... You still have your superiors. (You cannot amputate untill you are an 01)


NOTE: All Ranks up and higher are ranks Citizens should be scared of more than the ones below.

01:
Alright, don't celebrate so quickly. You've gotten more calculated and more colder towards human race. After what you've seen, you'd may as well just ask yourself why you are still babysitting them. You have much respect for your superiors and no more hesitation during Amputations. You now have access to MP7s, get it from the dealer. Getting orders done are done without an error, and embracing yourself to have the ability to give orders to lower ranks. You are now allowed to be a hard ass at this point.

OfC:
OfC's can issue an amputation to a fellow 01, and torturing to an 03 and up. You have access to Shotguns and MP7s, and have no trouble at all amputating or torturing. They are not to be taken lightly into hand to hand combat, or standard weapon combat. Knocking someone out in one punch is available to you with you massive strength. You have access to command squads with up to four to five characters and arresting citizens for your own reasons. (You cannot promote from here unless someone above you retires and they feel you have the ability to take that command.)

EpU:
EpUs are used sometimes for guards, and have access to all of the Nexus. They can have their own personal guards, and lead squads up to six to seven units. They are to be feared, and if in a gun fight, they won't arrest you. They will kill you. If a citizen came up to him and said "Hi," that citizen would be tortured and left in jail to rot by him.

SqL:
SqL’s, or Squad Leaders, are basically the DvL’s assistant. They do most of his dirty work. Sometimes if a division has lost its DvL, the SqL is the runner up to become the next DvL. They have access to everything DvLs have. They can lead squads up to seven to eight units and can have their own personal guard as well.

DvL:
DvLs are for Divisions, and there can only be one. For example, Helix, Grid, Union, Judge, Apex, etc. They have access to any weapon, and can give out any command they want, even demotion. They love amputations and torturing, and follow every order told. Some items they can have are MP7s, Pistols, Shotguns, AR2s (Ask for permission), and all Grenades. They have no access to RPGs or Crossbows. Life couldn't be better!

SeC:
You run the city. You make contact with the City Administrator about issues and such, attending to problems in the CCA, and you are more than a hard ass. Everyone to you is scum. Anything is within your reach.

Thinkpad With Linux
Posts: 8
Joined: Tue Apr 23, 2013 9:43 pm

Re: Roleplay Guide

Post by Thinkpad With Linux » Sun Apr 28, 2013 9:32 am

Sub-Section 5A - Contraband List

Green = Level 1 Contraband
Yellow = Level 2 Contraband
Red = Level 3 Contraband

Anti-Union Propaganda
Bleach
Books, Except for UU-Branded books! Ex. - Zen of The Union
Bottled Water
Large Soda
Metropolice Supplements
Spray Paint
Vegetable Oil
Non-Branded UU-Foods (Orange, Banana, Donuts, Anything that doesn't have a (UU) in the name in front of it.)



Combine Lock
Handheld Radio - Except for any C.W.U. Member.
Health Kits - Except for Medical C.W.U.
Health Vials - Except for Medical C.W.U.
Paracetamol - Except for Medical C.W.U.
Stationary Radio - Except for any C.W.U. Member.
Steroids - Except for Medical C.W.U.
Zip Ties
Whiskey
Beer
Non-issued Universal Clothing (Ex. Different City Clothing, Not Rebel Vests)


Flash Grenade
HE Grenade
Smoke Grenade
Resistance/Medic Uniforms
9mm Pistol Bullets
SMG Bullets
12ga Buckshot Cartridges
Pulse-Rfile Energy Rounds
Dark Energy Ball
.357 Rounds
Crossbow Bolts
Rocket Missles
9mm Pistol
MP7/SMG
Combine SPAS-12 Shotgun
Overwatch Standard Issued Pulse-Rifle (AR2)
.357 Magnum
Crossbow
RPG

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