Post by SyncxizT on Feb 8, 2014 19:03:48 GMT 1
Information
The Civil Protection is a faction consistent of legitimized thugs stationed within all urban areas on Earth (for the most part), instituted by a collaboration of effort between Doctor Wallace Breen (one of our favorable Benefactors in terms of political reinforcement) and Our Benefactors (the Combine). Operating as the Universal Union’s ‘Thoughtpolice’, the officers of the Civil Protection are often referred to by individuals unknowing of how this group operates as ‘CP’s’ or ‘Metrocops’—sometimes even just plain ‘Metropolice’.
This group makes up a large amount of the Combine Overwatch as a whole (composite of the Transhuman Arm/Augmentation Force, AirWatch reinforcement junction, and synthetic operatives)—utilizing assistance from two of the other given groups (synths and AirWatch), seeing as though the Transhuman Augmented Arm is only there to be deployed in cases of serious noncohesive development or infrastructure dislocation by those who want to tear this system down, being sent to areas outside of these achieved and established urban designates, searching for those who have ‘cheated’ or ‘escaped’ from the ‘system’.
Moreover, every single ‘unit’ within the Civil Protection is a human being—no matter what. Around of third of the individuals that make up the Metropolice were forced to join the area because they are ex-military, ex-police, or transferred directly from police work pre-war, whereas the Transhuman Forces are made up of those who were currently or recently serving in a country’s military service.
Members of the Civil Protection don the common white gasmask along with identical uniforms to maintain anonymity; each of these contain various items to ensure they’re kept under a constant basis of scrutiny to make it hard as possible to try to ‘trick’ or ‘cheat the system’. Along with these white gasmasks, Civil Protection officers are clad in bulletproof vests, black-green uniforms and leather steel-toed boots. These items ensure the authoritative and intimidative stance that the Metropolice utilizes to enforce given policies set forth by the Universal Union.
Once a unit is killed in the line of duty or try to “trick the system” by removing their uniform and making a run for it, the radio of all local units produces the noise similar to a flatlining ECG, and the Overwatch radio dispatcher declares the unit down. They are kept separate from the Transhuman arm, who act more as a military in the Outlands of City 17 or in the city in times of monumental Civil Unrest. Civil Protection are not as well armed as the augmentation forces, and are not as organized or effective when dealing with large scale attacks - this is why their units are not trained and are simply supposed to “pick it up as they go along”. They always operate in groups, which makes them effective, moving in squads to swarm and make it impossible for anyone to escape their clutches.
The given individuals within these cycles are practically forced (if they do want to progress) to undergo various procedures and ‘fail-safes’ to make sure that they remain loyal. Duly note that this does not mean surgical or biological modification, but rather mental modification by means of memory-removal and replacement.
Behaviour
In the Civil Protection, you are expected to follow orders without questioning or disobeying given edicts. This is because the person or entity giving you orders has a very hollow understanding of basic human emotions. The Overwatch (or Dispatch) radio voice will issue orders to you to move to areas, prosecute individuals and in some cases, kill people trying to dislocate or fray given social infrastructure. It’s safe to say that the Benefactors have given you the opportunity to be completely anonymous; your mask and uniform are the same as everyone else - so you should act the same as everyone else. Any breach of uniform or behavioural function is considered very bad - this is because one breach of anonymity may single out you or someone else as the leader, or superior, and target them or you before others.
When you enter City 17 for the first time, Civil Protection is ran as a form of ‘Thoughtpolice’; this includes brutalizing people who give the smallest provocation to an a member of Civil Protection - such as moving within their personal space. Unfortunately, any form of “decency” has been filtered out of the system by those who have been frustrated with society before the ways of the Benefactors, added to with the encouraging brutality by the all-seeing eye which is Dispatch. In short, you are expected to act like a thug.
At some point, Civil Protection would have been prospected to be made up of a series of likeminded individuals who wished to help humanity and not enslave it, but those who wished to see their fellow humans crumble and shrivel under the iron fist of the Combine due to personal reasons quickly outnumbered the rest. All “Police Brutality” fantasies are permitted, mostly.
You are never, at any point, obligated to “help” anyone. If someone were to approach you as a member of Civil Protection, you would either beat them or tell them to disperse immediately.
Violations
L-I VIOLATIONS
Uncivil Behaviour | Movement Violations (Running/Jumping), Audio Violations (Yelling/Swearing), Loitering, or bodily-interference (picking up living/dead bodies).
Minor Mal-Compliance | Disobeying CP orders.
Minor Inaction | Operating as an accomplice in a Violation/failure to recognize and report anti-civil conspirators or social incursions.
L-I Contraband Possession | Having Non-UU-sanctioned foods, drinks, and/or books.
VERDICT: RE-EDUCATION; 1 CRIMINAL POINTS
L-II VIOLATIONS
Anti-Civil Behaviour/Incursion | Theft, assault, civil homicide, or destruction of another citizen's property.
Unlawful Recreational Activities | Gambling, being intoxicated, etc.
Minor Unlawful Entry | Trespassing into another citizen's apartment/store, or on the train-tracks.
L-II Contraband Possession | Alcohol, drugs, non-UU-sanctioned medical-supplies (prescribed paracetamols are exempt), and spray-cans.
VERDICT: RE-EDUCATION; 1 CYCLE 3 CRIMINAL POINTS
L-III VIOLATIONS
Sociocide | Theft, assault, homicide/priority citizen, insulting CPs, and/or theft/destruction of minor UU-properties, vending-machines, consoles, etc.
Anti-UU Propaganda | Openly denouncing the UU/its members, in verbal or written form.
Major Unlawful Entry | Trespassing into a priority-citizen zone.
Major Mal-Compliance | Attempted evasion; failure to co-operate with a CP or with Dispatch.
Major Inaction | Operating as an accomplice in a Violation/failure to recognize and report anti-civil conspirators or (lethal) social incursions.
L-III Contraband Possession | Non-lethal grenades, zip-ties, melee weapons, radio-communications equipment, unauthorized UU-cards.
VERDICT: RE-EDUCATION; 3 CYCLES; 6 CRIMINAL POINTS
L-IV VIOLATIONS
Policide | Theft, assault, homicide on a CP, OTA, or ministry member; destruction/theft of major UU-properties; Scanners, APCs, civil-housing, etc.
Anti-UU Propaganda | Openly denouncing the UU/its members, in verbal or written form.
Civic Disassociation | Evasion from the community via unauthorized departure from the city; also entering the sewers.
Capital Unlawful Entry | Trespassing into a priority restricted zone such as the Nexus, Razor train-tracks, outposts, control rooms at checkpoints etc.
Imperfection | Inability to work or otherwise by means of major physical trauma or mental instability.
Capital Mal-Compliance | Rebellion against the Universal Union; promoting or taking part in communal unrest.
Capital Inaction | Operating as an accomplice in a L.3/4 Violation/failure to recognize and report anti-civil conspirators or (lethal) social incursions.
Unauthorized Procreative Activity/Interaction | Non-observed procreative interaction/activity (sexual intercourse) and unauthorized non-mechanical reproduction stimulation. Victims of forced interaction are exempt.
L-IV Contraband Possession | Firearms (rusty and operational), munitions, lethal grenades, unauthorized filtration equipment; industrial gas mask uniforms, handmade protective uniform with filtration equipment, hazardous environment protection uniforms. Unauthorized handmade clothing with any form of ballistic protection - patchwork uniforms with implemented kevlar vestment. Unauthorized ballistic protection; kevlar vestment, any protective clothing, any form of protective uniforms e.g. heavy armored uniforms/suits, patchwork uniforms with usage of sheets/pieces of metal to protect user.
VERDICT: AMPUTATION.
NOTE: CITIZENS GETS AMPUTATED WHEN THEY REACH 12 CRIMINAL POINTS
Searching
Searching Buildings
At times you will have to search a building. You can search any building you want whenever you want as long as you have a reason, there is no privacy in HL2RP. However don't abuse this. It has its restrictions - Ingame time is the same as OOC time so don't, for example, search the same place 4 times in an hour. A more acceptable level would be 1 random search per building per day. Otherwise, make sure your reason is good.
The way you break into a door is you shoot the door handle. Don't just shoot through doors because they are locked though. You need to have a reason. Your reason could be you are searching for somebody seen in that area, or you have had a tip-off that drugs were located somewhere etc. Make sure you bring backup. The whole thing must be roleplayed and it is a bit silly to try and raid a drug den by yourself.
Searching People
This is a really complicated part and it can get quite confusing. Before you do any action that cannot be resisted ingame without rp, you must ROLL. an example of this is as follows:
C17.CCA-UNION.EpU.47053 says "Face the wall." <-- Tying only works from the back.
C17.CCA-UNION.EpU.47053 attempts to tie Robert Jones.(Resist?) <-- this is a /me action and he haves a opportunity to resist.
Robert Jones doesn't resist. <-- This can be said LOOC or IC by a /me, .// or [[, you must know if he will resist or not. If he doesn't, continue normally.
C17.CCA-UNION.EpU.47053 rolls 100 <-- My roll
Robert Jones rolls 1 <-- His roll
C17.CCA-UNION.EpU.47053 attempts to tie Robert Jones.(Resist?) <-- this is a /me action and he haves a opportunity to resist.
Robert Jones doesn't resist. <-- This can be said LOOC or IC by a /me, .// or [[, you must know if he will resist or not. If he doesn't, continue normally.
C17.CCA-UNION.EpU.47053 rolls 100 <-- My roll
Robert Jones rolls 1 <-- His roll
In this case I have won the roll and therefore I am allowed to tie him. If I lost the roll he is allowed to run for 5 seconds and I am not allowed to move. However, you must roll for every obstacle, so if I had another officer backing me up, Robert Jones would have to roll against him too.
Also note, if they are unconscious, obviously you do not have to roll to search them as they cannot resist.
Once you have tied someone, press f4 on them to search them.
Important Note: Make sure you untie someone after the search! Anybody can search a tied person and that person will probably not be very happy with you.
When to /roll
First of all, when to roll. You must be within whispering range to use /me actions against someone when rolling. If they are further than that then they can just run from the situation as it is not an rp-able range. For every obstacle presented by a player, there must be a roll. That means if there is 2 CPs and one of them is tying someone up, if the citizen resists, he must roll against both of you:
John Doe attempts to resist
<:: John Doe rolls 78
<:: C17.CCA-UNION.EpU.47053 rolls 43, with a gain of 20, with a total of 60.
<:: C17.CCA-UNION.05.31796 assists.
<:: C17.CCA-UNION.05.31796 rolls 89.
<:: John Doe rolls 22.
Almost every action must be rolled for!
Common Rollable Examples:
-Tying
-Pushing someone over
-Stealing something from a shop (that isn't in inventory)
-Unholstering a weapon when next to someone
-Running when face to face with a CP
-Resisting arrest (when you are about to knock them out)
Radio
You can see the frequency of the cp radio if you type. "/viewobjectives", this will make a little box pop up that will show the frequency.
You can see the frequency of the cp radio if you type. "/viewobjectives", this will make a little box pop up that will show the frequency.
The radio command is in the directory and is given as /radio
First of all, before you start using your radio, you need to set the frequency of it to combine frequency. To do this, use:
/setfreq <the frequency number goes here>
If you don't do this, your radio experience will be a very lonely one!
Try not use the radio unless it is necessary. There is no OOC option for radio so if you want to use radio OOC, just do "/radio //" and continue typing.
Important Note: Do not say the radio frequency out loud EVER as it can easily be stolen and the rebels will listen into it. Don't even say it in OOC. Whenever requesting the radio frequency or telling someone else the frequency, use /pm.
Dealing With Rebels
When dealing with rebels, you MUST take into consideration that you cannot identify them as citizens. i.e If you know a citizen for example, "Robert Jones" and he is wearing a rebel uniform, you must rp that you do NOT know him! If he is in a uniform, you cannot recognise who he is unless he tells you, while wearing the uniform, or he takes it off. Rebels are an opportunity for some great rp, so don't waste it by blowing their heads off on sight.
If you are chasing a rebel and you lose sight of them, if you see them again without their uniform, you must rp the fact that you do not know they are a rebel! Unless it is blatantly obvious like they change uniform while you are looking at them or they run into a room and they are the only one in it (in which case you must search them anyway for the uniform). Use your common sense here and don't metagame.
If you see a rebel, it does not mean shoot on sight. If they shoot at you, shoot back though. If you succesfully amputates a rebel, his character will be banned. If you shoot him however, and cannot amputate him properly, he remains a rebel. They must be captured and amputated properly to remove them completely. However, it may be more beneficial to interrogate them and release them to gain their trust for inside knowledge or contraband. After all, a rebel without a gun is a safe rebel.