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The Vortal Path to Freedom
Original Author: Equinox
The Application
The first part of becoming a freed vortigaunt is your application. This application allows us to review vortigaunt players to see if they are actually ready to become a vortigaunt, and allows us to manage how many players are actually free.
The free vort app has been rewritten and moved. You may find it here:
Please post your app in the sub-forum this app is located in.
Rules for Freeing your Vortigaunt
You are not given your freed vortigaunt upon the acceptance of your app. The acceptance of your app is only permission to try and free your vortigaunt. To actually free your vortigaunt, you must ensure that the following rules have been met:
1. You must have an accepted freed vortigaunt application.
2. There must be at least one Admin on who is free to oversee the actual process of freeing your vortigaunt.
3. There must be at least 2+ Civil Protection online, enough available OTA players according to OTA Leads (which cannot include the CP as there must always be at least two CP on the streets during this process), along with Dispatch. The Admin will let you know if Dispatch and OTA are available.
A Brief Overview of being Liberated
Assuming the mentioned rules have been met, the process is as such:
1. The vortigaunt must have at least ONE other person (HUMAN) attempt the Collar Removal Process (detailed below). This person needs at least 25 crafting skill. Should they not have 25 crafting skill, they will automatically trigger an alarm to Dispatch upon tampering with it.
2. Alternatively you can have THREE Freed Vortigaunts to bypass the Collar Removal Process. However this will always set off the Dispatch Alarm.
3. If the collar removal process rolls fail or via Vortigaunts Only then a alert will be sent to dispatch.
4. Once the collar is removed, Dispatch is notified if the rolls fail. If a alert is triggered the now freed vortigaunt must immediately roll to see if the surge of vortal energies are too much to handle. If they fail then they will be stunned for one minute. A Freed Vortigaunt can take the stun rather then the Biotic if it so chooses.
5. Civil Protection are notified to the location of the Biotic if the dispatch alert is set off. A team of Transhuman Units can be sent down to deal with the attempted escape but do not know the exact location of the Vortigaunt unless the Vortigaunt had been released from specific districts.
6. If the Vortigaunt is freed, they must immediately proceed to one of the viable escape routes on the map or wait 30 minutes. Escape routes and the exact amount of resources or time required to use such escape routes are listed on a post below the OP. You must have IC knowledge of these escape routes. If you do not have IC knowledge of any escape routes then you will have to fall back to waiting 30 minutes. The collar will always set off a alert to Dispatch after five minutes due to a time out so waiting thirty minutes may be difficult.
7. The Vortigaunt is not permitted to hide in Secret Rooms during the sweep. Attempting to hide in Secret Rooms during the sweep will result in immediate failure.
8. If the vortigaunt successfully evades Overwatch, the user is requested to get off their character for at least half a hour. Upon returning, they can contact an admin, and get their fake collars and shackles if approprate. Deactivated collars can also work as fake collars.
9. If the Vortigaunt is captured, the vort leads will determine if you must reapply for freedom or can try again. Keep in mind that punishment for attempting freedom is heavy.
The Collar Removal Process
There are three roles that can take part in the collar removal process to provide aid, but only one of them is required. The roles are as follows:
- The Main Collar Operator is REQUIRED in order to free the vortigaunt. They must be human, and are tasked with actually disarming the collar and getting it off the biotic. The main skill they should have focused is the Crafting skill, as it will determine a couple of factors in the actual removal process.
- The Assistant Operator is optional. Also a human, they aid the Main Collar Operator in disarming the collar and removing it. Their main skill is also Crafting. They can help remove the collar faster.
- The Vortal Aid is optional. A freed vortigaunt, they aid the vortigaunt themselves, masking their innate abilities and keeping the situation covert. Their main skill is Vortessence.
Collar Removal
The biotic collar is essentially a process of sitting there, and constantly tampering with a system that is trying to work against the main collar operator. It will always take 5 OOC minutes to remove the collar and dispatch will either be alerted after five minutes if the rolls are successful or immediately if they are not. Your escape plan can only start once the collar has been removed.
Main Collar Operator: The main collar operator must constantly be handling the collar. Failure to work on the collar for more than 20 seconds (as perceived in RP) results in dispatch being alerted immediately (unless AO exists) as this is a highly incentive process. The following bonuses and penalties also apply (and stack on top of each other):Dispatch gives alert regarding extreme surge of Vortal Energy. No location information.
- Failed to work on collar for more then 20 seconds = Potential Auto-Failure (can be avoided with AO).
- Less than 25 in crafting for main collar operator = Auto-Fail (Dispatch alerted and Vortigaunt shocked to 1 health)
- 25 - 45 in crafting for main collar operator = No bonus
- 45+ in crafting for main collar operator = Allowed to delay dispatch for five minutes with three successful (non-stat) rolls.
Assistant Operator: The assistant operator helps the main operator. If they leave the main collar operators side for more than 10 seconds (as perceived in RP), their bonus is removed. The following bonuses apply (and stack on top of each other):
- Being present = Prevents one auto-fail for the MCO.
- 35+ in Crafting = Prevents auto-fail for MCO.
- 45+ in Crafting = Allowed to delay dispatch for five minutes with three successful (non-stat) rolls.
Vortal Aid: The vortal aid helps the enslaved biotic. If they leave the enslaved biotic's side for more than 10 seconds (as perceived in RP), their bonus is removed. The following bonuses apply (and stack on top of each other):
- Being present = No Bonus
- 15+ in Vortessence = +5 to Enslaved Vortigaunt shock roll upon release.
- 30+ in Vortessence = +5 to Enslaved Vortigaunt shock roll upon release.
- 45+ in Vortesence = +10 to Enslaved Vortigaunt shock roll upon release.
Enslaved Biotic: The enslaved biotic also has multiple factors of their own that come into play. They are as follows (and stack on top of each other accordingly):
- Moves more than 2 feet from their start location = Potential Auto-Failure (can be avoided with AO).
- Moves far away from the start location = Auto-Fail (Dispatch alerted and Vortigaunt shocked to 1 health)
- 15+ in Vortessence = +10 to shock roll upon release.
- 30+ in Vortessence = +10 to shock roll upon release.
- 45+ in Vortessence = +10 to shock roll upon release.
- Vortigaunt is wounded = -25 to shock roll upon release.
External Factors: Finally, there are some external factors that are taken into account which are essentially outside forces changing the situation. They are as follows:
- Within loyalist district/near the Nexus = Location given by GM to Dispatch is more specific upon alert.
- Within outer district/slums = Location given by GM to Dispatch is "Outer District" or "Slums"
- Within sewers = Collar Alert occurs without a location as Sewers are out of range.
- Any form of info is leaked about the procedure mid process (request device usage, visuals from Overwatch, etc) = Dispatch alerted immediately. Will dispatch Overwatch Units or Scanners to attempt to get Visual Contact.
- If Dispatch sees the vortigaunt while collar is on (CP visual, camera, scanner) = Vortigaunt will be stunned for one minute.
- If the main collar operator is caught in TBC combat before removal of the collar = The process is a bust. The Vortigaunt will be stunned for one minute, as the operator cannot maintain the process while under fire and abandons the collar. The process cannot restart until they are either in a safe location (retreated), or have wiped out the enemy. The collar removal timer is reset to what it was before, but Dispatch now knows their exact location.
- Vortigaunt fails the shock roll upon release (bonuses and penalties applied) = Vortigaunt will be stunned for one minute. Operator cannot prevent Dispatch Alert.
- VORTAL AID uses Antlion Extract (cannot be shard between vorts) = Collar comes off immediately with no shock.
- ENSLAVED BIOTIC uses Antlion Extract (cannot be shared between vorts) = No shock upon release. Dispatch gives alert regarding extreme surge of Vortal Energy. No location information.
- Antlion Extract is used by either VORTAL AID or ENSLAVED VORTIGAUNT at 50 Vortessence along with a additional assistant with 50 Vortessence = No shock upon release. Dispatch cannot give alert as the energy is contained by the extremely skilled Vortigaunt
High Number of Vortigaunts: If there are three freed Vortigaunts of at least 30 Vortessence attending then the Collar can be removed without the need for any additional process as they can distribute the shock between themselves. However, this will instantly alert dispatch so you will still need a escape plan.
Vortigaunt Teleportation: If four freed vortigaunts sharing antlion extract can perform a ritual for 4 minutes uninterrupted, they can warp the enslaved biotic out immediately. This will panic Dispatch but nothing can be done on their part to retrieve the vortigaunt, as it has been freed and additionally skips the need for a escape plan.
Vortigaunt Collar Key: A collar key is a rare, and very difficult item to obtain as Civil Protection almost never carry it, and usually keep it highly secure if so. The Main Collar Operator, who still needs a Crafting skill of 10, may use the Vortigaunt Collar Key at any point. This immediately removes the collar, but Dispatch is alerted immediately as well. There is no need for a shock roll as the key activates special safety measures to prevent a shock.
How this all applies to YOU and what YOU need to do.
The following steps will be carried out to go through the process:
0. If you do not start your operation at the pre-arranged time then the operation will be automatically cancelled.
1. You will message a GM on the server or on the Discord that you wish to break free within the next 30 minutes. They will check to see if rule 3 (Overwatch number requirements) are met, and then notify you if they are able to set it up.5. When Dispatch is to be notified, the GM will do so, and be ready to PM Dispatch right when the time comes with a readied response.
2. The GM will give you 30 minutes to assemble your team and get ready. Once you are ready, you will message the GM, and tell them who is aiding in the actual collar removal.
3. The GM will obtain the skills of the enslaved biotic and the main collar operator, including the assistant operator and vortal aid if they are available. They will then calculate the time needed to remove the collar, as well as when Dispatch is alerted, depending on your skills, luck and all other factors as listed above.
4. The GM will tell you when they are ready. After this, the main collar operator will tell the GM when they are "set". Once this is done, the next /me to come out of the main collar operator will start the timers.
6. Once the collar is removed, note that the collar may still be on in OOC, as it will take too much time to remove it OOC. It can be removed ICly after the newly Freed Vortigaunt returns.
7. Once evasion begins you will have have to head towards a viable escape route on the map that you have IC knowledge of or wait thirty minutes. Escape routes are listed on a post below the OP. Once you successfully escape, you are removed from the game map and charbanned for at least one hour.
8. If you are freed, after at least one to two hours after liberation. Your background will be changed to "Liberated". You can ICly remove your authentic collars and shackles and fake ones will given to you for disguise if you ask (if appropriate). You will be respawned at the Liberated Vortigaunt spawns. You are now a liberated vortigaunt. Congratulations!
9. If you are detained by Overwatch or Civil Protection, you are subject to the fate they decide for you, which may include a charban of 24 hours as your vortigaunt is placed in a battery (along with a city wide vortigaunt punishment of sorts) followed by a possible Vortessence Nulling (drilled). If it's your second attempt, Vortessence Nulling is certain, with a possibility of an amputation (PK).
10. If your vortigaunt puts up a hostile resistance and is killed by Overwatch or Civil Protection during evasion, your vortigaunt is permanently killed.[/LEFT]
Please message the vort leads on the forums or Discord if you have any questions. Thank you.
Combine Deployment Guidelines and Policy
There is a few rulings that have been put in place for members of the Combine Factions to follow, both OTA and CPs respectively. They are as follows:
- [Temp] OTA is the defacto deployment force in response to Vort Freeings.
- [Temp] The first wave will always be Standard OTA soldiers led by an Ordinal. The Second Wave if Authorised, will deploy with OTA's more advanced load out.
- [Temp] Second wave should not deploy more than 3 special units at once. (Special in this case counts as anything such as: Wallhammer, Suppressor, Spikewall & Elite Overwatch)
- Regarding Elite Overwatch, these should not be used as an opponent in vort freeing's unless the freeing is taking place in any of the following conditions:
* Only one EOW is present AND
* City is in Code Red status or Beyond OR
* The number of involved exceeds what OTA is designed to handle OR
* Extract is present OR
* Many Vortigaunts are present all at once.
- The number of units/soldiers allowed to deploy will vary on the number of involved. Vort Freeings must strictly stick to the numbers of involved players they provided to the leads, if this number is broken, monitoring Staff/GMs should remove any and all interrupting players and pause the freeing when needed in these cases.
- Armaments and gear will also be dictated by the present threat and number of vorts being freed. While this is vague, it is so each encounter is balanced in accordance with assisting resistance numbers.
- It is expected in these scenarios for OTA to not re-enter combat after being downed. The one and only time this would even be considered exempt is if the assisting force is too overwhelming and OTA manpower is extremely limited due to activity issues. However, in these cases, Freeing's should be delayed and rescheduled to a more fitting time slot.
- Third Waves will not be authorised under any circumstances.
- Regardless of any circumstances once the escape timer expires (15 minutes) the OTA will always withdraw so long as you are in the correct position to escape or the 30 minute forced-withdrawal timer has expired.
Exception: If you are mid-combat, you can keep fighting until retreat, victory or defeat.
For future note: CPs will one day become the defacto force to face for freeings, however, in the current setup and moment in time, OTA is your main combatant.
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