Quote Originally Posted by VerbotenDonkey
Forerunner Conflict: LiveAction Roleplay is a Military Roleplay Simulation between two Factions, the Imperials and the Brotherhood. As it is a roleplay, it is NOT constant action, as most Halo players are accustomed to. Strategies are thought out, orders are given. Guaranteed fun if you give it a chance. It involves an open Map that has a world full of opportunities for those willing to give it a chance. Each Faction includes their own Base equipped with an Officers Quarters, Barracks, Armory, and much more, things unique to each Base.

What does FC: LARP have to offer?

- A different structure than Forerunner Conflict: Res. Although it is based in the same world, it does not follow the direct timeline.
- A differing ranking system (depending on your Faction).
- Real Time Strategy feel. Bases start out small, but then are upgraded by the Commanding Officers depending on events that follow.
- Price Sheet of available weaponry, vehicles, and more for Factions to use against the other.
- A completely open world, it uses most of Glacier to construct Bases, buildings, anything.
- Missions given by your Commanding Officer. Perhaps you and two others will be scouting out an area, given guard duty over a base while the other team infiltrates an enemy outpost. Possibilities are endless.
- A strict military feel; orders will be given, guard posts will be set up, meetings may be made with opposing forces, etc.
- Special Events such as obstacle courses, securing hidden Forerunner Bases, firefights over additional lands, each with it's own special perk at the end of the Event that can be used in the Main Roleplay Events.

And much more. As Events continue, the Outposts will continue to evolve and enhance, the world is ever changing. How will you affect the Outpost?
and then the Sign up Sheet

Name (First and last, feel free to put an initial though):

Side (Brotherhood or Empire):

Rank (PLEASE everyone don't all choose NCO's and CO's, we need depth. Realistically, there should only be about 1 or 2 NCO's per side. Your Faction leader may demote or promote you later on, if it is needed):

Personality (Everything that you will need in char. Way they talk, what they say, EVERYTHING):

Specializations (What your char is good at. IE. Sniping, Long range engagements, short range, Close Quarters, Recon, Infiltration, Medicine, Strategy, Leadership, Engineering, Pilot, Driver, Gunner, Demolition, Grenadier. Try not to choose all of them. I would suggest maybe 2 or 3):

Biography (Anything that still affects him today, way he grew up, as much as you can):