[WIP] MPF Handbook

Wizard

god's most inbred roleplayer
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Going to chew at this today but I'm throwing it up. If you want to toss any ideas for suggestions/additions this is the spot.

Sections

1. Overview (Brief summary)
2. Responsibilites (Describe the job)
3. Procedures (How to do the job. Punishments, etc)
3.a Offenses
3.b Contraband
4. Equipment (Gear, drugs, etc)
5. Certifications(not sure if we're doing these)
6. Medals(?)/Rewards (Explain rank privileges)

Overview

Welcome to the Metropolice Force, or MPF for short. This handbook is your guide to your new role in the Union and will serve to help you excel in this career. While this does not replace the hands-on training you will receive from higher-ranked units in the field, it serves to supplement and provide a framework for growth.

2. Responsibilities

The primary role of the MPF is reminiscent of the police force of old that many countries had. Peacekeeping and stability. Protecting well-meaning citizens from anti-citizens who seek to harm them and destroy our way of life. Units are expected to function independently of direct supervision and actively peacekeep through patrols, searches, and questioning.

Daily duties vary from assignment to assignment, including but not limited to:


- Manning checkpoints and performing searches on traffic.
- Security during work shifts.
- Responding to exogenic threats.
- Performing re-educations.

Above all else, sociostability is to be preserved. In short, it’s a measure of how safe a district is, details are available in section four.

4. Procedures

MPF’s effectiveness is defined by the sociostability index, explained below:

GREEN - The ideal level. Standard patrols and checkpoint density. Firearm use is restricted. Minimum patrol team size of two.

Citizen traffic is unrestricted outside of their work shifts, and they may freely socialize or rest.

Districts should always be at this level. Units can patrol in pairs through most districts. Firearm use is for self-defense or defense of another only. This includes small exogens (parasites, aka: ‘Headcrabs’).

YELLOW - Heightened security advised, additional patrols required. Firearm use is permitted under some circumstances. Primary weapons may be seleectively authorized at the command’s discretion. Minimum patrol size of three. Breaks may be suspended, shifts may be extended.

Citizen traffic is permitted, but units are to question and document destinations. Some areas may be marked off-limits.

Yellow sociostatus may be issued in preparation for an event that could potentially be a target for anti-civil activity. It may also result from general unrest (protests, assaults on civil protection) or exogen outbreaks. Sidearms may be used freely against armed targets.

ORANGE - Judgment Waiver (JW) is issued. District is assumed unsafe for routine patrols. Fireteams are to be formed to root out unrest and restore order. Primary weapons are authorized, and weapons are free against any armed target. Breaks are suspended, shifts are extended as needed.

Citizens are to remain indoors; anyone wandering is assumed to be involved or complicit and is to be detained appropriately.

Orange sociostatus is a response to armed conflict within the district from anti-citizens, bomb threats, or other large-scale unrest. Primary weapons are authorized for all units and can be deployed freely.

Overwatch forces may be deployed alongside MPF depending on circumstances. MPF is strongly advised to stay out of the way of Overwatch and not to interfere.

RED - District is in open revolt, large-scale riots, or overrun with exogen threats. Shifts are mandatory; units must remain on shift at all times, with rest breaks as needed. Focus shifts from restoring order to preserving union assets. Units are weapons free against any non-Union asset.

BLACK - District is entirely lost to hostile threats and is scheduled for liquidation. The situation is beyond MPF control. Response will vary, but generally will involve intensive overwatch intervention and MPF’s withdrawal from the sector.
 
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4. Equipment (Gear, drugs, etc)
5. Certifications(not sure if we're doing these)
6. Medals(?)/Rewards (Explain rank privileges)
4. Anything to give them broader roleplay. Drugs can be part of a roleplay loop.
5. Yeah we probably are. The more room for people to choose their character's journey the more they're willing to play longer.
6. I think having some robust rank privileges would be good.
 
4. Anything to give them broader roleplay. Drugs can be part of a roleplay loop.
5. Yeah we probably are. The more room for people to choose their character's journey the more they're willing to play longer.
6. I think having some robust rank privileges would be good.

For drugs, that's things like stims and whatnot. I have a whole medical guide I wrote out for TnB I can reuse with some adjustments.

I told Mickee this, but I definitely want to strongly define rank privileges and establish that being a low rank like 04/03 is only marginally better than being your average citizen. You get a scrap of power and less physical labor, but almost every other aspect sucks.

People will not want to stay at 04, and more importantly, it'll encourage them to take bribes or extort. Their pay only barely covers their needs at low grades etc.
 
I think cops getting different rations based on rank would be good. However, I don't know how easy it would be script wise as the rank is just a change in a string for the normal cops, but field command would probably get better. There is probably benefit in field command handing out special rations in game from time to time.

Drugs having some drug addiction RP stuff would be good.