Phase Four

“A roleplaying schema for Clockwork set under strange apocalyptic test conditions. It is set in the aftermath of a social experiment that causes a group of inhabitants to be left to their own devices, with a set of tools at their disposable to form their own communities… or gangs.”- Cloud Sixteen Store

Phase Four is an official clockwork schema that takes place in the aftermath of an experiement. The schema itself went through many different names, such as experim3nt and Aperature. The schema itself has a story, but for the most part it is heavily shrouded in mystery. Phase Four is typically played as a DarkRP like MMORPG grind fest, though some servers have tried giving it a tangible plot. Phase Four is notorious for being a non-serious schema, and typically servers who run Phase Four don't face the same struggles as those who run HL2RP, since vanilla Phase Four is already entertaining and filling enough.

As of right now Phase Four is available for purchase, and was given a large overhaul by the Cloud Sixteen development team. Link to buy.

Factions

Survivor

Survivor is the default faction in Phase Four. As a survivor, players are given complete control on what they can and cannot do. Typically Phase Four is played with a sort of “no holds barred” type play. Players can typically kill whoever they want, whenever and where ever they want.

Items

Phase Four has a plethora of exclusive items. A list of items and their functions can be found here. Items are sorted alphabetically.

Generators

  • Cash Printer - Produces 125 rations per cycle.
  • Cash Producer - Produces 150 rations per cycle. Has more health.

Deployables

  • Cash Guarder - Reduces damage taken by cash printers & produces when in range.
  • Door Guarder - Prevents doors from being shot open when in range.
  • Prop Guarder - Reduces damage taken by props by 50% when in range.
  • Sign Post - A sign that can display text.

Clothing

  • Armatan Exterior - Provides 35% bullet resistance.
  • Bandit Cloak - Provides 5% bullet resistance.
  • Bluemerc Armor - Provides 27.5% bullet resistance and tear gas protection.
  • Bluemerc Gasmask - Provides 42.5% bullet resistance and tear gas protection.
  • Bluemoon Biosuit - Provides 22.5% bullet resistance and tear gas protection.
  • Combat Uniform - Switches model to group03 (rebel models).
  • Duplexan Exterior - Provides 37.5% bullet resistance.
  • Duty Exoskeleton - Provides 55% bullet resistance.
  • Exterior Riot Gear - Provides 30% bullet resistance.
  • Freedom Exoskeleton - Provides 45% bullet resistance.
  • Heavy Kevlar - Provides 75% or 100% armor depending on the user's augments.
  • Hellfire Biosuit - Provides 22.5% bullet resistance and tear gas protection.
  • Hellmerc Armor - Provides 27.5% bullet resistance and tear gas protection.
  • Hellmerc Gasmask - Provides 42.5% bullet resistance and tear gas protection.
  • Light Kevlar - Provides 25% or 50% armor depending on the user's augments.
  • Masked Outfit - Provides 12.5% bullet resistance.
  • Medic Uniform - Switches model to group03m (rebel medic models).
  • Light Kevlar - Provides 50% or 75% armor depending on the user's augments.
  • Mercenary Exoskeleton - Provides 52.5% bullet resistance and tear gas protection.
  • Military Gasmask - Provides 20% bullet resistance and tear gas protection.
  • Monolith Exoskeleton - Provides 50% bullet resistance and tear gas protection.
  • Rookie Cloak - Provides 5% bullet resistance.
  • Silicon Powerarmor - Provides 80% bullet resistance, a jet pack, and tear gas protection.
  • Spartan Exterior - Provides 32.5% bullet resistance.
  • Stalker Exoskeleton - Provides 47.5% bullet resistance and tear gas protection.
  • Tactical Gasmask - Provides 15% bullet resistance and tear gas protection.
  • Vintage Powerarmor - Provides 75% bullet resistance, a jet pack, and tear gas protection.

Stimpacks

  • Acrobatics Stimpack - Gives you a permanent attribute point boost of 10 acrobatics points.
  • Aerodynamics Stimpack - Gives you a permanent attribute point boost of 10 aerodynamics points.
  • Agility Stimpack - Gives you a permanent attribute point boost of 10 agility points.
  • Dexterity Stimpack - Gives you a permanent attribute point boost of 10 dexterity points.
  • Endurance Stimpack - Gives you a permanent attribute point boost of 10 endurance points.
  • Engineering Stimpack - Gives you a permanent attribute point boost of 10 engineering points.
  • Strength Stimpack - Gives you a permanent attribute point boost of 10 strength points.

Other Items

  • Disguise Kit - Allows you to disguise yourself as another player.
  • Skull Mask - Allows you to hide your description and name.
  • Cyanide - Kills the player.
  • Heartbeat Implant - An implant that allows you to sense the heartbeat of others.
  • Stealth Camo - An implant that allows you to turn invisible.
  • Thermal Vision - An implant that allows you to see in the dark.
  • Sinner Tome - A book item that deducts honor from you.
  • Saint Tome - A book item that gives you honor.

Weapons

  • Explomine - A mine that explodes when somebody walks over it.
  • Firemine - A mine that explodes fire when somebody walks over it.
  • Freezemine - A mine that explodes and freezes anybody that walks over it.
  • Flare - A grenade like weapon that when thrown turns into a flashy flare.
  • Tear Gas Grenade - A grenade that expels dark dust when it explodes.

Unique Features

Phase Four, given its unique premise and execution offers some unique features not found in other Clockwork schemas.

Honor

Players by default are “neutral.” As a player kills more people, or heals more people, the player accumulates either good or bad honor. Honor doesn't do much other than tell other players if a player tends to be a pacifist or a murderer.

Alliances

Alliances can be formed by players, and when a player creates or joins an alliance their scoreboard title will be set to that player's alliance's name. In the Alliance tab menu players can manage members of the alliance, invite new members, and manage the alliance bank that can only be accessed by certain members of the alliance.

Augments

Augments can be bought in the Augments tab menu. Augments change the way you perform certain ways. Augments can allow you to craft more items, can make you jump higher, or give you damage buffs that you wouldn't normally get. Typically Augments run in the thousands of rations, so its not wise to buy many if you're just starting out.

Bounty

Bounties can be placed on anybody, by anybody. Placing a bounty on somebody gives everybody else an opportunity to make money, with the result being the person who you put a bounty on is dead.

Titles

Titles allow players to change how their name appears on the scoreboard. Over time a player will accumulate more titles as they do more things. In the Titles menu, a player can change a new title, and that title will become the suffix of that player's name on the scoreboard.

Victories

Victories act much like achievements, but for the gamemode itself. Upon unlocking a victory, it will give you the oppertunity to change your title, and will also give you a cash reward.

e.g John Doe the Cash Gu

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