Ok, new double post *sighs* and new things I would like people to comment because it is beta and I need opinions :3
Downside? I will need to post this in my DA page soon because I dont have now the time to put the atributes and **** togueter nicely BUT I hope this gives you all something to take a look and see if you like :3 See you soon!
Note: Copy and paste in Word, probably will be better.
Chapter 3: Factions, backgrounds, units and more.
Part 1:
Tree Huggers
*-.History.-*
Mudokons tried to talk, Mudokons tried to make peace, offer a fair bargain and help everyone because they are as dumb as anyone can get (So they are good people in resume). But how long could the nicest of guys last against someone gnawing his legs and arms?
When the queens of their race begun to whiter and die because of pollution and destruction of their natural habitat the things went gloom… When only a handful remained the things really went from gloom to hell. What would this species do? The remaining Mudokons seemed to be destined to be slaves for the Glukkons’ power hungry… feet/hands… whatever! Things seemed to be on the worst case scenario.
However, as a lone ant can build a nest and create a new army, so does a Mudokon.
Young females decided to flee away from the action that was taking place to, at least, live a life full in a place they could call their own… Of course the lack of queens in the new environment probably trigged a self preservation mechanism that attracted some of the males that fled with them once they settled which, with no need of naughty descriptions here, ended in a batch of queens being “born” (you could say).
However it was not long before Glukkons also went around poking their nonexistent noses around to throw the used smokes on their beautiful land. But again, the Mudokons hoped they could be at peace with everyone only battling if needed.
Yea, no s***?
Daihë was a young hunter when the first bullet in their new home came passing to de-brain his mentor, but unlike the others, Dailhë fought with the intention to remove the industrials from the land.
Everyone thought the young Mudokon had died during the battle that ensued between a large force from the industrials against the small Mudokon settlement they lived in. To everyone’s surprise, Daihë came triumphant with a load of Slig masks on his back and two spears full of blood.
From that day onwards most Mudokons in “No Man’s Land” took up arms to fight against the Glukkons and their desires for the yet green land that would stop nurturing the world if they were to conquer it. Knowing that and having Daihë, who had no fear of anything but the end of the world’s life, made the Mudokons think that for once they would have to give an all out war to survive.
The war begun with small attacks against the Glukkons which, for once, feared for their security and developed the T.C.V to crush many of the attacks and recover many conquered positions… However this only fueled the Mudokons’ desire of freedom and payback as, when they captured one of the enemy generals, they copied the device with their natural powers and knowledge.
With this new “power” shamans of the three main species that defended the world (Mudokons, Steefs and Grubbs) were appointed warlords to guide the troops with their powers in squads that ranged greatly in power and size.
As the power struggle grew after the creation of the Master Pole of Life (a giant resurrection totem that harvested lost souls to give them back to life if they died in battle) and their enemies’ cloning factories the things darkened…
Daihë and one of his closest friends, Fituxgäa, were leading an attack the old way, without a T.C.V shaman. This left one survivor that had had enough of the Glukkons and them bossing around by a miserable pay and drugs to maintain them in line. Their miss was the start of The Work Force.
However as disgraces never come alone, The Wild Lands had risen from their neutrality as the workers rebelled against the Glukkons so they could have their rights acknowledged and their desire of freedom (well, and a lot of killing and pillaging) could be known.
This was too much to the poor young shaman Fituxgäa as Daihë asked him to rise and command another squad to empower the battle. Fituxgäa decided that it would be better to go and destroy something from inside, free the slaves and die as a hero to never come back before getting the war bloodier because he would join the ranks of those puppeteers moving the strings.
It ended funny thought…
Fituxgäa came back after a week away from his fellow tribal members to propose a plan… a plan that Daihë refused to accept and so did the queens, except one young queen that spoke out loud her feelings and thoughts and was thus banned from their domains alongside Fituxgäa and any Mudokon that wanted to join them.
This last straw drove Daihë to the edge of his anger, something that had fueled the battle at the start and he thought maybe he did something wrong despising his friend and his ideals… But then remembered what happened the last time those ideals had been tried.
With renewed strength the battle for t he land grew bloodier by the day. The queens had their sons brought back to life as they battled and died from freedom. Daihë spilled their enemies’ bodies on the ground simply to get the world back to the bright green color it used to be as everything would return to harmony again…
They believed they were doing the good thing as they protect the world’s natural resources and life.
What do you think?
*-.Units.-*
In this section you may find the units that the Three Huggers will use to liberate the land from the grasp of the people that wish to industrialize it and destroy the ancient cultures, religions and life forever.
You will see the Mudokons on every role they can think of to bring down the industrials as the Steefs and Grubbs assist them as much as possible.
Wild animals will join thanks to the Mudokons’ care as even the deceased come back to “life” to aid their young friends in this hour of need (And for the party afterwards, don’t forget this is Oddworld).
Other species wanted to join, but they are too few in numbers and… Well, I am the creator and I simply kicked them out of the 1.0 version ok? Deal with it.
Author’s Notes:
The Three Huggers are one of the most varied armies you may get: They have a lot of Lv3 up to Lv5 units unlike the rest that has more Lv3 and (maybe) Lv4. However they have some downsides.
Most Tree Huggers units have high strength, mind and even… some other characteristics! But they are low in Wounds since Mudokons, you heard me well, Mudokons can’t go up to more than four hits… and that is only if they get to level 5! Any lower than that and they are forced to be only up to 3 wounds.
Mudokons are frail, you knew it when you signed the contract, eat it.
This flaw, alongside with the higher cost in CP than most units from any other factions for powerful units (such as Raiders, Weirdos, Adepts (shamans in the making) and the like), makes this faction a hard one… But it has its good side.
Most Mudokons, which makes 75% or so of the army, have a nice 4 in their strength… which is countered by the usual initial 2 on constitution. LV2 units and forward only have it slightly better.
However, Mudokons are fairly good for all purposes and when you get enough resources you can experiment with higher levels as well as the Grubbs and Steefs if you feel daring while the diverse units you can get may be too much for your adversary… and yourself.
*** Native Mudokon ***
Lv1
Native
Mudokon
Side 1 Lv2 Side 2
Tomahawker Mudarcher
Side 1 C Side 1 B Side 1 A Lv3 Side 2 A Side 2 B Side 2 C
Dual Wielder Hammerer Masher/Cutter Long Spoozebow Dual Bow Spoozer (Sniper)
Side 1 B Side 1 A Lv4 Side 2 A Side 2 B
Bashmass Berserker Sharpshooter Spreadbow
Side 1 A Lv5 Side 2A
Wild Protector JungleRanger
LV1:
Native Mudokon:
Native Mudokons are your plain old fellows from the forests, caves and… wherever they may be. Native Mudokons live free in the wilderness where they collect food, pray to the gods and do all those neat tribal things such as body paintings and taking care of nature. They are hippies…
Now seriously: Native Mudokons live their whole life in one of the many tribal settlements. They take care of nature and protecting the land from disease or invasion such as attacks from the Glukkons who wish to conquer this wild land.
These Mudokons learn since young to take from the land only what they need, taking care of the land and its creatures in return to complete the circle. While most Native Mudokons don’t have any shamanistic power they do uphold the ancient traditions and would rather die than get captured and enslaved.
This is the basic unit any commander can employ and is pretty easy to get since most Mudokons are simple people… However they may turn to be great warriors if given time and the knowledge of their ancestors.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
4 2 3 2 3 3 1 4 6 0 50 (5)
Weapons:
Tribal Knuckles. Rocks.
Abilities:
Throw (Rock): The Natives usually have a surplus of rocks to throw, they aren’t anything in particular, but they are as strong as the arm throwing them and just as precise (3 spaces)
*** LV2
LV2 Side 1:
Tomahawker:
While some Natives train for months until they get to control their strength enough to use a weapon and NOT break it with the extra force they put into them, however most Natives seem to prefer gathering or herding since training to be a Tomahawker requires risking your neck… Well, they didn’t see the guys kicking ass!
A Tomahawker has gone in for the raw power of a melee combat while their counterparts, the Mudarchers, go along the long range power. They have still very frail bodies as most Mudokons, but when they get closer they are mean hitters with great skill on their hand to hand combat and great force in every single hit they make.
They are powerful, but they are hardly better in comparison with a normal Native. Right, they are more powerful and they can fair better in hand to hand combat… But if they weren’t empowered with Spooze thanks to the shamans or old stones, they are only slightly better BUT still a powerful beginner’s unit.
STR CON DEX (C) DEX (D) REF AGI Wounds Min CP Cogs Spooze
5 3 4 0 3 3 1 4 9 0 75 (8)
Weapons:
Tomahawks
Abilities:
Whirlwind: The Tomahawker attacks in a circle around himself, hitting any enemy that is around him. (Check with Mind. -1 accumulative after each usage)
LV2 Side 2:
Mudarcher:
Foraging, herding animals and cultivating usually gives enough for the Mudokons to live while the Tomahawkers keep most far away villages comfortable and with the usual big prey to feast upon if they happen to get too close to endanger their place. That doesn’t mean that the Mudokons leave the place unprotected against anyone that can kill them from the distance.
These guys have left their strength training behind and they are pretty lousy at hand to hand combat (worse than normal Natives after so much time training), but when empowered by the spooze, visions and ancient stones… the Mudarchers are terrible fighters indeed.
Trained in the art of FIRING HELL over their enemies, Mudarchers have the task of protecting friends from a long range while the melee counterparts finish the job if these guys didn’t get the enemy full of spooze holes.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
4 2 2 4 4 3 1 4 11 0 85 (9)
Weapons:
Spooze Bow
Abilities:
Sight Shoot: The Mudarcher negates the Reflexes saving throw or the Armor saving throw of the enemy. Only once per combat and must be decided beforehand, if you miss, eat it.
*** LV3
LV3 Side 1 A:
Mash Cutter:
Since the war came down new ‘technologies’ have been researched by everyone. The Mash Cutter was one of the first ones since it simply meant sharpening the rocks/gems they use for their Tomahawks. It may seem trivial, but doing this is an art.
The Mash Cutters need a lot of time to train or a nice dose of spooze and visions to get right how to use this new weapon without breaking it to pieces (Which usually happens anyway) as it is more delicate and better handcrafted, which doesn’t include guarantee if you hit it too hard where you shouldn’t have…
They are fairly stronger and better at dodging enemies as well as getting close to anyone that bothers them, but these Mudokons are at the verge of losing it so sometimes they simply don’t want to fallow orders and charge like they were mad.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
6 3 4 0 4 4 1 4 11 0 110 (11)
Weapons:
Tomahawk grade 2
Abilities:
Reckless Charge: Check against Mind each turn, if you fail the Mash Cutter will go as fast as it can against its nearest enemy. If he can’t he will simply wait.
LV3 Side 1 B:
Hammerer:
What do you do when you have a guy that can use a big ass weapon that could cut as easily as smash something up? Well, if you want that guy to smash things right… GIVE HIM A MEANER HAMMER!
Mudokons that are tougher than the normal one usually end up taking the great hammers known as “Blunts” simply because the original one was created when a rather wild Tomahawker used so much his oversized weapon in one battle that, in the end, it had a huge blunt edge that could smash rocks up.
Not original, I know, but to hell with originality if it is effective! The Hammerers have an easy time knocking down anything that is nearly human sized (or a bit more than that thanks to their strength) while holding their position more than most Mudokons could. The bad side is that they are quite slow, but surprisingly they have nice reflexes for such a lack of speed.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
5 4 5 0 4 2 2 4 13 0 100 (10)
Weapons:
‘Blunt’
Abilities:
Knock Down Hit: Instead of trying to harm an enemy the Hammerer may try to knock it down with the attack. If the hit lands (no need to check against constitution except if stronger than the Hammerer) the enemy is knocked down and needs to get up on its turn (50% chance).
LV3 Side 1 C:
Dual Wielder (Tomahawk Dancer):
Most Tomahawkers end up half losing it, but usually having enough common sense to not abandon themselves fully (not yet at least) when they get in such a stage of enlighten (by Spooze or training) when they master their old weapons.
Some, however, find it exciting to charge without consideration into battle to do the most damage possible before being taken down! These guys usually use their incredible dexterity and strength, coped up with agility and sharp reflexes, to charge with two Tomahawks on their hands.
The Dual Wielders, also called Tomahawk Dancers, are very fun guys that, when they are not fighting, usually are dancing and singing around the block. If they are fighting, however, you better run fast because these guys, when they begun, they don’t know if they are hitting friends or enemies.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
5 3 5 0 4 4 1 4 14 0 95 (10)
Weapons:
Two Tomahawks (Up to Grade 2)
Abilities:
Advanced Whirlwind: The Dual Wielder uses the Whirlwind, but can also move into any direction two times afterwards. Throw a dice with arrows on it and go to the nearest space the arrow marks. The attack may hit friendly units too.
LV3 Side 2 A:
Long Shooter:
After much training to hold the power of the Spooze bow or after a great dose of it to feel more in tune with their weapons, Mudarchers usually customize their Spooze Bows to be better, faster and a mean killer… However it takes its tool.
Most Long Shooters have really awful strength for a Mudokon, and they are guys that could doge a bullet to the head almost face to face, but if someone slaps them… they start to cry… mostly because they can’t defend themselves being so close to anyone.
However, these dudes pack a mean weapon in their hands as they are trained to get fast shoots while being precise and lethal as they avoid enemy fire with speed and fast reflexes. They are usually silent guys atop of important towers or mean hunters, but these dudes can always chill out in a barbeque.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
3 2 1 5 5 4 1 4 14 0 125 (13)
Weapons:
Spooze Bow Grade 2
Abilities:
Fast trigger: The Long Shooter has a great skill pinning down enemies, if he checks against mind (-1 accumulative after each usage) he/she may fire twice against the same objective or designate another to attack.
LV3 Side 2 B:
Dual Mudarcher:
At first some of the Mudarchers that desired to be as good as the Tomahawk Dancers tried to wear two Spooze Bows together… Let’s, they were young and they were easily revived, what can we do about them? Well, fuse two Spooze bows and you will see.
While Dual Mudarcher was not the brightest name ever, it served the purpose to not tell anyone what the hell the new weapon did… Until they got to show how nice a shotgun can be if it wears blue!
The young Mudarchers made it up possible to fix two Spooze Bows so close together that when they shoot, the weapon spread the attack in front of a short area that would feel like burning without really endangering the plants! The problem was it needed a few seconds to cool down after each shoot since the weapon did explode… once.
Right now the weapon must be made by hand as a trial to those that want to join this kind of fighting, though it is easier if a vision helps you out while having trained in something else of course… but it is a bit uncommon for a Mudarcher to choose this path after their normal training.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
3 3 2 5 5 3 1 4 16 0 115(12)
Weapons:
Dual Ooze
Abilities:
Ice/Fire: The attacks have the element of Ice and Fire at the same time without them giving the status “Frozen” or “On Fire”. They can’t blow shit up.
LV3 Side 2 C:
Spoozer:
As with the Dual Ooze (the weapon for the Dual Mudarchers), the Spoozer was created by one young Mudarcher girl that had done anything possible to get into that position… but she lacked so much body mass that she couldn’t get in the same places other Mudokons could.
She tried her best until she finally could find a way of using her mind to channel a single shot from a modified bow that could enlarge and fasten the spooze so it could cut through flesh so easily it could kill a big enemy with one impact.
After she shown her creation she was named the first Spoozer and decided to help others making their own Spoozers as they try to reach this rank. The numbers are few, but it is mostly because only the weakest of the Mudokons decide to take this path.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
2 1 0 7 6 5 1 5 17 0 120 (12)
Weapons:
Spoozer
Abilities:
Head Shot: Check Dexterity against Reflexes after a Mind check. If the Mind check is passed and the Spoozer hits, the enemy receives three wounds, or dies if he/she isn’t over 5 constitution.
*** LV4
LV4 Side 1 A:
Berserker:
Most other species try to get into Melee as little as they can, I will not be the one to say they do wrong… but if you are a pansy when it comes to get into fights, stay away from this dude.
Some Mudokons finally lose it when they have been fighting in close combat for too long, they aren’t really mad… they only like to smash things up! These guys are silent except when they go chanting towards a battle (Usually a suicide one) when they inspire fear to their enemies while being hard to take away if well protected and almost impossible to hit while in close combat.
Shame these guys usually have only enough valance to get close and smash things up, good thing, though, that they usually can take a few hits before being killed.
It is pretty common to see some of these guys while an armed assault is getting ready to strike an important location. They are usually in between the lines before the action gets close enough so they charge to the sides of any enemy and crush them.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
6 3 6 0 1 4 2 6 22 0 175 (18)
Weapons:
Two head tomahawk
Abilities:
Fear Chanting: The Berserker is mumbling mumbo jumbo that scares the shit out of enemies! Any enemy (not robotic) in contact with this unit must make a Mind Check each turn and if they don’t make it, then they must walk away as much as their agility lets them for one turn. The enemies that are scared cannot attack anyone as they are acting like pussies.
LV4 Side 1 B:
Bash Master:
Bulkier than the Hammerers, these guys are really good at their jobs. They are charged with mashing things up to a pulp with blue hammers finely crafted and well made that can take as much pressure as a tank getting over them (The Mudokon that wields it doesn’t… but only by a small bit).
These guys are often fun to hang around with as they don’t mind if you talk about their overweight or oversized muscles (depends, they are members of either one) since there are proud of being so strong and capable of protecting their friends.
Usually these guys are with every company that wants to take a building down or construct something, so they are pretty good with their hammers if it involves having a friendly construction/deconstruction… Or besieging some bastards!
The problem with these guys is they are slow and don’t have much of a reflex factor, but since they don’t care much for speed or dodging bullets they can have a load of armor and their bodies usually can take a heavy hit that would kill any normal Mudokon.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
6 6 5 0 2 2 3 4 21 0 150 (15)
Weapons:
Heavy ‘Blunt’
Abilities:
Knock down Hit Advanced: Now the Bash Master will also harm the enemies with this attack, plus if they have a critic when the enemy is in the ground they will be killed automatically if they don’t pass any number of hits landed by the Bash Master.
LV4 Side 2 A:
Sharp Spoozer:
It takes a lot of determination to take a shoot that may decide if you save a guy or not… But if you can resurrect it WHAT IS THE PROBLEM?! These guys aren’t snipers and they are far from it, but they can take a shot with as much as a simple gaze at their enemies before they can react.
Highly skilled, these Mudokons can even have a fair hand to hand combat encounter with the lowest of infantry before they turn away and shot their faces off, or they kick the enemy’s asses (if they can) so they can give one of the best mid/long range supports of the army.
Actually there are few of these guys around because they need a great deal of training and for any leader it costs a lot to give visions from a younger and less trained warrior so it can become better… However they usually are able to destroy a great amount of treats if trained properly. The bad news is they usually don’t talk with anyone…
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
3 2 2 6 5 4 1 4 23 0 195 (20)
Weapons:
Long Range Spooze Bow
Abilities:
Gaze Shot: The Sharp Spoozer negates both Reflexes and Armor throw only once per combat, but can also make a single wound to anyone that has no Armor as he negates Reflexes and Constitution throws.
LV4 Side 2 B:
Spread bowman:
When the Dual Mudarchers thought the firepower of such an interesting shotgun was becoming less and less useful as the combats climbed the ranks from harsh to madness, the creators of the weapon finally made full cannon out of wood and spooze.
The Oozer (soooo creative name) was made as a mean to spread a great deal of Spooze in a wide long area after the guys trained enough. It gave out magnificent results, though it lost that burning sensation it gave the enemies, but in counterpart it was now a good way of cleaning up some enemy positions.
One of the uses that it happened to have, however, was that the high amount of wood made the Spooze react to some chants the Mudokons gave, sometimes growing plant life for a time wherever it landed. This sometimes served the Mudokons as they shoot to the ground while chanting to form a temporary cover, though, of course, this didn’t happen always.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
3 3 3 6 6 3 1 4 25 0 185(19)
Weapons:
Oozer
Abilities:
Forestation: The Spread Bowman can throw against Mind (-1 accumulative after each usage) to make a 3x1 line of light cover in front of him/her that can benefit any Mudokon and Tree Hugger units.
*** LV5
LV5 Side 1:
Wild Protector:
Some Mudokons train since they are old enough to be considered Natives until they reach this stage, others simply are trained directly to be this powerful after they are birth into the world. Wild Protectors are the best a normal Mudokon can hope to become.
These guys are the leaders of settlements if no spiritual guide is around and they usually can take (alone) great enemies down or face great dangers for the sake of their people while just being their common guy in most aspects.
If raised through the ranks he (or she) will learn many valuable skills along the way and will still be able to be even more powerful than the ‘common’ Wild Protectors. These few may have the talent of single handedly decimate a small army before falling thanks to their enemies, but be sure of this: They will come back for you…
I always wanted to say that.
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
6 6 6 0 3 3 3 4 29 0 225 (23)
Weapons:
Up to a tomahawk Grade 3
Abilities:
Leadership: Any unit that is a lower level has a +1 to any attack roll they have to make and if they score critical they make the extra hits and an automatic wound. If the critical killed the unit… YOUR LUCKY DAY!
Lower Mending: After a successful check against Mind (-1 accumulative after each usage. Can be used 3 times as much) the Wild Protector can heal 1 wound to a friendly unit. Since he is not a healer he has a limited access to healing supplies and a 1 in the throw will mean he worsened his friend’s status!
LV5 Side 2 A:
Jungle Ranger:
It takes a lot of determination to take a shoot that may decide if you save a guy or not… But if you can resurrect it WHAT IS THE PROBLEM?! These guys aren’t snipers and they are far from it, but they can take a shot with as much as a simple gaze at their enemies before they can react.
Highly skilled, these Mudokons can even have a fair hand to hand combat encounter with the lowest of infantry before they turn away and shot their faces off, or they kick the enemy’s asses (if they can) so they can give one of the best mid/long range supports of the army.
Actually there are few of these guys around because they need a great deal of training and for any leader it costs a lot to give visions from a younger and less trained warrior so it can become better… However they usually are able to destroy a great amount of treats if trained properly. The bad news is they usually don’t talk with anyone…
STR CON DEX (C) DEX (D) REF AGI Wounds MIN CP Cogs Spooze
2 2 2 7 5 5 2 4 31 0 245(25)
Weapons:
Long Range Spooze Bow
Abilities:
Pin Point: After a successful check on Mind (-1 accumulative after usage) and another (Obviously successful) check with Dexterity against enemy Reflexes you are rewarded with a 1D10 frozen enemy that also received a wound with no chance of using Armor or Constitution. (Special ammo: 3)
__________________
Lets get this head hunt started shall we?
-Who are we hunting?
Anything that ask us to stop liking Metal and games.
-Half the world then?
Shut up and get me some skulls...
DA:
http://headhunterentertain.deviantart.com/
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