Oddworld: Along the Border
Time Setting: 3 Months before the events of Abe's Exoddus
INTRODUCTION
It is a class B situation in Porline Forest. This once tranquil island region is now being eyed by the sinister General Dripik, who wishes to set up a Magog outpost to organize a crushing campaign against the forest and beyond, in order to bring 1000 new slaves to his master Molluck.
Dripik has assigned his trusted right hand Slig, the keeper of the security keys to his personal chambers, Colonel Vernel, a ruthless, bale hearted monster with a work ethic of Shrykull-like proportions. Dripik himself paid $50,000 for the ownership of the site and the construction of Camp #7002.
Vernel now looks for new employees to come to work under his wing for the best accomodations on the
RULES:
Important Links;
READ THESE BEFORE POSTING!;
Info and Advice for RPG newbies; (
http://www.oddworldforums.net/showthread.php?t=14026)
RPG Rules;
(
http://www.oddworldforums.net/showthread.php?t=15073)
Special Rules;
“Under the Radar” Rule:
Unlike RPGs like the much more high quality (and top quality leadership) W@RF, which is run by the benevolent, soft hearted Arnie, this is an RPG run under a more traditional (i.e. fascist) leader. However, do not despair. This does not mean you cannot screw around like a bunch of college students with your characters. It just means that you have to keep it below the radar. That means that when figures of authority (the Colonel, Chief Doctor, generally any head or chief of anything) is around, your characters have got to keep some appearance of actually working. Otherwise, it becomes unrealistic and the overall feel is lost. So screw around, but keep it in break time or out of notice.
“No Bigwigs” Rule:
As Camp #7002 is headed by a Slig, Magog social taboos prohibit any sort of Glukkons on the facility, beyond visiting non employee characters. If you want a “business” character, I would advise creating a Vykker or Chronicler, as both can work equally well (or better) as accountants and financial whizzes. Similarily, any Sligs above the rank of colonel would simply disrupt the flow of the RPG, so try and keep them below that level.
That means no Glukkons, Slig generals, Vykker lords, or general high profile Luluesque celebrities.
“Hogaaaaaaaaaaaaan!” Rule:
No more than one idealist Mudokon with the charisma of John the Baptist allowed. Otherwise, I SEE PLOT OVERLOAD! PLOT OVERLOAD!
“Dress Code” Rule/ “Don’t Ask Don’t Tell II” Rule
As this is a military facility, please try and keep the levels of dress for non business characters plausible and realistic. That means no snipers dressed as pimps (as much as that would totally kick, slap, and sell 10 kinds of ass), medics that look like they were born in San Francisco, or ridiculous Terminator like armament. Dog tags are fine. Leather or metal jackets are fine. Camo is fine. Painted guns are fine. Painted pants are fine. Eyewear is fine. Bumper stickers are fine. Plausible cybernetics are fine. I hope this gives you a decent idea of what’s allowable and what’s not.
“Guideline” Rule:
Create as many characters as you want, but do so at your peril, as they can swamp and overwhelm you. Otherwise, as a libertarian, I say you can go nuts with a level head!
“The Zozo’s Hindsight (Credits to Splat)” Rule:
ONLY 2 POSTS A DAY ALLOWED! NO EXCEPTIONS!
“The Golden Rule (Hedonist Edition)” Rule:
HAVE FUN!
CHARACTER SHEET:
Name (Duh):
Gender (Duh):
Species (Anything except Glukkons, non Oddworldians, and Gabbits):
Age (Terra or Oddworld years):
Physical Description (include both body and clothing):
Equipment (what the character carries, other than his/her/its clothing):
Personality (the characters general disposition.):
Biography (the characters past):
D&D Alignment (optional) (See:
http://en.wikipedia.org/wiki/Alignme...ns_&_Dragons):
LOCATION INFO
Camp #7002 is a large camp, consisting of a fenced 800 square metre area centred around the 50 metre tall tower dubbed by Vernel as the "Tower of Power".
This structure is built out of the finest materials, and the rest of Camp #7002 consists of two large buildings known as the Snoozehouses, which house dozens of Slig lockers and beds inside their walls, an armour containing two Slig tanks, dozens of heavy weapons, and hundreds of standard firearms.
Some of the other structures include the sinister Medical Hut, where injured employees are either treated or, if they do not show a good record are left to die and used as organ donors for their fellow employees and to sell for cash to eat in the nearby Mess Hall, which is a large structure with over 3 ovens and 5 microwaves, in addition to a massive refrigepantry, and west of the mess hall, the amalgam building, which contains a restroom, recroom, and a brig in the basement, which is used to contain moderately unruly employees for rehabiliation and punishment. Treating em is cheaper than hiring new ones!
The tower itself is arrayed into 4 floors, the 1st being a lobby floor with communications access to all of the camps buildings, the 2nd a financial planning room where matters of budget, salaries, and purchase are handled, the 3rd an executive office for bigwigs to hang and sleep, and the 4th the roof, containing a large array of security devices.
The camp is connected by a 3 kilometer long road to the nearby Port Longside, where new employees and visitors to the island arrive and can take a bus to #7002 if willing to sign a contract of application for employment.
MY CHARACTERS:
Name: Vernel
Gender: Male
Species: Slig (Regular)
Age: 14 (Oddworld years)
Physical Description: A normally built, discoloured and slightly grey skinned around the neck Slig with no mask (he has received cybernetic eyes and a series of immunisations as a reward from his master) who wears clothes bearing a general resemblance to those worn by Colonel Klink (image available at;
http://en.wikipedia.org/wiki/Image:Klink.jpg), albeit coloured goldish black.
Equipment: Vernel carries his credit card, a modified Slig sniper rifle capable of firing at twice the normal rate, a 10,000 volt tazer, his Fonebook, and a large folder containing an employee roster and various documents.
Personality: Vernel is ruthless, cold hearted, and efficient, but he is prone to overreaction and can be distracted by insults. He is not as bumbling as Colonel Klink, but holds enough grudges to not make him a master of fascism.
Biography: Vernel was once a regular Slig sergeant who organized daily drills for his unit in the Slig barracks. But one day, at the age of 4, a Vykker modified Greeter went on a homicidal rampage promising to exterminate all non Greeters. It was seemingly unstoppable, until Vernel abandoned his duties and managed to lure the Greeter into an electrified gate, saving General Dripik’s life. For his unorthodox bravery, Vernel was promoted to the rank of captain, and oversaw half of the Workers Campus. He continued in this duty for 6 years, sometimes venturing out to train new recruits for Dripik’s coworker Vice President Aslik.
Then, he accidentally ended up saving all of Vykkers Labs #13 when he ordered a critical gasleak he thought was a loose widget repaired, which alerted the Cartel to the lax safety protocol of Aslik’s rival Roldin, who had donated the pipeline in an act of industrial sabotage. Vernel was then promoted to the rank of Colonel, and spent 2 years commanding Dripik’s various facilities.
Then, he was transferred back to guard Dripik’s quarters, as he found management of whole facilities difficult. But over the year he spent with Dripik, he observed the Glukkons powerful work ethic and management style, and took to heart some of his techniques for management. Dripik then decided to gift Vernel with the blessing of maskless existence and then granted him the greatest assignment yet. A major border project that Dripik hopes will ensure dominance over all of the Mudosian border islands and finally earn him that promotion to Marshal and a seat in Nolybab.
D&D Alignment: Lawful Evil
Name: Banner
Gender: Male
Species: Slig (Big Bro)
Age: 7
Physical Description: A hulking giant, towering above even his fellow Big Bros due to his natural physique. Is dark green and covered completely by his thick armour.
Equipment: Possesses normal Big Bro equipment, armouring, and a bazooka gun.
Personality: Banner is dumb, but he follows Vernel’s commands to the letter, and has no moral compunction about what he does. He is essentially brainwashed and stupid, a large hulking beast unable to solve puzzles.
Biography: Banner was brought in two years 1 and ½ years ago to help assist in securing Dripik from the machinations of his enemies. He was a naturally bulky Slig who was given a double dose of steroids and quickly became Dripik’s bodyguard. As Dripik has decided Big Bro’s are more suited to smaller facilities and that a healthy dose of regular Sligs is better for the War Room, he has granted the ownership of Banner to Vernel.
D&D Alignment: Chaotic Neutral
Name: Domino
Gender: Male
Species: Intern
Age: In Intern terms, Domino is roughly equivalent to a 19 year old human.
Physical Description: Domino wears a top hat and a purple tuxedo complete with white gloves and Pee Wee Herman-esque bow tie. He looks quite like a regular Intern except for having slightly lighter eyes and wider nostrils.
Equipment: In addition to his normal clothes, as Domino still cannot speak, he carries a Post-It note dispener and paper shredder around his waist in a belt, which he uses to "speak".
Personality: Domino is a flamboyant, helpful, quick witted and respectful Intern capable of quickly and efficiently calculating sums in his head and having a snappy comeback to any remark. He is as cool as a cucumber, not being fazed even by a raging Glukkon or creepy Vykker. In essence, he is much like Alfred Pennyworth from Batman in his personality.
Biography: Domino is the servant of the benevolent Vykker Bernie, who has raised him since a week after his birth along with his beloved wife and has now offered him a vacation. Domino has opted to try his hand at some military work for the sake of the nation, and his inner patriot found a boss in Colonel Kernel. Domino has overseen the construction of Camp #7002, and serves as Kernel’s kind, helpful, flamboyant secretary with much greater niceness than his boss.
D&D Alignment: Lawful Good
THE QUOTA FOR STARTING:
We need:
VYKKER QUOTA FULFILLED (Dek on hold)
MINIMUM MUDOKON QUOTA FULFILLED!
MINUMUM SLIG QUOTA FULFILLED
Before we begin.
THE MAP: