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Topics - Ozarck

Pages: 1 [2] 3
16
Roll To Dodge / Omega Legion: Len and Ington verses the Anx.
« on: September 23, 2017, 11:24:09 am »
You all grab your gear and climb into an indicated metal pod. the portal is a tight squeeze for the two bigger of you, with the Gorrilla having to go in one arm at a time. Once inside, however, it's roomy, almost as if the higher-ups were planning to send more than four of you, one of which is an eyeball. there are no windows, and the lighting is quite dim. You sit and stare at each other awkwardly.

you sit for a while. Several clunks are heard. Suddenly, you feel very nauseous and disoriented for several minutes. the pod suddenly jerks sidewways as if rammed by an angry bull. The sound is like the inside of a large bell, and you are the strikers. So naturally, yo uare not in tip top shape when the portal opens again and you look out on a short, brightly lit hallway with no corners. The other end of the little hallway is a similar portal to the one you are looking out of. You stare for a minute while you attempt to get your nausea under control, but nothing happens.

((Don't worry if you are not fully ready yet. the start of this mission will be fairly leisurely to get you familiar with the setting and all, and you will have time to finish up on-base loose ends as well. Just, I wanted to actually get you on-thread, so I went ahead and posted here.))

17
Roll To Dodge / Omega Legion: Where the Bufflao Spiders Roam
« on: July 02, 2017, 05:18:58 pm »
Original thread

Construct, Human, Cat, spiritlike entity, and slime creature. Very well. There is no way this mission will go absolutely wrong or anything. So tell me, do any of you actually have any training or experience in negotiations, diplomacy, or cultural rituals of any kind? No? I thought not.

Well, in that case, it looks like your first order of business should be to acquire yourself a local guide, and find someone with some diplomatic weight on site to advise you.

Details? Right, I did say there would be some.
The two tribes in question are a modular species, and a large land herbivore with thick fur and eight legs. Modular means that they effectively build themselves out of specially grown organic systems, as well as some inorganic parts. They use various spells, runes, and rituals to effect synthesis. That is, their magic is as piecemeal as their bodies are. And yet, it works.

The Buffalo Spiders have taken possession of what amounts to an entire tribe of these things. Hey? Does someone have the name of the creatures? Unpronouncable? What do the other plains dwellers ... unpronounceable? Well, what do we call them? What do we call them that's not vulgar? Well, better start thinking of something if we're gonna get a group of them here. Just do it, dammit.

Where was I? Oh, right. We lose a lot in translation with the modular creatures. How or why the Buffalo Spiders have taken this group, and what they might accept in exchange for them, is unclear. Could have been a trade, or conquest, or, who knows? Maybe someone lost a bet.

Now, your objectives are as such:
Priority is to get the SpellWeavers of the modular tribe. Even ifyou are unable to come to an arangement, or unable to rescue the rest of the tribe, you get those SpellWeavers And return them to here. We'll give you return orbs for the purpose. Additionally, you need to get at least one of their organ plants. So they can grow new parts.

Second priority is to return the remaining beings to the modular Tribe. most of htebeings are either animals or memebrs of other species that inhabit hte plains. a few are of the same tribe.

Third priority is to keep the peace. If you can make suitable arrangements with the Buffallo Spiders for the exchange, that would be ideal. If not, well, at least try not to piss them off too much.

Fourth priority is recon and other items or beings of interest. if you find out, for instance ,that the modular people need some kind of special crystal, or the seven moons to be aligned in some special way, we need that information. Probably.

I open the floor for questions and discussion.

18
Roll To Dodge / Grunts!: Second Wave
« on: June 28, 2017, 09:27:10 pm »
Original Thread

Grunts
Second wave

War. It's what we do. We were bred for it. Grown for it. Trained for it. We fight and die for it. For the Empire. For Mankind.

Spoiler: Character Sheet (click to show/hide)

Spoiler: Dice rolls (click to show/hide)





19
Roll To Dodge / Omega Legion: horses and spiders
« on: March 27, 2017, 08:39:42 pm »
Original Thread, home base and ooc
Omega Legion: a mission based game inspired by Einsteinian Roulette. All credit for to Piecewise. All glory to the hypnotoad.

We're gonna go kill this dude, because he's taking advantage of the street kids, selling them off by the hundreds, making child armies and prostitution rings and bullshit like that. Selling kids to mad wizards. Omega Legion gets enough of the results of that kind of thing as it is. We don't need someone mass producing nutjobs for us.

So, these guys, they like exotics. So we're gonna go in like mechants of flesh ourselves, and sell 'em some exotics. Then we're gonna attack, right? From inside and out. Bam!

Ah, speaking of, I need a volunteer who can handle commanding a mostly trained beast. Just afew simple commands: attack, heel, stop. that kind of thing.

20
Roll To Dodge / Omega Legion: Ice and Decay
« on: November 21, 2016, 11:54:04 am »
original thread
Piecewise inspired this game, and I stole heavily from the mechanics, setting, and playerbase.


Each team is assigned a cart. they are odd looking, with a metal band around the lower portion of their bed, and some odd attachments on top as well. You don't have much time to inspect them at the moment though.

Both Teams, Team Green and Team Red line up with their carts, and are told to march. The carts are aimed directly into the kitchen, which is weird, but It's Omega, so you march. You pass through the Dining area, navigating awkwardly through the jumble of tables and other furniture and appliances, and promptly get the carts wedged in the doorway to the kitchen. Everyone sort of jostles, some trying to push them through, some trying to pull them free, some just standing back and laughing, when the floor drops out from under your appendages.

You fall a couple feet, land with a crash, and start to roll and slide down a 30 degree sloping metal floor. A quick look behind tells you that the bottom end of this slope is open to air. Your carts land roughly, bounce a little, and slowly start to roll toward that wide pen nothingness, slower that you would expect from such a slope, but nevertheless, fast enough to be alarming.

21
Roll To Dodge / Omega Legion: Lost in the Dark
« on: November 21, 2016, 11:39:54 am »
Original thread
glory to the Hypno Piecewise!

You all line up next to an odd looking cart. It has trisegmented legs instead of wheels, and they jut out at odd angles from it's rounded body, as if whoever built it didn't know which way was down. the cart contains provisions for the journey - torches, food, cooking supplies. there are several objects for heat sources that do not burn, because, you know, you'll be in cramped caves and such, and they don't want you dying of asphyxiation or anything. You are also given a set of guidestones to help you find The UnderElves and the place where the UnderDwarves went missing.

You prepare to head into one of the tunnels to do that weird teleport thing, but are led instead out onto the plateau and told to throw sand in the air. They don't look like they are joking either, so after a moment, you start throwing sand in the air.Soon, it becomes evident than the sand falling around you is far more than the sand you throw. After a few minutes, you begin to be swept along on a suddenly tilting mass of it, tumbling and nearly being swept under. And then the sand slows and settles, leaving you in the expected darkness with only the sound of your curses and the slow hiss of moving sand evident.

22
Roll To Dodge / Omega Legion: Gone Shopping
« on: September 10, 2016, 09:24:18 am »
Original Thread

Spoiler: Acknowledgements (click to show/hide)

You find yourselves in various locations around a pair of large wagons, complete with  two pairs of rhinoceroses to pull them.

Wolfman, you are the driver on the lead cart.

PYLON, you are strapped in to the back of the lead cart, with a view of both carts. You have a weird little module attached to you with a couple buttons on it. manipulating one button will read off a list of supplies in gnome voice. The other buttons read off lists of required items, in the voices of several of the npcs. looks like it's mostly barter. PYLON is to guard the carts from theft and teammate fuckery. And also to NOT kill the rhinoceroses. Also, some of hte items listed are a tad volatile, so try not to set them off either.

You other two are kinda plopped into the second cart. You were dumped in unceremoniously, right on top of piles of stuff.

Looking about, youfind yourselves in a desert that feels hotter than even Omega Base. looking up, you begin to see why. Two suns sit high in the sky: one, a small orange blob, and the other, a tiny blue pinprick. that one hurts to look at. And, across a large swath of the flat horizon, is a large glowing arc, like a setting sun writ ten times as large and a tenth the brightness.

The road ahead is dusty, flat, and empty. a small map, also attached to PYLON, suggests that the city you are heading to lies in a canyn up ahead, but it is not visible in the baked haze that is your immediate future.

Oh, and Altair has a little wooden disk with a copper band encircling it that he can use to practice his craft. If he came along at all.

23
Roll To Dodge / Grunts
« on: August 26, 2016, 10:21:25 am »
A large metal box, filled with soldiers, falling through the atmosphere like a big, angry, grey brick, accompanied by dozens, hundreds, thousands of similar bricks bent on death and destruction. Their own or, preferably, The Other GuyTM. The wind outside roars your battle cry for you. It says - without words - "I'm a big, angry brick, and I'm here to kill you."

They know you are coming. Diversions have been set in place. Counter measures to their anti brick weaponry have been launched. Lots and lots of bullets, rockets, and lasers have been fired. But you are dropping into "the largest offensive campaign mankind has ever seen." And you are grunts. Soldiers. Pigdogs. Rookies. Snotnosed rats.

You are probably going to die.

Spoiler: character sheet (click to show/hide)

Spoiler: game mechanics (click to show/hide)

Spoiler: statuses (click to show/hide)

This is a quick RTD about massive combat in which you're character is a numerical designation, and will probably die in the first battle. Your second character is another numerical designation, and will likely die in the first battle. Your third char.... and will likely die in the first battle. If anyone makes it to the end of the battle, or accumulates 10 characters, they may qualify for a named character -a  sergeant possibly even. If the game lasts that long.

be warned that my other RTD takes precedence over this one, and this one is semi experimental.

24
Roll To Dodge / Omega Legion: Rubble and Ruin. DEUS EX?
« on: August 03, 2016, 08:03:00 am »
Original thread

Spoiler: acknowledgements (click to show/hide)

The Stone Man speaks.

Good, good.

This is a smash and grab. Expect violent resistance. Be prepared for trouble. You have three objectives.

First and most important: The Holy Symbol of Katha. It is a copper, bronze, gold, and wooden icon, abut three feet tall, two wide, and a foot and a half or so deep. It has three arms, and a wide basin on the top for fire. it is likely to be mounted firmly to the altar in the center of the shrine. Bring that to the return point. Without it, there will be no return, and you will die there.

Second, you are to kill and destroy. The priesthood of the faith of Katha are to be eliminated, especially the Abbot, if possible. Kill anyone you find there who is not an Omega, but focus on the priests. They will typically be wearing blue and orange vestments, or dark blue acolyte robes.

Third. You will be looting as much of the valuable as you can. in particular, all articles of a religious nature. destroy what you cannot carry.

the mission has some parameters, besides the objectives:

as I have said, you will not be able to return without the icon. If you find that you cannot get it to the rendezvous, destroy it, and bring the three arms. Three of you will need to each have one of the arms in order to activate the portal.

second. you are to tell no one that you are Omega, nor of your mission. No one. Do not speak Omega's name, nor discuss Omega. You will die.

third. You will be equipped for combat. You will need it. if, by chance, you survive and return here, you will be allowed to keep the weapons and armor you wear there.

Questions?


25
Roll To Dodge / Omega Legion: The Road Goes Ever On
« on: August 03, 2016, 07:41:56 am »
Original thread

Spoiler: acknowledgements (click to show/hide)

Senna takes her place alongside the Technician (Alaran) and the Lieutenant (Dessmo), and they chat for a minute while the rest of you file in, make small talk, and generally get settled.

"Okay, let's begin." Dessmo says. "We'll be jumping to Port Heron directly, in a small skipjack. We'll Dredge for a day, and take our haul in to be sold. At that point we'll meet our contact in Heron. Or rather, I will, while the rest of you remain on the boat. I'll be making arrangements for our travel inland. We've had reports of three different situations in the region that we'd like to look into.

First, a hive of insectpeople has apparently been expanding, to the southwest of Arelinth. It could be normal growth, but we'd like to check and see if there isn't something else going on. We've had issues with these things before.

Second, there have been tales of burned fields, smashed woodland, churned and blasted prairies. there is little pattern to the destruction, and the culprits seem to avoid populated regions, except for nature spirits and the like. Several Sapients have been found dead near some of the more dramatic locations.

Third, there is a mehcanists' village to the north of Port Huron by a couple days march.  A local lorcling has decided that this should not be, and is mustering an army to march on teh village and destroy the work being done there."

"Now, as we go, we will likely split into tow or more groups for scouting purposes. Eye, you will be ... will b. ... ... I'm sory, is that a daffodil on your head?"

"Plantbaby!" The plantbaby squeaks, rubbing it's leaves together and bobbing.
>Plantbaby, The Eye affirms.

"Right, well. Anyway. You'll be acting as communications between the group at adistance, and may be required to travel on your own between locations. Your com units don't work well over the distances we will be moving.

Dar, Aylia, Senna, and Terrance will each likely be used to scout potentially dangerous suspect locations, And Noir and Samuel, we expect you will be shock troops for the most part, if it comes to combat. however, this is just a preliminary assignment, and not meant to limit your usefulness to one area.

Questions?"

26
Roll To Dodge / Omega Legion Character Sheets
« on: July 23, 2016, 04:30:29 pm »
Original thread. Rules, ooc, character creation, and Omega Base go there

Welcome. This thread is for players of Omega legion to use to keep track of their characters.

1) No more than one post per character. You can have multiple characters in one post.
2) please keep your stats, skills, and inventory recorded and up to date here.
3) please keep all discussions and ooc in the thread linked above. any questions can be pm'ed to the gm, which is me.
4) retired, dead, or dormant characters need to be labeled as such.
5) create your character in the thread above. Do not place it here until it has been approved. You can create your character in pm with the gm if you like instead of putting it in the thread.
6) if you have an active character already, but want a spare for when that one might die, you can put a spare character here, but see rule 5 above.

Rules may be amended to reflect things i haven't thought of yet.

27
Roll To Dodge / Omega Legion: Spiders, Spiders everywhere
« on: May 29, 2016, 07:06:32 am »
original Thread Here http://www.bay12forums.com/smf/index.php?topic=154806.0



The four of you are gathered together in the cafeteria, after hours, eating stale bread and complaining about the lack of alcohol, or flitting around stealing shiny things and cawing loudly in people's ears, or strumming a lute mournfully for handfuls of table scraps from your fellow Legionnaires, when a couple Legion officers enter the room as only those in authority can do. They scan the room momentarily, then scan it again, looks of disappointment and resignation on their faces. The senior of the two just shakes hius head mournfully, while the junior stares in bemusement, apparently not having yet fully become accustomed to the oddities of Omega life.

"They'll do" The senior officer grunts, and leaves.

"Ah, but ..." the junior begins, then thinks better of it. "Okay."
"You lot. There is an infestation of spiders in the caverns connected to the basement of Castle Corvonis. They are getting out of hand and need to be eradicated. The castle has been evacuated already. only a few soldiers remain at this point. We are sending you immediately."
And with that, she turns to the door she entered through and begins waving her long, blue arms rhythmically, flexible fingers extending impossibly far as she traces patterns into the outline of the door. It glows blue for a moment, and then goes dark - darker than the canyon outside. She then turns and gestures quickly at each of you, and you feel your brands hum as you are linked together and to the mission.

Almost against your will, and certainly before yo ucan even ask any questions or gather any supplies besides what you have on your persons, you step through the doorway into a wide, circular room, with a stairway going up along the wall, and a trapdoor, closed and barred in front of you - barred from this side. The cellar lies through that trapdoor. presumably, the courtyard to the Castle lies through the double doors behind you. Small, narrow windows are placed at intervals along the winding stairway, and the room is dusty, as if furniture that hasn't moved in years was hastily lifted and dragged along, scattering the detritus of years in it's wake. The four of you look at each other quizzically, and at your surroundings with whatever emotions that sudden press-ganging left you with.

28
Roll To Dodge / Omega legion: The Satyr's Entourage
« on: March 12, 2016, 08:54:21 pm »
I am a reserved post for later entertainment purposes.

original thread

29
Roll To Dodge / Omega legion: Bluff Harder!
« on: March 12, 2016, 08:52:49 pm »
I am the Placeholder text, having rolled a 1

Original Thread

30
Roll To Dodge / Omega Legion Team Two: A Life for a Life.
« on: December 28, 2015, 06:11:59 pm »

Original Thread

TEAM2 Ssslavina

((I'm pretty sure the snake equivalent of mouth watering is mouth watering, unless I'm missing something. It would seem that saliva is a trait shared between reptiles and the filthy warm bloods.))
Jussssst fucking eat the thing, I guesss.
You swallow the egg It sits as a lump in your belly. You feel a tad sleepy. You also feel mana leaking out of the egg, infusing you with power. Your eyesight sharpens, and you can sense the world around you in uncomfortable detail.

Team Two
Sirkie K.
((srry about forgetting that top part in my last 3~4 posts))

"Everyone got what they want? Good."

Sirkie turns to Aylia.
((I'm assuming I saw her go fly and scout as a raven. Or at least shapeshift back into whatever she is. Elf thingy.))
"You, what can you tell us about this place? Where should we go?"
You turn to Aylia. I didn't even roll for that.

=="Terrence", Team II==

Test my potential sea-abilities with a quick swim.
You wade in, up to your eyeballs, and kinda freak out a little. You do manage to splash about and stay floating, when you wave your tentacles a certain way. There's a lot of splashing and glubbing. And you nearly choke on pond water once.

-team 2 - Clunkers -

Pack up my alchemy stuff. Then go to the chemical spill. stand at a little distance and use my calculations and skill in alchemy to divine what the spill is and how it's dangerous.
You can see that it is corrosive, as it is slowly eating away at the nearby structures, leaving a thin film of blackened goop behind. It seems to be made of digestive enzymes, lizard embryonic material, and tar, mixed with limestone, fecal matter, and some unidentified organics. You are not sure if these last are part of the active compound, or byproducts. Aside from the obvious toxicity, there is something about the embryonic material that is troubling.

-Team 2, Ebony-
Follow the group, if we begin moving towards where we think the objective is.

((Also having issues.))
Follow the group towards the objective. Wait for the alchemical people to give the all clear before going too close.
You all make your way to the spill. Do I need to redescribe it? it's brownish and greeninsh, lumpy, smells horrible, and it bubbles slowly. A pigeon lands nearby, and promptly falls over, twitching.


Aylia, team 2
I shift back into raven form and return to watching the alchemist from upwind.
You observe. he seems to be having some difficulty wading back out - the suit is covered to the armpits in slime.

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