Special Notes for the Orz *Happy Campers* |
"I am *expanding!* It is so much *squishy* to *smell* you! *Campers* are the best! I have *anticipation* and then what? Better parties in *the middle* for sure. Hello! I will say again for extra enjoyment. So much a fun game. Hello! Hello! Next I will *spit* *slow time* words to you for better *dancing*. Do you know? Orz can *dance* very well. Now you are a *happy camper* and Orz can *dance*. Orz have the *GO! GO!*. Do you know? These are best for *squeezing* the *juice*, then it is *happy time*."[THE ORZ LANGUAGE IS EXTREMELY UNORTHODOX IN COMPOSITION. TRANSLATIONS OF ORZ SPEECH INCLUDE MANY LINGUAL BEST-FITS. FOR CLARITY, BEST-FITS ARE DENOTED BY ASTERISK PAIRS. OVERALL ACCURACY OF THESE TRANSLATIONS IS UNKNOWN.] |
Alien Physiology: "Who are you? You are not Orz! We are Orz! Orz are happy *people energy* from the outside. Inside is good. So much good that Orz will always *germinate*. You think you *see* Orz but Orz are not *light reflections*. Maybe you think Orz are *many bubbles* too. It is such a joke. Orz are not *many bubbles* like *campers*. Orz are just Orz. I am Orz. I am one with many *fingers*."[Though the *Happy Campers* have a team Apothecary, he can only be used for the benefit of the Campers (Humans) on the team. Orz physiology is FAR too alien for an apothecary to have even the vaguest idea where to begin treating an Orz (assuming you could get one out of it's vac-suit...).] |
*Dancing*: "Nnnnnngaaaa!!!! I am *squeezing* the *juice*. You have become too close. You are *sick* for the last time! It is not enough for *happy days* I am sure. More and more *juice!* Nnnnnnggggaaaaaa!! It is *dancing*!!!!"[Orz can be quite unpredictably psychotic (by human standards), and sometimes even turn on their allies in the heat of a match. Because of this, roll a D6 whenever an Orz takes an action. On a 2+ the Orz may carry out the action as normal. On a '1', however, the Orz is overcome by the desire to "*squeeze* the *juice*" and must carry out the following special action:*Dancing*: The Orz loses their declared action for the turn and must instead take a Move action. If the Orz finishes the move standing adjacent to one or more standing, prone, or stunned Campers, it attacks one of them. Immediately roll for injury on the Camper who has been attacked without making an Armour roll. The injury will not cause a turnover unless the Camper was holding the ball. If the Orz is not able to attack a Camper (for any reason), then he leaves the pitch in search of another suitable "*sad animal*", is placed in his team's Reserves box, and his team suffers a Turnover. If he was holding the ball it bounces from the square he occupied when he was removed, and he may not score a Touchdown (even if he gets into the End Zone while holding the ball before being removed). If the Orz is Knocked Out or Injured before attacking a Camper, then he should be placed in the appropriate box of the Dug Out instead of being placed in the Reserves box. Note that the Orz is allowed to pick up the football or do anything else they could normally do while taking a Move action, but must attack a Camper to avoid the Turnover.] |
Hypnotic Gaze: "Hello to our *house*. Do you feel *better* yet? If you are *campers* you will enjoy *the change*, but maybe not yet. Do you want to *squirt*? If you want to, then you do. It is best, I know it. Orz can *pull* the *campers* after being *connected*. This is soon. After *dissolved*, *silly cows* will not be *frumple* and Orz will have *special sauce*, not the *juice*."[The Orz have a powerful telepathic ability that they can use to stun an opponent into immobility. An Orz can use its Hypnotic Gaze at the end of any Move action on one opposing player who is in an adjacent square. Make an Agility roll for the Orz with Hypnotic Gaze, with a -1 modifier for each opposing tackle zone on the Orz other than the victim's. If the Agility roll is successful, then the victim is hypnotized and loses their tackle zone and may not catch the ball, assist either player on a block or foul, or voluntarily move for the rest of the team turn. If the Agility test is failed, then the Hypnotic Gaze has no effect.] |