Orc
Home > Rulebook > Races > Orc
Orcs are large, green and angry creatures, with a history of conquering, pillaging and razing various nations, societies and eradicating entire races out of the pure assumption of their previous stigma, or “bad omen” shown to them by a strange, non-existent entity, they are ultimately one of the most feared, and most rage-filled races out there.
Characteristics
Orcs usually range from green, pale white, grey, black and purple colours, with large tusks, foreheads and downward pointing ears, their skin is disfigured and malformed, appearing with a more burlier body, however, they should not be underestimated in their physical strength, being icons of pure strength, their body functions and appears as if they are constantly exposed to enough steroids to kill a small herd of elephants.
Orcs are rage-filled, assumption-having creatures, that have deep-rooted superstitions and stigmas beyond that of any coherent understanding, known for giving others in public a stare that goes through their body at times while speaking to them, they are prone to just killing others outright in fits of rage, even whilst happy. They have no patience whatsoever, being unable to sit still for a moment. They are known to be hard to adapt to new things, and almost unable to wrap their head around technological advancements, preferring to stay to their old devices.
Native Environments
Orcs live in wastelands, usually of old war remains, as well as in old, dilapidated villages that they themselves have razed. They build tents and mainly travel through deserts, plains and other biomes that they encounter, being relatively nomadic at most, they adapt in their own sense, even if it is a relatively primitive way.
History
Orcs have a long history of wars amongst themselves, infighting, prejudice, famine and otherwise unsafe conditions, usually being nostalgic of their pasts, they imitate them in the present day, speaking to others of their great times, even performing re-enactments often.
Society & Culture
Orcs live in a highly strength-based society, bullying the weak, and having the strong rise up to the top. If you have been wronged by another, an Orc will expect you to kill that person infront of their parents, and then kill those who have witnessed it through brutal torture, then, and only then, will you be able to be considered stronger then your opponents. They wield big weapons and flaunt them off in peaceful areas, and eat rotting food to prove their dominance and strength against others quite often.
Orc Racial Modifiers
Table: Orc HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 150 + Vitality % | 1d12 x 5 + Vitality % |
Magic Points (MP) | 75 + Psyche % | 1d4 x 5 + Psyche % |
Stamina Points (SP) | 150 + Fortitude % | 1d12 x 5 + Fortitude % |
Orc Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Orc range from Small, Medium and Large sizes.
Movement Speed – Orc move at 2m/TP.
Languages Known – Orc start knowing Orcish, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Undying – If an Orc were to die at death’s door without being decapitated or their skull crushed, they awaken from unconsciousness within 1d4 days. If their head was decapitated or crushed, flip a coin, on heads, they are instead unconscious.
Superstition – Orc gain the ability to use a superstition an amount of times equal to their level per day. When a superstition is used, the Orc makes a claim connected to some sort of basis (e.g. “This weapon is enchanted with fire because it has carvings of fire scribbled into it!”), once the claim is made, roll a d4, on a 4, this claim is considered true.
Hatred – An Orc can choose a target within their line of sight and declare that target as their “Hated” target for 2 TP. When a creature is hated, all Weaknesses that the orc faces instead become immunities, and all attacks performed to the hated target beyond this time automatically are critical hits. Orcs go into a complete frenzy, screaming at the top of their lungs, alerting all creatures in a 200m radius, when their Hated target is visible, and must only attack their hated target directly until they are dead. Orcs can only have one hated target at a time.
Minor Traits
Heavy Armoury – Orcs are unencumbered by large weapons, and are proficient in all armour. Heavy weapons deal an additional +50% more damage when used by Orcs, and Heavy Armour gains 50 Passive DT when worn.
Overpowering Strength – Orcs can choose to automatically critically succeed on a Muscle action an amount of times equal to their level per day.
Hunger – Orcs must consume twice the amount of food to be fully nourished for the day. They are immune to all poisons and rotting food.
Orc Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Hoglic
Hoglic Orcs are more primal then other orcs, featuring a more animalistic appearance and sense, they are great hunters, who are known to use their natural appendages akin to a battering ram. Hoglic Orcs are infamously scary due to being the front lines for most raids, constantly travelling and destroying homes moreso then other Orcs due to their resilience and ability to sniff out food.
Hoglic Racial Modifiers – Hoglic Orc gain a +10% Fortitude, +5% Senses, and a -5% Social
Pig Nosed – Hoglic Orcs have a pig-like snout, this gives them a scent range of 50m.
Tusks – Hoglic Orcs have 2 tusks protruding from their mouth, they can use these tusks as if they were horns and gore their targets.
Hog Hide – Hoglic Orcs are resistant to cold temperatures and frost damage. Hoglic Orcs also have a +10% bonus Damage Reduction
Skulker
Skulker Orcs are more lankier and skinnier typically, they stay in the shadows and are known to be amazing ambush attackers, usually residing as highwaymen and attacking unsuspecting merchants, they hide and prowl in the shadows, before jumping out and stabbing those who did not catch them in the back.
Skulker Racial Modifiers – Skulker Orc gain a +10% Agility, +5% Nerve, and a -5% Muscle
Shadowstalker – Skulker Orcs are invisible while in dim light or darker.
Ambush Predator – Skulker Orcs do not use any TP when attacking an exposed target via ambush.
Backstab – Skulker Orcs always deal double damage from behind.
Dreadwalker
Dreadwalker Orcs are seen covered in multiple bones, wearing black, and usually covering themselves in feathers of many woodland birds, being mainly ritualists, magic casters or something inherently evil, these Orcs talk with the Undead frequently, summoning their hordes, and branding those that stand against them.
Dreadwalker Racial Modifiers – Dreadwalker Orc gain a +10% Vitality, +5% Psyche, and a -5% Agility.
Ritualist – Dreadwalker Orcs can use their MP and SP to cast rituals instead of their HP
Spiritual Communication – Dreadwalker Orcs can communicate with the spirits of the dead, these spirits are treated as ordinary people, they are aware they are dead, but they can choose whether to answer the Dreadwalker Orc.
Mark of Shame – Dreadwalker Orcs gain the ability to cast Shame an amount of times equal to their level per day.
Ogre
Ogre Orcs are large, hulking masses that attack other cities and towns, being related to giants in some way, shape or form, they are relatively dull-headed, as they rush openly into blasts, be completely invulnerable, and breaking open walls, all to eat various other humans with their disfigured, giant, stubby bodies.
Ogre Racial Modifiers – Ogre Orc gain a +10% Muscle, +5% Luck, and a -5% Intellect
Larger Stature – Ogre Orcs can start as Huge Sized.
Roar! - Ogre Orcs gain a loud Roar which causes all creatures in a 5km radius to take a Confidence Action (DC Caster’s Social Modifier), on fail, they are frightened.
Ogre Slam – Ogre Orcs gain the Slam perk, even if they would not be able to access it, when slamming, all damage to prone targets is increased by +100%.