Specie: Orc

Orcs evolve in the deep dark — not just by the stone halls they carve for themselves in the Underworld, but by the constant struggle to survive within them. War is more than tradition; it’s nature. Most Orcs live in tightly-knit warbands, where strength and loyalty are everything. Many seize control of goblin tribes, bending them into servitude as troops, workers, or expendable pawns.

Specie overview

 
Physiology : Orcs are tall, thick-boned, and built for conflict. Their skin ranges from gray to red-brown to deep earthen hues, better suited for life in the dark. Their eyes often shine with yellow or orange glints, adapted for low-light environments. Most bear tusks, ritual scars, and jagged tattoos — marks of victories earned or oaths sworn.
Deameanor : Blunt, bold, and proud. Orcs tend to speak plainly, with little patience for subtlety or excuses. Those raised in warbands value honor and hierarchy, while rogue Orcs may grow cunning from a life of rebellion and self-reliance.
Outlook : Orcs believe in conquest — of land, of foes, of fate. Even failure earns respect, if met with ferocity.
History : Born in blood and darkness, Orcs have long shaped the Underworld's life through raids, dominance, and iron will. While some band together in deep strongholds, others scatter into mobile raiding parties. Many Orc chieftains bolster their forces by conquering goblin tribes — a practice seen as both practical and glorious.
Adventurers : Some Orcs seek war on the surface, others seek to escape the endless struggle from below. Whether driven by exile, ambition, or personal code, Orc adventurers rarely walk quietly — they leave trails of broken stone and burning banners.
Typical Name : Orc names are harsh and clipped, sometimes followed by earned war-names or tribal markers.
(Reference: https://www.fantasynamegenerators.com/orc-names.php)

Size & Abilities

Size : Large   Innate abilities : You start with the following abilities.
  • Relentless Endurance
    You were created to endure physical hardship and easily shrug off trauma that would leave others broken.  
    • You always have 1 more Hearts Total than stated in you Class/Lvl.
    • If you suffer Ailment (Fatigued), you can ignore completely the penalty caused by 1 stack of it (this also prolong when you should be collapsing involuntarily).

     
  • Dark Sight
    The dark is your birthright. You see where others stumble, walk where others fear.  
    • You can see in the dark and do not need to rely on light.
    • You are immune to the Area condition (Obscured) if caused by darkness.

     
  Maturative abilities : Available for selection instead of an Advanced Class Ability.
  1. Super Strength
    Condition :
    Your Strength Aptitude must be your highest one (can be equal to another).
      You are able to perform incredible feats of strength and can match the power of creatures much larger than yourself.  
    • You have an Advantage on all rolls involving your Strength Aptitude, or your GM may decide you automatically succeed in certain situations.
    • Your Strength allows you to attempt feats not possible by weaker folk, such as holding up the roof of a collapsing structure. Your GM will decide what’s possible.
    • You can hurl heavy objects as Thrown Weapon that do 2 Hearts of Damage instead of 1.
    • You can throw other people (the range depend of their Size) :
      • Small : Up to 45 feets away.
      • Medium : Up to 30 feets away.
      • Large : Up to 15 feets away.
      * Thrown people suffer Ailment (Prone).
      * If the target suffer Ailment (Overburdened), treat it as one Size bigger.

     
  2. Unbroken Stride
    You push forward through wounds, flame, or screams — nothing halts your march.  

     
 
 
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