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Ork

Tough and aggressive, orks are known for their hot tempers and strong physiques. Once a marginalized species, they have largely benefited from the general collapse of civilization. Ork warlords have conquered many regions formerly held by other species, and many of the surviving states have taken to hiring ork mercenaries to shore up their defenses.   Orks are generally considered to be stupid and brutish, but their cognitive abilities are no weaker than those of humans. Their impulse control tends to be lower however.  

Stats

  Orkish Strength: Orks put on muscle easily and start with d6 strength. Their maximum is d12+1.   Orkish Stamina (+5): Orks tire less easily than most other sapients. They start with d6 Vigor and a maximum of d12+1. They also get +1 toughness. Furthermore, a second shaken shaken result in combat does not cause a wound.   Dense (-1): Orks have dense bodies that do not float well. They must make swim checks whenever they try to swim or float (even in calm water). This check is made at -2 in rough water. They can, however, run along the bottom of a body of water at their normal run speed (they still must make checks to hold their breath while doing so).   Keen Sense of Smell (1): Orks get +2 to notice rolls involving smells and can track by scent (+1 to survival rolls to track, +4 if the target is bleeding).   Nocturnal(-2): Orks are nocturnal creatures. They can see normally at night (although they are still blind in complete darkness, taking the usual -6 penalty). Their vision is reduced in bright light (-2 to sight-based notice rolls on a cloudy day or a torch-lit room, -4 on a sunny day). They also do not see fine detail well and have trouble distinguishing between blue and purple, and red and pink are hard to differentiate from green. This gives them an additional -1 to notice rolls to spot objects at medium range or longer. The eyeshine caused by their tapetum lucidum gives a +1 to anyone trying to spot them in the dark (except in total darkness where there is no light to be reflected).   Hot Tempered(-1): Orks are easily agitated and suffer -2 to resist taunts. If a taunt succeeds, the taunted ork must either attack or make an intimidate roll against the taunter. In the latter case, if the taunter is humbled by the intimidate, the taunted ork regains his composure and may act freely. If the intimidate roll fails (or if the ork critically fails the initial roll to resist the taunt), the ork reacts violently, being unable to do anything other than make wild attacks against the taunter (or anyone actively preventing them from accessing the taunter) until he either passes a smarts roll or another character successfully persuades him to calm down (or he or his taunter are incapacitated).   Impulsive (-2): Orks have low impulse control. Even carefully thought through plans are quickly dropped if another, on the face of it more appealing, option presents itself. Anytime an Ork is torn between following his impulse or sticking to the plan his player must make a spirit roll to resist the temptation (unless he wishes to give in). Each roll after the first is made at a cumulative -1 until the Ork achieves a minor or major goal.

Basic Information

Anatomy

Bipedal, mammalian humanoids standing roughly 1.8 to 2 meters on average. There is little difference in strength and size between genders. Their unusual biology causes them to create carotenoids which make their skin various hues of red, orange, pink, and yellow. Both males and females have high levels of testosterone which help them build muscle quickly.

Growth Rate & Stages

Like other humanoids, orks have a gestation period of around nine months, generally reach sexual maturity in their early to mid teens, and tend to live five to eight decades if war or pestilence don't claim them first.

Dietary Needs and Habits

Orkish digestive tracts are short, and they have difficulty absorbing the nutrients in plants. Orks live primarily off of meat and dairy. As a result, the foremost experts on animal husbandry can be found among ork clans, which are usually highly pastoral.

Additional Information

Perception and Sensory Capabilities

Orks are nocturnal and have excellent night vision. Their daytime vision is poor, however, as they have poor distance vision and cannot perceive colors as clearly as some species. In addition the general washed out look of the colors they can see, they have difficulty distinguishing between blue and purple, and red and pink are hard to distinguish from green. Like many nocturnal creatures, they have a tapetum lucidum that causes eyeshine in the dark. They have acute senses of smell and are especially sensitive to the scent of blood.

Civilization and Culture

Historical Figures

Tharzeia is the only ork among the Korsamu and is revered in many orkish cultures.
Genetic Descendants

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