Orcs
Powerful and versatile, Orcs tend to have a focus on power and position - it is rare that an orc group is led by anyone but the strongest member. In some cases, this focus on martial might has led to ravaging hordes, in others proud and powerful defenders.
There 'might makes right' culture may also be part of why Orcs typically have shorter life spans than most other mortal races. It's tough to say if a less challenging life style may lead to a longer average, but it's uncommon to see an orc or someone with orc blood make it much past 50.
Orcs tend to be taller, ranging from five and a half feet to topping more than seven, and are often densely muscled.
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Statistics
Orcs gain three of the following ability.
Physical Might - Gain +10 to Physical Prowess.
Martial Tradition - Gain +10 to Weapon Skill.
Ancient Fury - Gain the Berserker Talent. If already taken gain another Talent.
Dark Sight - See in perfect darkness without a light source, albeit in black and white.
Bloodline
Finally, the character selects one of the below abilities;
Pure Orc - Gain an additional racial ability
Human Blood - Remove one Drawback.
Elf Blood - Gain +5 to Intelligence.
Dwarf Blood - Gain 5 to hit the last enemy to harm you.
Halfling Blood - Gain +1 luck every 2 levels.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Dwarf Blood - Gain 5 to hit the last enemy to harm you.
Halfling Blood - Gain +1 luck every 2 levels.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.