Orcs
Orcs are brutish green-skinned humanoids standing larger and burlier than most Humans on average, often sporting tusk like canines, thick matted hair, prodigious body odor, and bulging muscles. Their lifespan are typically short compared to those of Humans, even when death occurs via natural causes rather than violence. Orcs tend to respect only strength and value life little. Subsequently, they tend to favor violent professions and eschew scholarly pursuits. However, as with all things, there are exceptions to every rule. Also, while Orcs don't have much in the way of Wizards, some tribes or groups have Shaman, Clerics, and the occasional arcanist.
In many settings Orcs are often regarded as a violent and uncivilized people, barbaric and untrustworthy. In such settings many "civilized" inhabitations will not allow Orcs to enter, and some other races are known to attack Orcs on sight.
GM Permission is usually required to play an Orc.
Stronger Minded
The default Orc Package heavily penalizes cognitive skills and willpower, leaving Orcs easily confused and slow on the uptake. However, in some settings Orcs are not much less intelligent and strong willed than any other standard race.
Cost Ability
5 Brutish: +5 STR
10 Durable: +5 CON
10 Tough: +5 BODY
5 Intimidating: +5 PRE
2 Insensitve: +1 PD/+1ED
2 Fleet: +1" Run
5 Infravision: Infrared Perception
13 Powerful Nose: +4 PER Smell Group plus Tracking (Normal Smell)
3 Thick Skinned: Damage Resistance 3 PD/3 ED
4 Fast Healing: Regeneration: 1 BODY / Day
Value Disadvantages
-20 Normal Characteristic Maxima
-10 Distinctive Feature: Orc (Concealable w/ Magic, Noticed, Reaction, Not Distinctive in Some Cultures)
-2 Short lived: Ages twice as fast
-5 Dim: -5 INT
-10 Tractable: -5 EGO
-2 Ugly: -4 COM

+10

Total Cost of Package
Value Options
var Thicker Skin: Improve Damage Resistance up to 5 PD / 5 ED
2 Heavy: Knockback Resistance -1
7 Tusks: HKA 1/2d6 (vs. PD) (10 Active Points); Extra Time (Full Phase, -1/2)
-5 Change Distinctive Feature: Orc parameters to: (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)
Stronger Minded
+4 Reduce Dim to: -1 INT
+6 Reduce Tractable to: -2 EGO
+10 Strong Net Cost