Half Orcs are often, but not always, rapeget from a Human woman and a Orcish raider.
Half Orcs typically favor one parentage over the other, but generally benefit from
the brutish strength and durability of their Orcish heritage. Their life spans are
typically short compared to those of normal Humans, but are still longer than that
of most Orcs.
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Half Orcs in some cultures suffer discrimination, but are somewhat accepted in other
cultures. Further, some Half Orcs are raised by one parent or the other, and some
others have experience in both environments. Due to their high degree of variation
from one another, each Half Orc should be personalized as befits their background
outside of their Package Deal.
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Assuming they exist in a setting, GM Permission is occasionally required to play
a Half Orc.
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Cost
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Ability
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5
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Brutish: +5 STR
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6
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Durable: +3 CON
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6
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Tough: +3 BODY
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3
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Intimidating: +3 PRE
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2
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Fleet: +1" Run
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5
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Infravision: Infrared Perception
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9
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Powerful Nose: +2 PER Smell Group plus Tracking (Normal Smell)
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3
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Thick Skinned: Damage Resistance 3 PD/3 ED
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4
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Fast Healing: Regeneration: 1 BODY / Day
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-10
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Distinctive Feature: Half Orc (Concealable w/ Magic, Noticed, Reaction, Not Distinctive
in Some Cultures)
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-2
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Short lived: Ages twice as fast
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-4
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Tractable: -2 EGO
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-2
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Ugly: -4 COM
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5
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Total Cost of Package
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Options
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3@
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Human Talent: Choose up to Two:
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- Absolute Range Sense
- Ambidexterity (Off Hand at -2)
{or Off Hand at -1 if taken twice}
- Bump of Direction
- Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
{or Eidetic Memory and +1 INT* if taken twice}
- Environmental Movement (3 points worth)
- Lightning Reflexes +2 for all Actions
- Lightsleep
- Resistance (3) (Resist Interrogation)
- Incorruptible (3) (Resist Bribery)
- Immovable (3) (Reist Persuasion)
- Unfriendly (3) (Resist Seduction)
- Hard Bargainer (3) (Resist Trading)
- Acrobatics
- Breakfall
- Climbing
- Fast Draw
- Riding
- Survival
- Tracking
- +1 PER All Senses
- Some other Talent or Perk worth up to 3 points in any combination
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2@
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Human Athleticism: Choose up to Two:
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- +1 PER with 1 Sense Group
- +1" Running
- +2" Swimming
- +2" Leaping
- Trackless Stride
- +1 OCV w/ one Weapon
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9
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Humanish: Some Half Orcs strongly favor their Human heritage; remove Short
lived, Ugly, Reduce Distinctive Feature Half Orc to -10 point level (Reaction vs
Often Reaction)
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4
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Strong Minded: Remove Tractable
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-2
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Dim: -2 INT
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-5
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Change Distinctive Feature: Half Orc parameters to: (Concealable w/ Magic, Noticed,
Often Reaction, Not Distinctive in Some Cultures)
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Medium Foot typically fight, as the name would indicate, on foot. They generally
wear chain or other medium armors and wield heavier one-handed weapons in conjunction
with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness,
skill, technique and brute force.
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Medium Foot provide a potent middle ground between the various extremes of fighting,
and might possibly be the best all-around type of generalist fighter.
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Cost
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Ability
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3
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Strong: +3 STR
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3
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Quick: +1 DEX
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10
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Nimble: +1 SPD
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2
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Sturdy: +1 CON
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2
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Durable: +1 BODY
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2
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AF: Medium Armor Proficiency
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1
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AF: Shield Proficiency
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4
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WF: Common Melee, Common Missile
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2
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Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
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16
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Choose One:
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- Combat Skill Levels: +2 All Combat
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- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
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- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
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2
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PS: Warrior
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3
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Tactics
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3
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Fast Draw
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1
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Warrior Elite: Right to Bear Arms or Equivalent For Culture
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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10
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Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
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20
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Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
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4
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Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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4
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Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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7.5
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Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
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7.5
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Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
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10
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Precision: Find Weakness 11-: One Attack (choose)
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+10
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- More Precise: Increase Find Weakness to Tight Group
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+20
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- Incredibly Precise: Increase Find Weakness to All Attacks
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+10
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- Reliably Precise: Find Weakness to 13-
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+40
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- Always Precise: Find Weakness to 17-
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6
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Shifty: Combat Luck (3 PD/3 ED)
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4
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Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
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4
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Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Medium Armor (-1/2)
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5
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Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield;
-1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END
per Phase
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5
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Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
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-2
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Bad Knees: -1" Run
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Warriors Code (Uncommon, Moderate)
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-10
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Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
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-5
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Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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