Half Orc Castigator
Cost Ability
6 Half Orc
99 Castigator
2 Hale: +2 STR
12 Athletic: +4 DEX
5 Quick: Round off Speed
1 Tough: +1 ED

125

Total Cost of Template

Race Package Deal
Half Orcs
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.
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.
Assuming they exist in a setting, GM Permission is occasionally required to play a Half Orc.
Cost Ability
5 Brutish: +5 STR
6 Durable: +3 CON
6 Tough: +3 BODY
3 Intimidating: +3 PRE
2 Fleet: +1" Run
5 Infravision: Infrared Perception
9 Powerful Nose: +2 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: Half Orc (Concealable w/ Magic, Noticed, Reaction, Not Distinctive in Some Cultures)
-2 Short lived: Ages twice as fast
-4 Tractable: -2 EGO
-2 Ugly: -4 COM
5 Total Cost of Package
Options
3@ Human Talent: Choose up to Two:
 
  • 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
2@ Human Athleticism: Choose up to Two:
 
  • +1 PER with 1 Sense Group
  • +1" Running
  • +2" Swimming
  • +2" Leaping
  • Trackless Stride
  • +1 OCV w/ one Weapon
9 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)
4 Strong Minded: Remove Tractable
-2 Dim: -2 INT
-5 Change Distinctive Feature: Half Orc parameters to: (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

Package Deals
Castigator
The martial arm of their religion or just a secular Warrior fueled by inner faith, the Castigator is a fearsome and dangerous entity. Powerful as an ally or an enemy, the Castigator is a Holy Warrior for their patron deity, striking down any and all hindrances to the pursuit of their patron's goals. The Castigator is fun to play because they are impressively capable, particularly after a little bit of character growth. It requires patience and some maintenance from a player to advance the Castigator in such a way as to keep them competitive, but the solid core of their ability set lends itself very well to adventuring.
Cost Ability
23 Dedicated Package
56 Medium Foot Package
  Penalty Skill Levels: +1 to Offset DEX Roll Penalty of Medium Armor (upgrade existing ability to 2pt level)
20 Strength Domain Package
99 Total Cost of Abilities
Value Disadvantages
0 None

+99

Total Cost of Package

Extention Package Deals
Dedicated
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Prepared Model
A lay brother, an acolyte, a Priest in training, a non-ordained Priest, a person so devoted that they have been invested with Divine power, or something else, the Dedicated has Divine spellcasting ability but does not have the breadth of Magic available to more established devotees of their Patron.
This package is useful for making a number of "multiclass" concepts, and also serves as an entry point for a character wishing to become a Domini during a campaign.
Cost Ability
18 Prepared VPP (15 Pool)
3 Power Skill: Faith (EGO)
1 Literacy w/ Native Language
Value Disadvantages
0 None

+22

Total Cost of Package

Basic Package Deals
Medium Foot
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.
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.
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
2 Sturdy: +1 CON
2 Durable: +1 BODY
2 AF: Medium Armor Proficiency
1 AF: Shield Proficiency
4 WF: Common Melee, Common Missile
2 Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
2 PS: Warrior
3 Tactics
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
10 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"
20 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.
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any medium weapon 
7.5 Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less BODY, any weapon
10 Precision: Find Weakness 11-: One Attack (choose)
+10
  • More Precise: Increase Find Weakness to Tight Group
+20
  • Incredibly Precise: Increase Find Weakness to All Attacks
+10
  • Reliably Precise: Find Weakness to 13-
+40
  • Always Precise: Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Medium Armor (-1/2)
5 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
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-2 Bad Knees: -1" Run
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-5 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)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
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