HALF ORC
Half-orcs are the children of orcs and humans.  Most often they are the result
of rapes that occurred between orcs and humans.  Orcs are not capable of
breeding with the other races, and so there are no other hybrids.  Half orcs
are generally despised by humans society and seen as unwelcome outcasts.  
Orcs too often view half orcs as weak and inferior.  Their rough and
demanding lives make half orcs that survive to maturity very tough and
determined.  Half orcs often have a fatalistic view of life and expect death to
literally be around the corner.  This fatalistic view often causes them to live for
the moment and fight with even greater intensity.  Half orcs do have one thing
that makes them desirable as comrades; they have an intense loyalty to those
who would treat them with respect.  Half-orcs are not liked by many of the
races but are fairly common where orcs and humans dwell in nearby
communities or kingdoms.  In spite of the challenges they face half orcs are
able to survive and prosper as mercenaries, body guards and as
intermediaries between orc and human communities.  Greater Orcs do not
breed with lesser races and are something of an oddity in society that thrives
on violence and destruction.  Sages have never heard or encountered
children of greater orc heritage. Half orcs combine the best features of their
parents with less of the limitations.  Half orcs live about 70 years.

l. Half orcs see in the dark with infra-vision at 75 feet.  This vision allows them
to see heat signatures of living beings and geo-thermal signatures from other
heat sources. They cannot read or see fine details with this sight, but it allows
+15% to tracking any being with a heat signature.
2. Half orc kindred are immune to most diseases (3 X EN to resist) and can
resist natural poisons by rolling under 3 X EN.
3. Half orcs may choose one sub-skill that cost 1000 exp or less.
4. Half orcs may opt to begin with 1 rank in assassin, berserker or fist of
retribution.
5. Half orc kindred may use one weapon at ½ the required exp. cost, but gain
a 5% bonus to strike and +1 to damage when using their fist, rock or one
handed hafted weapons.
6. Half orcs make two rolls on the bogey table.

Half orcs:
PS+1 MA -2 WP+2 EN+2 PC=10 NA=2.
Half hobgoblins:
PS+3 AG-1 WP+2 EN+2 FT +2 PC=11 NA=3 MR+10 TMR+1.
SOCIAL STATUS
Social status represents the characters family status and profession in the society of origin.
 Social status will determine the characters wealth and may influence his starting
experience.
Roll
Status
Starting Money
Bastard
Legitimate
First Born
Birth Order
01-20
Poortrash
200
01-30
31-89
90-100
Roll D10
21-40
Gentle Folk
300
01-10
11-85
86-100
1-3: 2nd
40-60
Farmer
450
01-17
18-91
92-100
4-5: 3rd
61-65
Merchant
1000
01-20
21-86
87-100
6-7: 4th
66-70
Merchant Prince
2000
01-24
25-87
88-100
8: 5th
71-80
Craftsmen
700
01-13
14-92
93-100
9: 6th
81-94
Bandit
850
01-06
07-48
49-100
10: 7th
95-97
Lesser Noble
1000
01-80
81-100
----------
 
98-99
Greater Noble
1500
01-80
81-100
----------
 
100
Royalty
2000
01-95
96-100
-----------
 
Roll 2 D10 & add
them together
Attributes for Half-Orc
ROLL
Height
Weight
Hair
Eye Color
2
4' 11"
140
bald
Special
3
5'
145
bald,  long. grey
hair on sides
dark brown
4
5'
150
ash-grey straight hair
dark brown
5
5' 2"
155
grey-brown,
wavy hair
dark brown
6
5' 2"
160
grey-brown,
straight hair
darkbrown
7
5' 4"
165
black, wavy and thin
black-brown
8
5' 4"
170
black, straight and thin
black-brown
9
5' 6'
175
black, straight and thin
black-brown
10
5' 6"
175
black, straight and thin
black-brown
11
5' 6"
175
black, straight and thin
black-brown
12
5' 7"
180
black, wavy and thin
yellow
13
5' 8"
185
mottled brown-black and
thin
yellow
14
5' 9"
190
mottled brown-rusty,  thin
yellow
15
5' 10"
195
rusty-grey
thick
blue
16
5' 10"
200
dark grey hair
long
hazel
17
5' 11"
205
dark  grey hair, thin,    
short
hazel
18
5' 11'
210
bald, short grey on the
sides
hazel
19
6'
215
bald, long grey hair on
sides
Special
20
6'
220
bald
Special
FATHER'S PROFESSION
ROLL
Special Eye Colors
2-3
Eyes change color depending on mood *
4-5
Eye glow, roll again on the color chart ignoring special
6-7
Unusual color: sapphire, eyes sparkle like the gem
8-9
Unusual color: emerald, eyes sparkle like the gem
10-12
Eyes of two different colors, roll twice on chart ignoring special
13-14
Unusual color: ruby, eyes sparkle like the gem
15-16
Unusual color: diamond, eyes sparkle like the gem
17-18
Unusual color: opal, eyes sparkle like the gem
19
Eyes appear all white, no iris or pupil
20
Eyes appear entirely black
Since your father was more than likely an orc or a hobgoblin consider this the profession of
your step-father. Your mother was either the victim of a horrible crime or was half-orc
herself and has passed on the orc heritage to you. The player may decide which situation
applies to their actual heritage.

Poor Trash:
01-30: Town drunk 31-80: Homeless beggar 81-100: Escaped Slave
Gentle Folk: 01-10: Beggar 11-40: Unskilled laborer 41-70: Rat Catcher 71-90: Servant
91-95: Field hand 96-100: Stable hand
Farmer: 01-10: Farmer 11-20: Fisherman 21-30: Herdsman 31-40: Tanner 41-50: Peddler
51-60: Woodsman 61-70: Sailor 71-80: Mule-skinner 81-90: Miner 91-100: Miller
Merchant: 01-10: Excise man 11-20: Gambler 21-30: Grave robber 31-40: Pilot 41-50: Smuggler        
51-60: Prospector 61-70: Fur-trapper 71-80: Racketeer 81-85: Outfitter 86-90: Fence                          
91-95: Troubadour 96-100: Tavern Operator
Merchant Prince: 01-10: Alchemist 11-20: Navigator 21-30 Lawyer 31-40: Banker 41-50: Cleric
51-60: Silversmith 61-70: Goldsmith 71-80: Sage 81-90: Judge 91-95: Retired Adventurer
96-98: Diplomat 99-100: Wizard
Craftsman:  01-05: Barber 06-10: Bleacher 11-15: Bowyer 16-20: Carpenter 21-25: Tinker
26-30: Cobbler 31-35: Cooper 36-40: Cutler 41-45: Wood carver 46-50: Distiller 51-55:
Draper  56-60: Dye Maker 61-65: Engraver 66-70: Fletcher 71-75: Weaver
76-80: Blacksmith 81-85 Mason 86-90: Mercenary 91-95: Toll keeper 96-100: Undertaker
Bandit: 01-10: Highway man 11-20: Outlaw Chief 21-30: Pirate Captain 31-40: Racketeer Chief
41-50: Thief Guild Master 51-60: Assassin Guild Master 61-70: Bounty Hunter
71-80: Warlord 81-90: Slaver 91-100: Brothel Master
Lesser Noble: 01-50: Earl 51-100: Baron
Greater Noble:  01-50 Marquis 51-90: Duke 91-100: Archduke
1-3: dark tan 4-6: brown 7-9: reddish brown 10: olive green tint
Skin Coloration
Aspects
OTHER CHARACTER
GENERATION ATTRIBUTES


ENDURANCE IS . . . FATIGUE IS
3 TO 4                        16
5 TO 7                        17
8 TO 10                       18
11 TO 13                     19
14 TO 16                     20
17 TO 19                     21
20 TO 22                     22
23 TO 25                     23
26 OR HIGHER           24
Unless stated otherwise a character’s Perception
value is 9.

To determine a character’s physical beauty roll 4D5 +3.

To determine the handedness of a character roll on
following chart: Roll two dice designating one d10 and
the other d5
D10 > D5: Right handed    D5 > D10: Left handed  
D5 = D10: Ambidextrous
OTHER CHARACTER  
GENERATION ATTRIBUTES


AGILITY IS . . . TMR IS
3 OR 4               2
5 TO 8                3
9 TO 12              4
13 TO 17            5
18 TO 21            6
22 TO 25            7
26 TO 27            8
28 TO 30            9
30 OR HIGHER   10
Agility & TMR
Endurance & Fatigue
Perception, Physical Beauty & Handedness
Although a person's aspect does not greatly effect his life it can make the difference
between success and failure in some instances.  Seasonal aspected characters add 5% to
all their percentages during their season of birth. They add 10% to all their percentages an
hour before and after high noon and midnight. These bonuses are applied negatively during
the opposite season in which the character was born.  Solar aspected characters add 5%
during the day in any season, and add 10% one hour before and after high noon.  At night
the modifiers are applied negatively.  Lunar aspected characters apply their bonuses in a
opposite manner.  Death aspected characters receive a 10% bonus to percentages anytime
a human or semi-human dies within 50 feet of them.  This duration last for one minute and
are not applied in a cumulative manner.
 
 01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn
                  81-87: Solar 88-95: Lunar 96-100: Death.
For the character whose eyes
change color this chart is
available:
Blue: ordinary experience  
Green:  Excited or anticipating  
Red:  Angry or intimidating
Yellow:   Frightened or fearful      
Brown  Tired or injured