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 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.
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Roll 2 D10 & add them together
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bald, long. grey hair on sides
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mottled brown-black and thin
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mottled brown-rusty, thin
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dark grey hair, thin, short
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bald, short grey on the sides
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bald, long grey hair on sides
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Eyes change color depending on mood *
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Eye glow, roll again on the color chart ignoring special
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Unusual color: sapphire, eyes sparkle like the gem
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Unusual color: emerald, eyes sparkle like the gem
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Eyes of two different colors, roll twice on chart ignoring special
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Unusual color: ruby, eyes sparkle like the gem
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Unusual color: diamond, eyes sparkle like the gem
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Unusual color: opal, eyes sparkle like the gem
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Eyes appear all white, no iris or pupil
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Eyes appear entirely black
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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
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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
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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
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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
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Perception, Physical Beauty & Handedness
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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.
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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
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