Orcs tend to be about the same height as elves but tend to be of heavier
build and more stoop-shouldered.  Hobgoblins are between six and seven
feet in height with a lean muscular build, and Greater Orcs tend to be
between seven and eight feet in height with a heavier build and gait.  
Fausts, or grey stalkers, as they are often called, are silent, solitary
hunters. They are bony humanoids with jet black skin and slightly demonic
features.. A faust typically follows its prey carefully for a while from a
distance, studying it, and waiting for the right moment to attack. Faust
typically hunt alone, but may join parties acting as a spy or assassin.  
Faust find it easier to work with members of races other then faust. There
is a deep rooted sense of competition among them, and they know better
then to trust their own kind.  Faust are evil and find it difficult to overcome
their tendency to steal and kill, but if the flow of money and bloodshed is
good in a group they will deny their tendency for theft and betrayal.   Most
races know not to trust the faust, but they are also sought as exceptional
assassins and bounty hunters.
All Orc kindred have skin of varying in color from dark grey to light green.  
Orcs tend to be motivated by greed and lust for power.  Orcs tend to be
more cautious and fearful when they are alone, but often become brave
and foolhardy in great numbers.  Hobgoblins and Greater Orcs do not tend
to be afraid of traveling alone, but they do not frequent too many human
settlements since they are usually not very welcome.  Hobgoblins &
Greater Orcs tend to be the military leaders of large groups of orcs or
goblins.  Orc kindred tend to avoid elven and dwarven settlements, and will
attack them more often then not.  Orc kindred avoid associating with most
of the other races except when they target one of their camps or
settlements for a raid.  Orc kindred are working more with the others races
in recent years since the Chaos creatures have multiplied and taken over
their homelands in the wilderness and wasteland areas.  Orcs tend to live
about 60 years, Hobgoblins tend to live about 100 years, and Greater Orcs
tend to live about 300 years. It is unknown how long fausts live, there are
no known records of any dying of old age.

1. Orcs and faust see in the dark with infra-vision at 150 feet.  Hobgoblins
and Greater Orcs see in the dark with infra-vision at 300 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. Orc kindred are immune (3 X EN) to most diseases.
3. Orcs may begin adventuring with 1 rank in  Assassin .
4. Faust may opt to being with 1 rank in Assassin or Bounty Hunter.
5. Hobgoblins and Greater Orcs receive Military Scientist at ½ the required
exp. cost.
6. Faust may move in the dark with near invisibility. They can only be seen
by witchsight or truesight, if fighting in only the light given by a torch or
latern they gain partial shading and +20% to defense.
7. The claws of a faust are very sharp and strong and at PS of 15 their
hands do +1 damage and are class B.   Their bite does +1 at 40%.
7. Orc kindred may use one weapon at ½ the required exp. cost, but gain a
10% bonus to strike and +1 to damage when using a scimitar or mace.
8. Orcs make three rolls on the bogey table.  Fausts, Hobgoblins & Greater
Orcs make two rolls on the bogey table.

Orcs:
PS+3 AG-l WP-2 EN+2 PC=10 NA=2 MR+5.
Fausts:
MD +2 MA-4 WP +1 EN +2 FT +2 PC = 12 NA=2 MR +5
Hobgoblins:
PS+6 AG-2 WP+2 EN+3 PC=12 NA=4 MR+10 TMR+2.
Greater Orcs:
PS+l2 AG-4 WP+2 EN+6 FT+7 PC=14 NA=4 MR+10 TMR+4.
ORC