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 are bony humanoids with jet black skin and slightly demonic
features.
All Orc kindred have skin of varying in color from dark grey to light green.  
Orcs and their kin 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. Fausts are the solitary hunters in orc society and more
often than not are spies & assassins. 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 are self centered 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. There
is no known idea of how long a Faust can live, none have ever been known
to die of old age.
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 shadowswarm 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.


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 sub-skill that cost 1000 exp or less.
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.
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
Roll 2 D10 & add
them together
Height for the Various Races of Orcs
ROLL
Orc
Faust
Hobgoblin
Greater Orc
2
4' 11"
4'
5' 10'
7'
3
5'
4' 1"
6'
7' 4"
4
5'
4' 2"
6' 2"
7' 4"
5
5' 2"
4' 4"
6' 4"
7' 6"
6
5' 2"
4' 6"
6' 6"
7' 8"
7
5' 4"
4' 8"
6' 8"
7' 10"
8
5' 4"
4' 10"
6' 10'
7' 11"
9
5' 6"
5'
7'
8'
10
5' 6'
5' 2"
7'
8'
11
5' 6'
5' 2"
7'
8'
12
5' 7"
5' 3"
7' 2"
8' 2"
13
5' 8"
5' 4"
7' 3"
8' 3"
14
5' 9"
5' 5"
7' 4"
8' 4"
15
5' 10"
5' 6"
7' 6"
8' 6"
16
5' 10"
5' 8"
7' 8"
8' 8"
17
5' 11"
5' 9'
7' 9"
8' 9"
18
5' 11"
5' 10
7' 10"
8' 10"
19
6'
5' 11"
8'
8' 11"
20
6'
6'
8' 2"
9'
Roll 2 D10 & add
them together
Weight for the Various Races of Orcs
ROLL
Orc
Faust
Hobgoblin
Greater Orc
2
4'
4'
4'
4' 2"
3
4' 1"
4' 1"
4' 1"
4' 3"
4
4' 2"
4' 2"
4' 2"
4' 5"
5
4' 3"
4' 4"
4' 4"
4' 7"
6
4' 5"
4' 6"
4' 6"
4' 9"
7
4' 6"
4' 8"
4' 7"
4' 10
8
4' 8"
4' 10"
4' 8"
4' 11"
9
4' 10"
5'
4' 10"
5'
10
5'
5' 2"
5'
5' 2"
11
5'
5' 2"
5'
5' 2"
12
5' 1"
5' 3"
5'
5' 2"
13
5' 2"
5' 4"
5' 2"
5' 2"
14
5' 3"
5' 5"
5' 3"
5' 3"
15
5' 4"
5' 6"
5' 4"
5' 4"
16
5' 5"
5' 8"
5' 5"
5' 5"
17
5' 6"
5' 9'
5' 6"
5' 6"
18
5' 7"
5' 10
5' 7"
5' 8"
19
5' 7"
5' 11"
5' 8
5' 9"
20
5' 8"
6'
5' 9
5' 10"
Roll 2 D10 & add
them together
Other Attributes for the Various Races of Orcs
ROLL
Orc
Faust
Hobgoblin
Greater Orc
2
4'
4'
4'
4' 2"
3
4' 1"
4' 1"
4' 1"
4' 3"
4
4' 2"
4' 2"
4' 2"
4' 5"
5
4' 3"
4' 4"
4' 4"
4' 7"
6
4' 5"
4' 6"
4' 6"
4' 9"
7
4' 6"
4' 8"
4' 7"
4' 10
8
4' 8"
4' 10"
4' 8"
4' 11"
9
4' 10"
5'
4' 10"
5'
10
5'
5' 2"
5'
5' 2"
11
5'
5' 2"
5'
5' 2"
12
5' 1"
5' 3"
5'
5' 2"
13
5' 2"
5' 4"
5' 2"
5' 2"
14
5' 3"
5' 5"
5' 3"
5' 3"
15
5' 4"
5' 6"
5' 4"
5' 4"
16
5' 5"
5' 8"
5' 5"
5' 5"
17
5' 6"
5' 9'
5' 6"
5' 6"
18
5' 7"
5' 10
5' 7"
5' 8"
19
5' 7"
5' 11"
5' 8
5' 9"
20
5' 8"
6'
5' 9
5' 10"
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
Hobgoblin
Greater Orc
Orc - Faust
Starting Money
Bastard
Legitimate
First Born
Birth Order
01-25
 
Poor Trash
200
01-30
31-89
90-100
Roll D10
26-44
Commoner
450
01-17
18-91
92-100
1-2: 2nd
45-54
Roll
Merchant
1000
01-20
21-86
87-100
3-5: 3rd
54-77
01-50
Mercenary
2000
01-24
25-87
88-100
6-8: 4th
78-91
51-80
Raider
850
01-06
07-68
69-100
9: 5th
92-96
80-90
Warlord
1000
01-27
28-90
91-100
10: 6th
97-100
91-100
Clan Lord
1500
01-35
36-95
96-100
 
FATHER'S PROFESSION
Merchant: 01-20: Shaman 21-30: Brewer 31-40: Scout 41-50: Smuggler 51-60: Prospector
61-90: Slaver 91-100: Weapons Smith
Mercenary:  01-50: Militia 51-75: Archer 76-100: Elite Troops
Raider:  Your father was a leading member of an orc raiding party
Warlord: You father was the head a large tribe
Clan Lord: Your father was the heads of several large tribes.
          *Orcs have no royalty.