rdOrck
Orcks are slightly more plentiful than humans in Outerah, but have shorter lifespans and bring a different variety of skills to the table.  And much like their human counterparts, orcks are brilliant problem solvers and are very wise.  Disease seems to be drawn to the orcks like magnets.  Generations of their kin being killed off by diseases, compromising their immune systems due to generations of suffering from the plagues they can’t seem to fend off.  Orcks usually have many offspring and have been trying to crossbreed as a failsafe from a virus not wiping them out.  Over the centuries, orcks have done much better with keeping their immune systems stronger and warding off many diseases, though they are always worried about the next plague. Orcks are a race that plan for the long term due to the centuries in which they have struggled not just with disease, but life on Vicrious as a whole.  Orcks are for the tribe and greatly value family and tradition.  The strong among them have carried the race through these troubling times.

A Well Organized Force:

Orcks are well known for building structures with powerful defenses with remarkable efficiency.  Their bases are usually quite large to house all the orcks and protect their young near the center.  Orcks can defend their establishments with a skeleton crew; that’s not only a testament to the structures they create, but orcs fight in a way that saves the most lives.  As such, they engage in guerrilla tactics and are masters of hit and run.

“Regular” orcks are those without any additional evolutions that their other subrace counterparts have.  Some of these evolutions stem from Affinity while others are physical mutations.

Cursed orcks are born with a third eye, which contains unusual power… The merge of excess Creation and Destruction energy can be used to enchant their abilities.

Spiked Orcks can hold their ground without being moved, granting them immunity to Push or Pull effect.  Instead, those who attempt to use these status effects on you are punished, gaining Pushed or Pulled where you otherwise would have!  If you have a Push or Pull effect, the Cell range is doubled.  They love their spikes, and they may even be seen to go overboard at times.  Not only are their buildings with these spikes, but their armors and weapons also have these spikes upon them.  They even spike their drinks!  Furthermore, if you are at full health, you are unable to be instantly sent to Spirit Release.  At Level 20 you can use your Trigger Action to endure any attack, which would bring you to just 1 Hit Point left, rather than bringing you to Spirit Release.  At Level 30 and 40 you get one additional charge. 

In very rare cases, the DNA lottery lines up and orck offspring takes form as a far superior being compared to both parents. These few cases can be seen as a miracle as the orck’s immune system formed resiliently, removing their greatest weakness.  Those orcks have been dubbed “Fortune Orcks.”  It is said that the parents of a fortune orck are compensated greatly for producing this rare offspring since this offspring should in theory produce Fortune Orcks at a greater chance.

Orck

  • Initial Attibutes +15WIS; +10INT; -5STR,VIT

    STR:5, AGI:10, VIT:5, INT:20, WIS:25, CHA:10, SPT:10, LUK:10

  • Age 45 to 60 Years

    Regular and cursed orcks last up until the age of 65.  However, with diseases the average is around 45. Fortune orcks can live to nearly 100. Spiked orcks last around 55 but don’t appear to be affected as much to disease as well as their non-drunken counterparts.

  • Evolution Adeple

    Your evolutionary roots stem from the adept humans. You are part of the adeple family.

  • Size Medium

    Orcks are around 5 feet tall.  Your size is medium.

  • Racial Variations

    There are multiple shades of green (Vicrious), brown (Blackheart), and tan (Angelar) colored orcks originating from planets houses depending on their environments. Some orcks, dubbed Cursed Orcks, have a third eye which can be used to enhance their attacks (see skill below). However, the third eye also causes the orck to be frailer and, thusly, more susceptible to status effects, causing Vitality and Spirituality based status effects to gain a Hyper Charge for resisting. Only non-fortune orcks can have this third eye. Spiked orck is more than just a cool name. These somewhat rare beings actually do have spikes protruding from their body, namely their shoulders but small ones can be found on the arms, legs, chest, and even jawline! This is said to be a side effect from their constant imbibing of alcohol.

  • L.A.W.S Land, Water, Space

    Orcks can traverse Land.  They can swim and hold their breath in both Water and Space for 30 seconds plus their Vitality modifier.

  • Languages Humish, Carvian, Orckian

    You can speak, read and write Humish, and Orckian. Orcks who are born in the Orgarges or those who are merchants take the time to learn Carvian as well.

  • Breaks Normal

    Orcks have no special sleep patterns.

  • Vision Dark Vision/ Blurred Vision

    Thanks to living within a land lit by multiple moons, the light is usually dim at best.  As such, you can see clearly within 20 Cells as if it were bright light.  You can also see 10 Cells in front of you in complete darkness as if it was dim light, but cannot distinguish color.  In darkness, you see the world around you in shades of gray. Spike orcks who are on Drunken Tier 3 or higher gain access to Blurred Vision. While it's difficult to see, the alcohol coursing through you brings out strength you never knew you had! You receive a Minus Charge when attempting to hit a target, but gain a Plus Charge on damage calculations should your attack succeed. Roll all damage dice twice and take the higher number

  • Deity Bonds Marcarvious

    Your race's existence was brought forth by Lord Marcarvious, giving you access to the Warrior Class, Gadgeteer DLC, and Mechanic DLC.

  • Elemental Boons Creation:0 Earth:0

    Orcks take 50% less damage from Creation and Earth-based attacks.

  • Elemental Banes Shadow:150

    Orcks receive 50% more damage from Shadow-based attacks.

  • Elemental Laws Any

    Orcks are compatible with any of the elements on the primary wheel. You are also able to become Blight or Corruption.

Orck Skills

Your guerrilla tactics are not only great on the field, but you’re just as tactical while battling indoors.  When battling enemies inside of a building or even at your campsite, you gain not only a Plus Charge on attack, but your first strike is a guaranteed critical hit on the enemy you catch off guard with an Opener.  In any other area, the skill adds the extra dice (2 instead of the normal 1) to your Opener.

Orcks have a specialty for mine warfare.  When your explosive goes off, it deals [1D6+(Level)] damage in a 3x3x0x0.5 range at Level 1.  An additional [1D6] is added e5 Lvls thereafter.  At Level 30 the damage extends to a 5x5x2x1 range.

Orcks are well-known for their great teamwork and supporting their allies.  When a Talent Check is needed, your partner rolls first.  If they fail and are within 2 Cells from you, you are granted a special advantage allowing you to add 3 to their roll.  You gain an extra 3 points to add to their roll every 11 Levels thereafter.

Unveiling your latent power, your Third Eye, you become endowed with the Creation and Destruction Elements for 3 Rounds.   Once per day you can add [1D10 (+1D10 e9 Lvls)] extra damage to your attacks.  The additional damage you deal is either Creation or Destruction, your choice.  You can use the skill additional times in the day with the use of an Affinity Charge.

If you are a fortune orck, you gain an extra 2 in Speed, an extra +1 to Move, and are immune to Poison and Disease.  Furthermore, you gain an additional Luck Orb which brings your maximum value to 5.

 Spiked orcks have a fairly high tolerance for spiked drinks, giving them increased buffs until totally wasted, which then causes increased sufferings and diminishing returns. The effects stacks and last for an hour.

  • Tier 1: Grants an additional 5% dodge chance when being attacked.
  • Tier 2: Makes you unmovable (Void Push; Void Pull; Void Propelled).
  • Tier 3: Grants +1 Move and Jump, and +3 Speed
  • Tier 4: Grants an additional 5% dodge chance when being attacked. (+10 Dodge)
  • Tier 5: Grants an additional +5 Agility
  • Tier 6: Grants an additional +3 Speed (+6 Total) and +5 Strength.  Causes an unresisted and incurable Poison Status Effect for the hour duration, but any Push, Pull, or Propelled debut triggered is reversed, making them move the set amount instead of you .
  • Tier 7: Grants an additional +5 Agility (+10 Total), +5 Strength (+10 Total), and an additional 5% dodge chance when being attacked. (+15 Dodge).  Causes an unresisted and incurable (Everlasting)Severe Poison(1H) for the hour duration.
  • Tier 8: Causes instant death, putting you on Spirit Release countdown.