rdOrck
Orcks are as common as 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 Demonia 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.

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

    Orcks last up until the age of 60. However, with diseases the average is around 45.

  • Size Medium

    Orcks are around 5 feet tall. Medium units take up one cell and suffers no Movement penalties from size.

  • 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 Chaos Realm or those who are merchants take the time to learn Carvian as well.

  • Breaks Normal

    Orcks don't have any special sleep patterns.

  • Vision Dark 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 grey.

  • Deity Bonds Marcarvious

    Your race's existence was brought forth by Lord Marcarvious, giving you access to the Autarky and Manipulator Classes.

  • Elemental Boons None

    Orcks do not gain any additional racial boon.

  • Elemental Banes None

    Orcks do not suffer from an additional racial bane.

  • Elemental Laws Any

    Orcks can be of any Element.

Orck Skills

Your guerrilla tactics are not only great on the field, but inside your base as well.  When attacking someone inside of your base or 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.

Orcks have a specialty for mine warfare.  When your explosive goes off, it deals 1D6 damage in a 3×3 range at Level 1.  An additional 1D6 is added to Level 5, 10, 15, 20, and at 25.  At Level 30 you gain an added 2D6 and it extends to 5×5 area, capping out at 8D6 damage at a 5×5 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 do not succeed and are within 2 Cells from you, you are granted a special advantage allowing you to add 5 points to your roll.  You gain an extra 5 points at Level 10 and 20, capping at an extra 15 points to your roll.