Half Orcs
Half-OrcsA) History:
(NOTE: Orcs in this world are more closely represented by shadow run orcs in appearance)
The life of Half-Orcs almost exclusively begins with sadness or violence. Very rarely do humans and orcs meet, for the intention of forming a family and bearing children. There is just too much racial tension between orcs and humans for this to realistically happen. It is typical for orc, or human barbarian raiders to commit acts of violence against women of the opposite race. The results of these unions are half-Orcs. For the unfortunate child, they too closely resemble humans to survive in orc cities. The reverse is also true. Half-Orcs too closely resemble orcs to survive in human lands. Both major races regard the half-Orc as a potential spy, and they are often just driven away, if not killed on sight.
Because of a Human's innate propensity for prejudice; and an Orc's propensity for violence of orcs, the resulting half-Orc takes on a lot of bad traits. Unlike the half-Elf, that tends to assume the best features of both races, half-Orcs are the opposite. Their genetics always take on the worst traits of their parents. The recessive genes of both parents is typically what ends up being displayed in offspring.
B) Role Playing:
The life of a half-Orc is not an easy one. Due to consistent rejection by their parent's societies, half-Orcs live a harsh life. They are all afflicted with a variety of mental disorders, all stemming from rejection and loneliness. These afflictions can be role played in a variety of ways by the player. the more creative they are, the more alive the character will be, and the more experience they are sure to get.
Along with mental disorders coming up due to environmental conditions, Half-Orc genetics also cause them to display traits that are typically unwanted in both societies. one thing is for certain in all Half-Orcs though, they do have an incredible survival instinct. No matter how the odds have stacked against them, they're desire to survive has gotten a half-Orc out of many bad situations.
C) Racial features: (These are in addition to standard racial features).
1) Will to live: Because of their will to live, half-Orcs have a natural armor class of 8. in addition,
when rolling hit points, half-Orcs automatically re-roll results that are less than 50% of their
dice's potential. (Example: a warrior would re-roll anything that is 5 orless, since they roll d10
for hit points). if a player opts to accept the dM's bounty, Half-Orcs receive a +1 to the Bounty.
2) Proficiency: Because of their lack of ability to find decent employment, Half-Orcs have become
adept at finding valuable items, and then selling them for as much as they can get. As such,
Half-Orcs get the appraising nonweapon proficiency as a free slot.
3) Proficiency: Half-Orcs are have a keen sense for survival. They are constantly paranoid, and
looking around for danger, or where someone may randomly attack them just because of their
appearance and blood line. As such, all Half-Orcs get the Danger Sense nonweapon proficiency
as a free slot.
4) Saving throws: due to their constant exposure to harsh realities, Half-Orcs get a plus 2 to
Paralysis, Poison, & Death Magic.
5) Survival Instinct: due to a Half-Orc's harsh environmental conditions, their survival instinct is
unmatched by any other hybrid species in the realm. When a Half-Orc enters combat, they get a
+5 bonus to a specific game mechanic, that must be declared prior to
initiative being rolled. The game mechanic can be hit, damage, saving throws, armor class, hit
points, initiative, or any other mechanic they wish. However, they can only choose one
mechanic. The player's choice will still in place for a minimum of one turn. If combat is longer
than one turn, their choice will still in place until combat ends.
D) Restrictions:
1) Half-Orcs receive a permanent -10 to their reaction adjustment.
2) Alignment: Can be anything that is not Lawful. (NG, TN, NE, CG, CN, CE).
3) Allowable classes: Warrior, Ranger, Death Knight, Barbarian, Shaman, Monk, Thief, Warlock.
(8 total).
4) Half-Orcs have great difficulty employing others in their service as retainers. They may never
employ lawful beings in their service. In addition, only Half-Orcs, Half-Elves, Goblins, Northmen,
Mandarins, Half-Ogres, and Mok-Nothals would consider working for half-Orcs.
5) All Half-Orcs have at least 2 mental disorders, that must be included in role play. speak
privately with the dM to determine the mental disorders.
6) Half-Orcs start with no more than 100 gold for their starting equipment. In addition, all starting
equipment sold to half-Orcs is of
poor quality, which means it receives a -1 on its mechanics. When seeking employment, Half-Orcs
are never offered more than the absolute minimum wage.
E) Other:
1) Language: choose one language as their starting language. They get orcish, or their human
parent's human tongue, but not both.
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: males range from 5'0" to 6'6". Females range from 5'0" to 6'2".
4) Coloration and distinguishing marks:
* hair color: From Jet Black to Light Brown. Half-Orc hair turns grey fairly early. by age 25
half-Orcs start showing grey hair, and by 45 their hair is most all grey or white.
* Eye color: half-Orcs have mostly dark brown, to hazel eyes. Most have dark brown eyes.
* Skin color: half-Orc skin ranges from pale green, to the complection of their human parent.
5) Racial Specific: half-Orcs almost exclusively all have crooked or uneven teeth. this is due to the
fact that human teeth are typically a size, while orcs have bigger incisors that typically come
out of their mouths.
(NOTE: Orcs in this world are more closely represented by shadow run orcs in appearance)
The life of Half-Orcs almost exclusively begins with sadness or violence. Very rarely do humans and orcs meet, for the intention of forming a family and bearing children. There is just too much racial tension between orcs and humans for this to realistically happen. It is typical for orc, or human barbarian raiders to commit acts of violence against women of the opposite race. The results of these unions are half-Orcs. For the unfortunate child, they too closely resemble humans to survive in orc cities. The reverse is also true. Half-Orcs too closely resemble orcs to survive in human lands. Both major races regard the half-Orc as a potential spy, and they are often just driven away, if not killed on sight.
Because of a Human's innate propensity for prejudice; and an Orc's propensity for violence of orcs, the resulting half-Orc takes on a lot of bad traits. Unlike the half-Elf, that tends to assume the best features of both races, half-Orcs are the opposite. Their genetics always take on the worst traits of their parents. The recessive genes of both parents is typically what ends up being displayed in offspring.
B) Role Playing:
The life of a half-Orc is not an easy one. Due to consistent rejection by their parent's societies, half-Orcs live a harsh life. They are all afflicted with a variety of mental disorders, all stemming from rejection and loneliness. These afflictions can be role played in a variety of ways by the player. the more creative they are, the more alive the character will be, and the more experience they are sure to get.
Along with mental disorders coming up due to environmental conditions, Half-Orc genetics also cause them to display traits that are typically unwanted in both societies. one thing is for certain in all Half-Orcs though, they do have an incredible survival instinct. No matter how the odds have stacked against them, they're desire to survive has gotten a half-Orc out of many bad situations.
C) Racial features: (These are in addition to standard racial features).
1) Will to live: Because of their will to live, half-Orcs have a natural armor class of 8. in addition,
when rolling hit points, half-Orcs automatically re-roll results that are less than 50% of their
dice's potential. (Example: a warrior would re-roll anything that is 5 orless, since they roll d10
for hit points). if a player opts to accept the dM's bounty, Half-Orcs receive a +1 to the Bounty.
2) Proficiency: Because of their lack of ability to find decent employment, Half-Orcs have become
adept at finding valuable items, and then selling them for as much as they can get. As such,
Half-Orcs get the appraising nonweapon proficiency as a free slot.
3) Proficiency: Half-Orcs are have a keen sense for survival. They are constantly paranoid, and
looking around for danger, or where someone may randomly attack them just because of their
appearance and blood line. As such, all Half-Orcs get the Danger Sense nonweapon proficiency
as a free slot.
4) Saving throws: due to their constant exposure to harsh realities, Half-Orcs get a plus 2 to
Paralysis, Poison, & Death Magic.
5) Survival Instinct: due to a Half-Orc's harsh environmental conditions, their survival instinct is
unmatched by any other hybrid species in the realm. When a Half-Orc enters combat, they get a
+5 bonus to a specific game mechanic, that must be declared prior to
initiative being rolled. The game mechanic can be hit, damage, saving throws, armor class, hit
points, initiative, or any other mechanic they wish. However, they can only choose one
mechanic. The player's choice will still in place for a minimum of one turn. If combat is longer
than one turn, their choice will still in place until combat ends.
D) Restrictions:
1) Half-Orcs receive a permanent -10 to their reaction adjustment.
2) Alignment: Can be anything that is not Lawful. (NG, TN, NE, CG, CN, CE).
3) Allowable classes: Warrior, Ranger, Death Knight, Barbarian, Shaman, Monk, Thief, Warlock.
(8 total).
4) Half-Orcs have great difficulty employing others in their service as retainers. They may never
employ lawful beings in their service. In addition, only Half-Orcs, Half-Elves, Goblins, Northmen,
Mandarins, Half-Ogres, and Mok-Nothals would consider working for half-Orcs.
5) All Half-Orcs have at least 2 mental disorders, that must be included in role play. speak
privately with the dM to determine the mental disorders.
6) Half-Orcs start with no more than 100 gold for their starting equipment. In addition, all starting
equipment sold to half-Orcs is of
poor quality, which means it receives a -1 on its mechanics. When seeking employment, Half-Orcs
are never offered more than the absolute minimum wage.
E) Other:
1) Language: choose one language as their starting language. They get orcish, or their human
parent's human tongue, but not both.
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: males range from 5'0" to 6'6". Females range from 5'0" to 6'2".
4) Coloration and distinguishing marks:
* hair color: From Jet Black to Light Brown. Half-Orc hair turns grey fairly early. by age 25
half-Orcs start showing grey hair, and by 45 their hair is most all grey or white.
* Eye color: half-Orcs have mostly dark brown, to hazel eyes. Most have dark brown eyes.
* Skin color: half-Orc skin ranges from pale green, to the complection of their human parent.
5) Racial Specific: half-Orcs almost exclusively all have crooked or uneven teeth. this is due to the
fact that human teeth are typically a size, while orcs have bigger incisors that typically come
out of their mouths.