Orc
The Orc battle line thundered down the hill towards the enemy. The human army stood firm in response, levelled its spears and began to fire off arrows and missiles to slow the charge. Green bodies fell, but the juggernaut carried on. Ahead of the main line, young Orcs, caught up in battle-lust, raced ahead. Stripped down to loincloths and daubed in red and white war-paint, they hit the human shield wall ahead of the main charge. Some were impaled on the thick hedge of spears before they even got to sell their lives for the Orc gods, but elsewhere, mayhem erupted. Huge two-handed axes and swords battered aside the spear points and shields. Heavy, muscled Orc bodied ploughed into the weakling humans and chopped and thrashed at them until they were brought down. Occupied by the advance party, many of the human soldiers were unprepared for the main orc charge when it hit. Battle was met. The youngsters had done their job. Some might even live to see the end of the fighting.
The old Orc was nearly bent double with age. His dark skin was knobbled and warty. Yellowed teeth jutted from his lantern jaw at all angles. His bloodshot eyes peered from his scarred face like two candle flames. The gnoll bandits were ransacking the village. Orc warriors emerged from their hovels and ran to meet the threat. Powerful bodies furred and green-skinned both collided and fought. The old Orc scratched its backside and spat on the ground. Its pug nose wrinkled as it drew in the smells of battle. Smoke, blood and fear. Underneath it all was an unmistakable tang of magic. With a grunt, it made up its mind. It placed a gnarled and liver-spotted hand against the ancestor tree that grew beside its tent. The energy of nature flowed up through the earth to fill his body. Standing erect, with a bonfire now blazing in his eyes, the Orc walked down the hill. As it advanced, it started to run, then sprint. Leaping onto all-fours, the old Orc’s form shifted into that of a feral saber-cat, sleek and ruthless. The feline raced between the burning Orc hovels, senses pricked, hunting for gnoll prey.
Orcs are simple and direct creatures. This does not mean that they are stupid or dupable. Rather, an Orc will seek the easiest method to reach its goal, reach it and move onto the next thing. This might be defeating an enemy, scaling a cliff or persuading a rich man to part from his coin purse. Orcs do not prevaricate. They do not have the patience for it, but this does not mean that they possess no patience at all.
Orcs can stand between five and seven feet tall. They rarely become fat or unhealthy. Males and females both boast muscled physiques and powerful frames. Skin can vary in tones of green form light to almost black. Hair is naturally black but can be dyed a multitude of colours. Eyes are generally red, but there is some diversity.
Magic comes to Orc kind in unconventional ways. Nature speaks to them with a distinct voice. Their feral natures allow orcs to respond to Druidic teachings in surprisingly effective ways- particularly shapeshifting. Orc Bards are primal and rhythmic, but still effective. Witch Doctors are often tribal leaders, or at least the conduits through which the voices of the ancestors speak. The typical image of an orc, however, is that of the fighter. Orcs, by their nature, are predisposed to fighting and violence. They do not back down from it, and often go out of their way to find it. Fighting comes easily to them- and they are good at it!
Costume Requirements: Tribal in nature the Orc will adorn themselves with trophies of their greatest hunts, furs, skulls, etc.. Green / Brown skin and tusks mark the great Orc nation. Their weapons appear as crude as their general appearance, dirty rusty beat up from many battles.
Bonus – None,
Weakness – None
Orc Ability List
Lvl 3 - Feral Might: Passive effect – Bleed-out time of 5 mins is now 10 mins. (Refuses to die)
Lvl 6 - Battle Hardened: +1 Hit point.
Lvl 9 - Hardened Skull: Passive effect - Can shake off the effects of Daze. Resists Waylay.
Lvl 12 – Fearless: Alter effect - Resists fear, will not run but will not advance on cause either.
Lvl 15 - Commanding Presence: Armour - Grants +1 armour to companions in 30ft.
Lvl 18 - Battle Hardened: +1 Hit point.
The Orc battle line thundered down the hill towards the enemy. The human army stood firm in response, levelled its spears and began to fire off arrows and missiles to slow the charge. Green bodies fell, but the juggernaut carried on. Ahead of the main line, young Orcs, caught up in battle-lust, raced ahead. Stripped down to loincloths and daubed in red and white war-paint, they hit the human shield wall ahead of the main charge. Some were impaled on the thick hedge of spears before they even got to sell their lives for the Orc gods, but elsewhere, mayhem erupted. Huge two-handed axes and swords battered aside the spear points and shields. Heavy, muscled Orc bodied ploughed into the weakling humans and chopped and thrashed at them until they were brought down. Occupied by the advance party, many of the human soldiers were unprepared for the main orc charge when it hit. Battle was met. The youngsters had done their job. Some might even live to see the end of the fighting.
The old Orc was nearly bent double with age. His dark skin was knobbled and warty. Yellowed teeth jutted from his lantern jaw at all angles. His bloodshot eyes peered from his scarred face like two candle flames. The gnoll bandits were ransacking the village. Orc warriors emerged from their hovels and ran to meet the threat. Powerful bodies furred and green-skinned both collided and fought. The old Orc scratched its backside and spat on the ground. Its pug nose wrinkled as it drew in the smells of battle. Smoke, blood and fear. Underneath it all was an unmistakable tang of magic. With a grunt, it made up its mind. It placed a gnarled and liver-spotted hand against the ancestor tree that grew beside its tent. The energy of nature flowed up through the earth to fill his body. Standing erect, with a bonfire now blazing in his eyes, the Orc walked down the hill. As it advanced, it started to run, then sprint. Leaping onto all-fours, the old Orc’s form shifted into that of a feral saber-cat, sleek and ruthless. The feline raced between the burning Orc hovels, senses pricked, hunting for gnoll prey.
Orcs are simple and direct creatures. This does not mean that they are stupid or dupable. Rather, an Orc will seek the easiest method to reach its goal, reach it and move onto the next thing. This might be defeating an enemy, scaling a cliff or persuading a rich man to part from his coin purse. Orcs do not prevaricate. They do not have the patience for it, but this does not mean that they possess no patience at all.
Orcs can stand between five and seven feet tall. They rarely become fat or unhealthy. Males and females both boast muscled physiques and powerful frames. Skin can vary in tones of green form light to almost black. Hair is naturally black but can be dyed a multitude of colours. Eyes are generally red, but there is some diversity.
Magic comes to Orc kind in unconventional ways. Nature speaks to them with a distinct voice. Their feral natures allow orcs to respond to Druidic teachings in surprisingly effective ways- particularly shapeshifting. Orc Bards are primal and rhythmic, but still effective. Witch Doctors are often tribal leaders, or at least the conduits through which the voices of the ancestors speak. The typical image of an orc, however, is that of the fighter. Orcs, by their nature, are predisposed to fighting and violence. They do not back down from it, and often go out of their way to find it. Fighting comes easily to them- and they are good at it!
Costume Requirements: Tribal in nature the Orc will adorn themselves with trophies of their greatest hunts, furs, skulls, etc.. Green / Brown skin and tusks mark the great Orc nation. Their weapons appear as crude as their general appearance, dirty rusty beat up from many battles.
Bonus – None,
Weakness – None
Orc Ability List
Lvl 3 - Feral Might: Passive effect – Bleed-out time of 5 mins is now 10 mins. (Refuses to die)
Lvl 6 - Battle Hardened: +1 Hit point.
Lvl 9 - Hardened Skull: Passive effect - Can shake off the effects of Daze. Resists Waylay.
Lvl 12 – Fearless: Alter effect - Resists fear, will not run but will not advance on cause either.
Lvl 15 - Commanding Presence: Armour - Grants +1 armour to companions in 30ft.
Lvl 18 - Battle Hardened: +1 Hit point.