Orc

Identifier: Humanoid, Goblin
Habitat: Interior Phaeree
Size: 1x human-size (4' tall)
Number Appearing: 5-10 (4+1D6) or 500-1000 (4+1D6 x100)
Modes & Rates of Movement:
Walk: 72 yards per BT
Trot: 144 yards per BT
Run: 216 yards per BT
Initiative Modifiers: Human Standard
Outstanding K/S Areas/Sub-Areas & STEEP:
All Orcs possess the following:
Combat, Hand Weapons at 35
Combat, Hand Weapons, Missile at 30
Endurance at 30
Hunting & Tracking at 30
Perception, Physical at 25
In addition to the above, 1 in 50 Orcs will have the following at 20+2D6:
Demonology, Exorcism; and either
Dweomercraeft (Black), Magick; OR
Priestcraeft (Gloomy Darkness), Religion
Joss Factors: 0
Dodging/Avoidance: Nil / 12, 20, 9
Attractiveness: 3-8 (2+1D6)
Inner Beauty/Ugliness: 3
Invulnerabilities: Nil
Susceptibilities:
Insinuation: Ferrous metal (x3)
Contact: Ferrous metal (x2)
Allergy: 11 ATs of exposure to ferrous metals (100 pounds in 10 feet) inflicts 1 point PD per BT thereafter
Average Armor Protection: 5 (Natural armor; see below). In addition, orcs typically wear armor, so their natural armor base is added to this, and no Speed Factor penalty accrues for the latter.
Quirks: Excellent night vision in outdoor environments (ultraviolet spectrum; see Sensory Table)
Castings: By K/S Area (Shaman only)

Attacks       BAC  Dmg Type  Base  Bonus
Claws (x2) 40 C 1D6 +4 Bite 35 P 1D3 0 Hand axe 35 C 3D6 +4 Bludgeon 35 B 1D6 +4 Spear 30 P 3D6 +4 Sword, long 35 C/P 4D6 +4

Powers

Detect Fear
Area of Effect: 1 Subject
Delivered by: Thought
Range: 20 yards
Time: Instantaneous
Duration: Instantaneous
Frequency: At will
This enables the orc to sense fear in other creatures.

Hyperaesthesia
Area of Effect: Self
Delivered by: Thought
Range: 60 yards
Time: 5 CTs
Duration: 5 ATs
Frequency: At will
Similar to the Dweomercraeft Formula Hyperaesthesia (CG II, Mysticism).

Statistical Detail

Base Scheme (+/-3 +2D3)

M:   46  EL: 36     P: 72 WL: 54 CL: 64  S:   30 EL:  24
MM:  26  MR: 20     PM:  42 PN:  30      SM:  10 SP:  20
MMCap: 10 MRCap: 8  PMCap: 16 PNCap: 10  SMCap:  4 SPCap:  8
MMPow: 10 MRPow: 6  PMPow: 16 PNPow: 10  SMPow:  3 SPPow:  6
MMSpd:  6 MRSpd: 6  PMSpd: 10 PNSpd: 10  SMSpd:  3 SPSpd:  6

Armor Scheme

	Pierce  Cut   Blunt  Fire   Chem   Stun   Elec.
Ultra 8 8 8 0 0 8 0 Super 6 6 6 0 0 6 0 Vital 4 4 4 0 0 4 0 Non 2 2 2 0 0 2 0 Average 5 5 5 0 0 5 0

Commentary & Description
Orcs are long-armed humanoids that appear very similar to Goblins, though with shorter legs. They are more stupid than their cousins but have slightly more strength. The thick pocked and warted skin of an orc is bristled in hair ranging from gray to medium brown, and is frequently mottled in patches of other colors of hair. Orcs have greasy black hair, narrow, beady eyes, and a baboon-like nose above a mouth full of sharp and tusked canines. They wear human-style armor and clothing when they can, but are perfectly comfortable in skins and rough woolen garments.

Though found primarily in Interior Phaeree, orcs are also likely to be found in the subterranean realms and the exterior world as well. Although rarely encountered on Aerth, such meetings are usually near some Subterranean opening whence they have issued to raid the outer world. Possessing only Limited Heka use and powers, the orcs make up in numbers what they lack in other capacities. Orcs are communal, troop, and frequently travel in hordes like their goblin brethren. Large groups often (60% chance) include shamans or witch doctors with Heka use similar to humans.

Created by: Dave and Michele Newton