Orc

Orcs as, a species were bred in a failed attempt by dark forces long ago to forge elves for war and conquest. Their people vary widely in look and character, particularly between the hordes making up their culture, though all are savage. Their species’ tragic history often overshadows their most virtuous deeds and gestures, making the struggle for respect and acceptance yet another war in a long story of endless conflict. They are expected to mature quickly under the watchful eye (and hobnailed boot) of horde elders, and learned the hard way that each must carve his own path, often in blood. They have little patience for the art of elves or crafts of dwarves, for their legacy must be in the glory of the moment, the fire of battle, and the screams of vanquished foes. Outside the horde, they bind themselves to warriors whose valor and skill they deem worthy, for they can help build the orcs legend.

**Common Personality Traits:** Argumentative, brave, bloodthirsty, impatient, individualistic

**Common Physical Traits:** Many scars, pointed teeth, mottled skin, lean ropy physique, blood-curdling roar

**Example Names:** Nazdreg, Gazghul, Krarug, Vashnak, Erudush

**Type:** Medium biped folk with a Reach of 1.

**Wounds:** Your maximum wounds equal your Constitution score.

## Orc Tribes

### **Black Blade (No Tribe)**

* **Attributes:** +3 Strength, +3 Constitution, –3 Intelligence
* **Base Speed:** 30 ft.
* **Always Ready:** You may always act during surprise rounds.
* **Enlightened Intimidate:** Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
* **Grueling Combatant:** Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.
* **Light-Sensitive:** Each time you enter a more brightly lit area, you suffer 20 points of flash damage (see page 210).
* **Restricted Actions:** Calm, Decipher, and Influence checks you make are considered untrained (see page 63).

### **Great Horde (Blood Tribe)**

*The Blood Tribe stands at the center — the very heart — of*
the Black Blood armies.

* **Prerequisites:** Goblin or [Orc], [Level 1 only]
* **Benefit:** You also gain Stress Resistance 4 and 20 Reputation that must immediately be spent to create or improve a Goblin or Orc contact. This contact doesn’t count against the maximum number of Prizes you may keep.

### **Northern Horde (Bone Tribe)**

*The Bone Tribes sweep through the night, reminding the weak why they should fear the dark.*

* **Prerequisites:** Goblin or Orc, Level 1 only
* **Benefit:** You gain darkvision II (see page 233), and you gain a +2 morale bonus to attack checks in faint or no light (see page 218).

### **Eastern Horde (Skull Tribe)**

*Unafraid of the dawning sun, the Skull Tribes can strike anywhere at any time.*

* **Prerequisites:** Goblin or [Orc], [Level 1 only]
* **Benefit:** Your Ground Speed increases by 5 ft. You also lose light-sensitive and suffer exactly 1 point per damage die when making a Push Limit check (damage isn’t rolled).

### **Southern Horde (Fang Tribe)**

*The Fang Tribes keep the black lore of the orcs, some of it mysterious, some deadly.*

* **Prerequisites:** Goblin or [Orc], [Level 1 only]
* **Benefit:** Your Intelligence score rises by 1 and you gain 4 ranks in the Crafting skill (not to exceed your maximum ranks). You gain a 20% discount when purchasing poisons.

### **Western Horde (Iron Tribe)**

*When night falls, the Iron Tribe settles in for prolonged siege.*

* **Prerequisites:** Goblin or [Orc], [Level 1 only]
* **Benefit:** You gain thick hide 3 (see page 13).

### **Lost Horde (Claw Tribe)**

*The wandering Claw Tribe once traveled beyond the horizon, only to return with exotic fighting styles and tales of conquest.*

* **Prerequisites:** Goblin or Orc, Level 1 only
* **Benefit:** You gain 2 Languages and 2 proficiencies or tricks.

### **Night Horde (Doom Tribe)**

*The cutthroat Doom Tribes live at the fringe of “polite” society, selling their blades to the highest bidder. Deal with them at your own peril.*

* **Prerequisites:** Goblin or [Orc], [Level 1 only]
* **Benefit:** The lower of your Intelligence or Charisma scores rises by 1 (your choice in the case of a tie), and you gain the favored foes NPC quality (see Fantasy Craft, page 233).

### **Orc-Blooded (Half-Orc)**

*Many believe a half-orc’s siring is the result of an ugly backstory, mainly because anyone who asks gets a swift punch in the mouth.*

* **Prerequisites:** Non-Orc Folk, Level 1 only
* **Benefit:** The higher of your Strength or Constitution scores rise by 1 (your choice in the case of a tie), you gain the grueling combatant NPC quality (see Fantasy Craft, page 233), and you may select feats as if you’re an Orc.
* **Special:** You may only have 1 “Blood” feat. When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”