Orcs
Orcs are a warrior race from a long past empire that has made itself at home in the Aldyn region. The orcs were given control of large swaths of several planets in exchange for stopping pillaging of the main Aldyn territory long ago, but now, with the empire just a memory, the orcs have spread across Aldyn, especially on the habitable planets.
Cresin
Cresin is the Orkish home planet. It was destroyed long ago during conflict with the orcs, making the orcs the only major race of Aldyn that destroyed their own planet before World Eaters could. They're wild cards with technology: many orcs use lower tech machinery and fill in the technological gaps with extreme feats of athleticism.Power Culture
Orcs have a culture obsessed with power as a showing of status. This culture is heavily variable by tribes, coming from an ancient feud from the early empire. The three largest tribes, the Halabis, Broku, and Argur, consist of the vast majority of orcs in modern Aldyn. The Halabis generally have more muscular builds and have prominent 'tusks' and grayish green skin. Their culture believes that power is strength, whoever is stronger and able to defeat more people in combat deserves the most wealth. In the modern day, some satelite cultures of Halabis have turned this into a less violent and more sport-based role, but many Halabis still invade land and fight their own kinsfolk for dominion and power. The Broku generally have more lithe and tall builds, with less prominent tusks and light green skin. Their culture believes that power is control, whoever exterts influence over people proves their capability to control wealth. They have a culture that focuses heavily on subterfuge and ranged combat. Where the Argur and Halabis are known for getting into battles first and asking questions later, the Broku treat fights as a game, waiting for the right moment to strike. The Argur generally have slightly stouter builds than other orcs, small tusks, and darker green skin. Their culture believes that power comes from intelligence, whoever can create a stronger weapon or invent a new way of control deserves the wealth prize of their efforts. Just because they appreciate intelligence does not mean they are any less bloodthirsty: many Argur invent purely for the task of dominion and destruction. However, the tribe does have easily the largest number of small, peaceful communities compared to the other two dispite its comparably smaller size. Several other cultures exist in extremely small numbers, such as the Barlor, the hoard tribe, or the Ylil, the space tribe, however none have caught on in large numbers in Aldyn nor been around nearly long enough to have developed differences in physical traits.DND Mechanics
- Ability Score Increase. Your Constitution score increases by 1.
- Age. Orcs reach adulthood at age 12 and live up to 50 years.
- Alignment. Orcs are vicious fighters, who believe unceasingly in their clan's ideals. They often respect strength and showing of power, standing up for their tribe they find as the strongest of all. They are usually lawful evil.
- Size. Orcs are usually just over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Languages. You can speak, read, and write Common and Orkish.
- Subrace. You get additional traits depending on your subrace or connection to a major tribe, namely either the Halabis, Broku, or Argur.
The Halabis
- Ability Score Increase. Your Strength score increases by 2.
- Heavy Weapon Proficiency. You have proficiency in heavy weapons.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- A Strong One-Two. Your battle-trained fists come out harder. You are proficient in unarmed strikes, and your unarmed strike uses a d4 for damage and are counted as magical.
The Broku
- Ability Score Increase. Your Dexterity score increases by 2.
- Broku Proficiency. You have proficiency in the plasma longbow, plasma short bow, and weapons with the light feature.
- Precision Shooting. Your ranged attacks can be made as if your target has one less degree of cover. This ability has no effect if your target has total cover.
- Natural Stealth. You have proficiency in Stealth. As an action, you can camouflage yourself, giving yourself advantage on stealth checks for one minute or until you are hit by an attack or spell. Once you use this ability, you cannot use it again until you finish a long rest.
The Argur
- Argur Mechsuit. You know how to make a scrap mech suit out of spare parts, capable of use in combat. You can make your mech suit in an 8 hour period with metal scraps at least 400 gp in value. When you begin creation, pick one of the following armor pieces:
- Recoverer. 13 + Dexterity modifier (maximum of 2), Medium Armor, your movement speed increases by 5 ft, and you have advantage on Dexterity saving throws.
- Powerbooster. 16 AC, Heavy Armor, when equipped, you have the Powerful Build feature and advantage on Strength saving throws.
- Protector. 17 AC, Heavy Armor, when equipped you have advantage on saving throws against being poisoned, resistance to poison damage, and advantage on Constitution saving throws.
- Intellect. You gain one skill proficiency and one tool proficiency of your choice.
Comments