Ork
When the Low King needed an army, they looked to the beasts of the land.
When the Low King needed an army, they looked to the beasts of the land.
Height: Human Height
Weight: Human Weight
Environment: Seir
Population: Medium
Base Features (0 FP)
Likable (1 FP): Despite being physically focused by nature, Orks are quite friendly to those they have no reason to attack, and sometimes those they are currently attacking, being surprisingly likable. When they make a Check to generally be liked and thought of favorably by another creature, they can add 1d4 to the result.
For 2 additional FP, they add another 1d4. This additional cost can be paid repeatedly, adding another 1d4. The cost increases by 1 each time.
Parasitic Conversion (0 FP): During combat, an Ork might give a creature the Ork Bite Damage Condition, the stinger under their tongue depositing parasitic larvae into the creature’s flesh. These larvae rapidly burrow into the creature, seeking out the brain.
A creature with the Ork Bite Damage Condition for 2d2 full rests gains the Brain Eater Damage Condition, marking a larva successfully reaching the brain and releasing a compound that kills off all the other larvae, before melting into a slime mold like mass of cells that begins eating and replacing the creature’s brain.
Brain Eater does not cause noticeable symptoms in the creature, the brain tissue being replaced by cells that function as the tissue they replace. Most effects that remove Damage Conditions do not remove Brain Eater, at Game Master discretion.
When a creature has had Brain Eater for 6d4 hours, the creature loses Brain Eater and gains all base Features of the Ork clan. The creature’s old body dies and it breaks its way out of the skull as an Ork infant.
Ork infants grow at a rate correlating to how much nutrition they are given, allowing them to potentially reach adulthood in a matter of moments. The creature remains the same creature and retains all its Features.
This Feature can convert non-sapient creatures, such as animals. Non-sapients that are converted to Orks with this Feature gain intelligence appropriate for a sapient, as well as inherent cultural knowledge such as language.
Physical (0 FP): Orks have their Kick Ass increased by 1 and their Smart Ass reduced by 1. If their Kick Ass would be raised over 12 or their Smart Ass reduced below 1, this Feature has no effect.
Submissive Genetics (0 FP): All Orks are anatomically male, their species incapable of perpetuating sexually. However, they can sire offspring with any creature they can physically mate with that is capable of bearing offspring.
Unfortunately, the resulting child will always be of the mothers species and not gain any Features of the Ork clan. This does not prevent the child from gaining the Ork clan via the Parasitic Conversion Feature.
Light Sensitive (-1 FP): Orks can only see half as far in light equivalent to full day light as a normal creature would.
Optional Features
Tricky Ork (10 FP): Some Orks learn to value the fine art of fucking with people even more than the use of physical skill. Their Smart Ass increases by 1. This cannot raise an Ability Score over 12.
In addition, they can perform magic. They define what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which they must beat with a Casting Check (1d12 + Smart Ass). The DC can be lowered by increasing the casting time or reducing the power of the effect.
Corpse Craftsman (2 FP): Many Orks become supernaturally skilled at using corpses for things they are seemingly unsuited for, to the point that it defies logic. They can convert a meaningful portion of a corpse into a morbid version of any common item, making the organic matter function as anything from cloth to steel.
This can create any item that is not blatantly dependent on its material, such as gold coins. However, it is still dependent on their Check to create the item, which is a Smart Ass Check and may be altered by Features like Skilled.