The Time of the Orcs is Here
Posted: Wed Jul 11, 2012 6:09 am
The exclusion of Orcs as a race/class in DCC RPG meant that I knew what my first homebrew for this game would be. I've finished the rough draft of these rules, and want some feedback. For the tables, I haven't found a satisfactory way to link them here, so I will direct you to my blog for those parts.
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The time of the Orcs is here. They have risen from their hovels, crossed the badlands and putrid swamps to conquer all who resist them. They wear their scars like honorable men wear their king's banner. The time of the Orcs is here, and they are angry.
Hit Die: Orcs gain 1d12 hit points at each level.
Alignment: Orc society is scattered and unorganized. It tends to be structured around roving war bands, with the strongest assuming the leader. Of course, this does not last very long, and most Orcs perish not from a well-aimed strike by their enemies, but by the cold, crooked knife of one of their inferiors. For this reason, Orcs are mostly Chaotic. Occasionally, Orcs separate themselves from the barbarism of their brethren and are Neutral. These arrangements are often familial in structure. Orcs are almost never Lawful, and those who are generally are the product of exile, capture, or orphanhood.
Weapon Training: Orcs are trained to use the battleaxe, blackjack, club, handaxe, javelin, mace, shortbow, shortsword, spear, longbow, longsword, two-handed sword, and the warhammer.
Rage: The Orcs have built their reputation, not on their combat prowess, but on their ability to channel their hatred and malice into raw power. An Orc may enter a Rage at any point during a combat, even when it is not their turn. To determine the extent of an Orc's rage, roll the appropriate Rage Die, modified by the following:
+1 for each creature the party kills
+1 for each critical hit a party member lands
+1 for each critical hit a party member suffers
+1 for each fumble a party member suffers
+1 for each party member who is dropped to 0 hit points
A player should keep track of these bonuses during combat. If an Orc enters a rage, is knocked unconscious, reduced to 0 hit points, or goes to sleep, erase all of the bonuses accrued. Orcs do not track these bonuses while in the midst of a Rage.
A rage lasts for a number of rounds equal to the Rage Die result (maximum 20). After a Rage ends, the Orc must make a fortitude save (DC = Rage Check + 1/per rage that day) or become fatigued. Fatigued Orcs suffer -1d to all action dice, all skill checks are made untrained, and speed is reduced to half. This condition lasts for a number of turns equal to the margin of failure. Clerics who heal this condition are treated as if they rolled a natural 1 on a lay on hands check. While fatigued, Orcs may not enter a rage.
I Smell Man Flesh!: Orcs have an uncanny ability to smell flesh and blood. Orcs can smell any creature with either within 100 ft. Orcs can identify a creature they are familiar with by scent alone on a successful Luck check.
Initiative: Orcs spend their whole lives learning the art of war. While wielding two-handed weapons, they may roll 1d20 for initiative.
To see level progression, as well as the rage tables, go here.