Looks like Orc Work
Posted: Thu Aug 15, 2013 2:55 pm
Okay I thought I'd share what I've come up with so far. I may do a few more, or perhaps some variants if I can think of some. (I'm not sure whether to do just Orc's of Mordor or split them up further).
Looking for feedback, ideas for more traits and more orc tribes. (please feel free to add your own ideas to the thread).
Orcs of Mt Gundabad: All orcs of Gundabad are expert warg riders, all get a bonus ability called Bite and Blade: If the orc is riding a warg, and hits with a Great or better success, the orc can spend a point of Hate to allow the warg to make an immediate attack as part of the orc rider's turn.
Orcs of Moria: All orcs add +2 to their level in regards to not being effected by the intimidate foe action.
Orcs of Goblintown: All orcs add a +2 to parry when in enclosed spaces like tight passages and low ceilinged caves.
Orcs of Mt Gram: All orcs wear metal skullcaps, even under their helmets if they have one. This raised their armour by +1.
Orcs of Dol Guldur: Forest Stalker - All orcs add a +2 to parry when in forested areas.
Orcs of Emyn-Duir: All orc weapons count as poisoned as well as the normal called shot, because they harvest deadly mushrooms from under the Mountains of Mirkwood and smear the paste onto their weapons.
Orcs of the Grey Mountains: All orcs gain movement as a favoured skill, as Grey Mountain orcs are rugged and tough and expert mountain warriors.
Design notes:
1) The skullcaps of the orcs of Mt Gram are a nod to the poor fate of Golfinbul. Since then the orcs take precautions
2) The orcs of Moria live with the Balrog nearby, they are not going to be scared by a mere adventurer so easy.
Looking for feedback, ideas for more traits and more orc tribes. (please feel free to add your own ideas to the thread).
Orcs of Mt Gundabad: All orcs of Gundabad are expert warg riders, all get a bonus ability called Bite and Blade: If the orc is riding a warg, and hits with a Great or better success, the orc can spend a point of Hate to allow the warg to make an immediate attack as part of the orc rider's turn.
Orcs of Moria: All orcs add +2 to their level in regards to not being effected by the intimidate foe action.
Orcs of Goblintown: All orcs add a +2 to parry when in enclosed spaces like tight passages and low ceilinged caves.
Orcs of Mt Gram: All orcs wear metal skullcaps, even under their helmets if they have one. This raised their armour by +1.
Orcs of Dol Guldur: Forest Stalker - All orcs add a +2 to parry when in forested areas.
Orcs of Emyn-Duir: All orc weapons count as poisoned as well as the normal called shot, because they harvest deadly mushrooms from under the Mountains of Mirkwood and smear the paste onto their weapons.
Orcs of the Grey Mountains: All orcs gain movement as a favoured skill, as Grey Mountain orcs are rugged and tough and expert mountain warriors.
Design notes:
1) The skullcaps of the orcs of Mt Gram are a nod to the poor fate of Golfinbul. Since then the orcs take precautions
2) The orcs of Moria live with the Balrog nearby, they are not going to be scared by a mere adventurer so easy.