1. Quick Reference
|Race||Starting Stats &|
|Builds||Weight Ranges||Height Ranges||Life Expectancy||Genders|
|Orc-Large||O-L: 250-450||Male: 7'-9'
2. Brief History
Orcs are a violent, nomadic, and strong race. Their history is filled with wars, and most wars go on for centuries, even if the reason was forgotten. Trolls are very similar. The only history that matters to them is the immediate history, or in other words, who are they friends with and who has wronged them and needs their heads bashed in.
Trolls are not present in the Saga of Ablution campaign.
3. Positives & Negatives
Trolls are a strong and rugged race that calls the rugged hills and badlands of Nor'Ova home. They have
3.1. Quick List of Modifiers
+25 to Melee Power
+15 to Throw Power
+10 to Critical Hit %
+25 to HP
+1 to Attack Actions
+1 to Reach
+25 to EP
-5 from Initiative
-10 from Evade
impressive strength and health and can easily hold their own in a fight. They are also more intelligent than other orcs, being on par with human intelligence. However they are a slow race and are very quick to anger. They also have no concern for politeness and tact which often puts them at odds with other races.
Trolls benefit from bonuses of +25 to Melee Power, +15 to Throw Power, +10 to Critical Hit %, +25 to HP, +1 to Attack Actions, +1 to Reach (they have a reach range of 2 instead of 1), and +50 to EP. They have a penalty of -5 from Initiative and -10 from Evade. Trolls make great warriors and decent battle mages.
Orcs have two cycles in their extremely short life span. The first stage, which last from birth until 9 is their childhood. During this stage they are completely dependent upon their clan, as the entire orc clan helps out with the children. They will learn skills needed for survival in this stage, as well learn what it means to be an orc. The second stage, which last from 10 until their death, is their adulthood. They still usually stay part of the clan, unless it is decidedly better for them to go off on their own. Death is met with open arms as orcs long to be with their ancestors.
All orcs are generally tall, large, rarely fat. Trolls have hair covering a majority of their body, except their hands and feet. They have thick calloused skin of a yellowish color.
6. Living Habitat
Trolls live in the hills and badlands of Nor'Ova. While they will travel, trolls prefer to travel close to home.
7. Food & Sleeping Requirements
Orcs will eat anything they can find or catch, and require at least 2 meals a day. They must sleep a full night’s cycle every night or suffer from fatigue (-5 from endurance per missed hour).
All orcs have a similar culture. They are typically all nomadic and have a very barbarian lifestyle. They are polytheistic worshiping gods of power and brutality.
Orcs of any kind do not use a last name. All orcs of any orc race only have one name, which often sounds primitive and guttural to other races.
9. Racial Relations
Trolls don't relate to other races as other races. Instead they relate on an individual basis. If the other person has wronged them, a friend of theirs, or their family, that other person and his immediate family becomes the troll's enemy. If another person is respectful and helps the troll, the troll's friends, or family, then that person and his immediate family is considered friend to the troll. Otherwise the troll is indifferent to others.
10. Racial Skills
|Skill||Effect||Stat Cost||Range & Area||Duration||Skill Points to Skill Mastery||Mastery|
|Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. This is a free action.||1 /3 rddamage to EP||self||instant||1 skill point =
2 skill mastery %
|Allows you to redirect 25%, 50%, 75%, or all of your stored damage into your melee strike, increasing your damage dealt by that amount. This is a free action.||N/A||weapon's range||instant||1 skill point =
2 skill mastery %
|This ability allows you to store your absorbed physical damage so that you can release it later with the Damage Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to EP per round.|
|Weapons Mastery - Blunt Weapons
|This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by + 5. These effects are permanent. You must choose a weapon type to be profiecent in when acquring the ability and must repurchase the ability per weapon type. The weapon types are: swords, knives, spears, axes, blunt weapons, whips, projectiles, thrown weapons, and unarmed combat. Blunt Weapons specialization applied.|
|The troll is able to self heal by exchanging SA for HP. Using this ability, the troll can take 3 SA to restore 1 HP with, so to restore say 50 HP would take 100 SA. It is considered a support move if in your attacking round, or a defense move where you could preemptively prepare to restore a set amount of HP right before the attack. You can restore up to 50 HP.|
|With this ability the troll can make a speed check with a 10 point bonus with any melee attack. If the speed check is a success, the troll rolls a 1d6, the number shown on the d6 is the number of times the troll makes an additional pure melee hit against the target. Basically you would do your damage as normal, then do an additional melee power x number on dice against the target. This ability is always in effect.|
|This talent permanently reduces all damage done to HP by 25% of any felt physical or magical damage. This would be 25% of any damage that would actually be felt by HP, after any absorption or blocking done by armor. This does not lessen ongoing damaging effects, such as poisons or burns.|
|Nerves of Steel
|This talent increases your character's ability to resist psychological affecting status effects, such as fear, depression, loss of will, and berserk. It does so my giving your character a bonus of 20 points to Will to guard against any psychological affecting status effects and attacks.|