Contents[Hide]

1. Quick Reference

RaceStarting Stats &
Race Maximums
BuildsWeight RangesHeight RangesLife ExpectancyGenders
Cyclops Fortitude: 30/100
Speed: 5/40
Mental: 5/50
Strength: 35/100
Luck: 10/60
Will: 20/70
Orc-Large O-L: 200-400 Male: 7'-10'
Female: 6'5-8'5
Male: 40
Female: 35
Male
Female

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. Cyclops however have some history. Cyclops are a breed of orc who originally like other orcs had two eyes. Legend states that the original Cyclops was caught peeking in upon a group of fairies during their bath, and for his punishment, he was forced to give up an eye. Whether this legend is true or not is not for certain.

Cyclops are not present in the Saga of Ablution campaign.

3. Positives & Negatives

Cyclops are overly large and furiously strong. However they are not the most intelligent race. While some

+25 to Melee Power
+10 to Throw Power
+10 to Critical Hit %
+3 to Perception %
+25 to HP 
+1 to Attack Actions
+1 to Reach
+25 to EP
-5 from Initiative
-10 from Evade 

possess human like intelligence, others are often mentally slow when it comes to reasoning and theory, but are quick to grasp the skills needed for survival. Their largest handicap is that they are one of the slowest races in Nor'Ova.

Cyclops benefit from bonuses of +25 to Melee Power, +10 to Throw Power,+10 to Critical Hit %, +3 to Perception %, +25 to HP, +1 to Attack Actions, +1 to Reach (they have a reach range of 2 instead of 1, so all melee weapons get a +1 to their range), and +25 to EP. They have a penalty of -5 from Initiative and -10 to Evade. Like all orc races, cyclops are not as mentally strong as other races and therefore are best suited to being a warrior instead of a scholar or spell caster.

4. Lifespan

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.

5. Appearance

Cyclops are generally very tall, and very bulky, though rarely fat. They have a little hair on their head, no facial hair, and large amounts of chest, back and limb hair. They have one large eye in the center of their face, usually a yellow color, giant lips, and a large nose.

6. Living Habitat

Cyclops usually live in the mountains, hills, and deserts of Nor’Ova. They often travel.

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).

8. Culture

All orcs have a similar culture. They are typically all nomadic and have a very barbarian lifestyle. They are polytheistic worshipping 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

Cyclops are friends with no other races, and even often fight among themselves. They are overly violent and ready to knock teeth in before worrying about relations.

10. Racial Skills & Abilities

SkillEffectStat CostRange & AreaDurationSkill Points to Skill MasteryMastery
EP Gaze
Race
This skill drains 10 points of the target's EP. 10 SA; 
1 support action
5 hex affecting 1 target instant 1 skill point =
2 skill mastery %
20%
Damaging Glare
Race
With this skill you can cause 1d12 HP damage that isn't protected by armor to the target. 10 SA;
1 support action
5 hex affecting 1 target instant 1 skill point =
2 skill mastery %
20%
Damage Absorb
Tier 1
Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. 1 /3 rddamage to EP self instant 1 skill point =
2 skill mastery %
10%
Damage Redirect
Tier 1
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 %
10%
Damage Store
Support Ability
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.
Sickening Glare
Racial Ability
This ability can be used with your Damaging Glare or EP Gaze attack to cause the target to have the Sick status effect for 1d6 rounds. It costs an extra 5 SA to use.
Blinding Glare
Racial Ability
This ability can be used with your Damaging Glare or EP Gaze attack to cause the target to have the Blind status effect for 1d6 rounds. It costs an extra 5 SA to use.
Paralyzing Glare
Racial Ability
This ability can be used with your Damaging Glare or EP Gaze attack to cause the target to have the Paralyze status effect for 1d6 rounds. It costs an extra 10 SA to use.
Tough Skin
Talent
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.

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