Orcs are tribal, aggressive, violent, quick to anger and easy to offend. Strong and tough, Orcs can be a little slow on the uptake.
The warlike Orcs have a barbaric, strength-based society. Orcs venerate warriors to the extreme, and include violence in most social rituals. Orcs believe that those who die gloriously in battle are guaranteed an afterlife of drinking, carousing, and fighting.
Orcs tend to be slightly taller, stronger, and broader than humans, with green skin and black hair. Their ears are pointed, and some historians claim they are an ancient corrupted mockery of the Elves. Like Ogres, they are goblinoids, perhaps with Elven lineage in the distant past.
Orcs tend to be crafty and cunning, both on the battlefield and elsewhere. They are adept at crafting weapons, and wield many custom blades with unusual shapes. Equally, they are at home underground.
Orcs excel at soldiery and other warrior pursuits.
Size/Type: Medium; goblinoid
Attributes: STR +2, AGI +2, INT +3.
Skill Choices: [combat], blacksmithing, carousing, hunting, intimidation, mining, running, tactics, tracking
Bloodlust. Once per day an Orc can drink fresh blood to recover 2d6 HEALTH. This takes an action. The blood must come from a creature slain in the last hour.
Darksight. Orcs can see clearly in the dark as though it were daylight. However, bright sunlight hurts their eyes, inflicting a –2 DEFENSE penalty.
Glory. Orcs take pleasure in battle, and pride in their wounds. When reduced to below half HEALTH, they gain a +1d6 die bonus to attack rolls.