User:Icebreed/Orkoid Rules
- This is not a real race... yet. I'm just working on this as a hypothetical, which is why it's under my user page.
- Race Name (Singular/Plural/Adjective)
- Orkoid/Orkoids/Orkish
- Racial Nicknames
- Green-hides, Goblins, Undertrolls
- Scientific Name
- Homo brutalis
- Tech Bias
- Special (see Adaptive Brutes, below)
- Available Power Types
- Physical, Ki, Magic (choose one)
- Base Gain
- 4%
Major Racial Advantages
Adaptive Brutes
Despite their extraordinarily crude intelligence and feral nature, Orkoids are deceptively adaptive creatures, who have a devilishly cunning intuition. Little that they have gained in their time of existence has ever been their own design, with few exceptions. Instead, they frequently plunder the inventions of others through sheer numbers, and then learn, with surprising speed, how to use and even reproduce these inventions. Underground lairs, axe wielding, (bastardized) speech and writing, and shamanic magic are all stolen goods that Orkoids have gotten their grubby mitts on, and then somehow figured how to make work. Now, they are managing to get a hold of more modern equipment, as Cardinalian and alien power wielders bring their equipment into D'hennex.
If an Orkoid gets a hold of someone else's item, he can learn how to use it at Good bias (taken from the technique's original cost -- apply as original tech if it belonged to an NPC). Assuming it is not a particularly unique item, the Ork can then (only after learning how to use it) apply to recreate the item in question by researching for a number of tech days equal to the original cost of the item multiplied by 2, at neutral bias. The reproduced item can then be reproduced at a quarter of the item's original cost, at neutral bias, for one copy. However, the duplicate is rather shoddy, and every time it is used, a d10 must be rolled. Rolling a 1 causes the item to be destroyed. If the item uses energy of any kind and is destroyed, it explodes, causing 50% of the Orkoid's total power level in damage to himself (autohit) and 25% TotalPL to everything within ten feet of him (at 100% total power level).
Orkoids can learn any non-item technique from any character, provided they know any credentials involved and possess any means necessary to learn it, regardless of whether an Orkoid possesses the power levels involved. Using a learned technique that they do not possess the power type for makes that technique operate as though the Orkoid possessed each of the missing power levels at 50% of the Orkoid's TotalPL, and gives the technique a 1 in 3 chance of failure. If it fails, there is a 50% chance it will simply fail to work, and a 50% chance that it will catastrophically fail, working in a manner that at least mostly goes against whatever the Orkoid was trying to do with the technique, as translated by a player that is playing a character opposing the Orkoid, not to exceed the numbers involved in the successful use of the technique. All technique learning times are halved.
Orkoids cannot invent techniques they do not possess the power types for. Orkoids may not upgrade items or original techniques, unless an upgrade is learned from another character.
Orkoids was made fo' fightin'!
Being an extremely warlike and fatally competitive race, Orkoids have a base gain of 4%, and a daily gain cap of 8%. Additionally, all "Enhanced" common techniques applied toward physical or ki, and the physical common technique Rage are taken at Good bias.
Stubborn Resilience
If an Orkoid limb is lost but not destroyed, it can be reattached with medical attention, so long as it hasn't been detached for more than a day or two.
If an Orkoid runs out of durability, but is not killed, they may elect to wake up in five posts and crawl away from battle (this is the only thing they can do in this state) at a speed of 10% TotalPL. Incap still applies, if the Orkoid survives.
Orkoids possess 50% TotalPL more stamina than what they actually, normally have. They may use this extra stamina to pay for up to a quarter of the cost of a technique that would normally go over the "zero" mark. This extra stamina can also be drained from them. So long as an Orkoid still has some auxiliary stamina remaining, he can still move at full normal speed (but may not do any stamina-costing action until normal stamina is sufficiently replenished). Orkoids do not fall unconscious from stamina loss until they have lost both their normal and auxiliary stamina reserves. An Orkoid's auxiliary stamina may not be replenished in any way except for ending the RP which taxed it.
Major Racial Disadvantages
Hahahaaaaaaa... Don't hollon ter THAT end of it!
Orkoids are idiots, barely over the "sentient" line. Any techniques they invent or research that aren't covered by Adaptive Brutes or Orks was made fo' fightin'!, above, are researched at Dismal bias.
If we leg it, we ken fight again anudda day!
Though they look intimidating and are exceptionally dangerous when emotionally charged, Orkoids are innately afraid to die and are prone to fleeing in the face of adversity.
If they ever:
- Sense an enemy or mass of enemies, or observe enemy performance to be at least twice as strong as the collective PL of all those opposing the Orkoid's side of the battle
- Take a single bodily hit equal to or greater than half their bodily durability
- Are a mage and have their last durability effect rendered useless
- Are thrown for more than 100 yards
- Run out of stamina
...they MUST run away from battle, no matter how useless or counter-productive running away may seem.
Minor Racial Disadvantages
Simple Minded Gits
Orkoids have small, simple brains, compared to the typical sentient person. They are far too underevolved to ever gain use of psionic power, unless that power is somehow externally provided. Orkoids may never use any psionic techniques or items, except when permitted by an external psionic power source.
In addition, Orkoids have very weak defenses against mental assault, and are very easy to manipulate. Their defense against mind or emotion-affecting techniques counts as half of normal.
Ahm da biggest, so AHM da boss!
Orkoids humbled by a stronger enemy who shows them mercy, or employed by someone who is established as much stronger than them, are generally inclined to do whatever they say, without question, unless that person shows any substantial weakness or signs of defeat.
Bloodthirsty
Orkoids are obsessed with fighting, or at the very least, some avenue of life that directly relates to war and fighting. An Orkoid removed from the sight of battle for too long will eventually lose any civility he may have once possessed, starting fights for no reason and even killing just for the sake of it.
SHOOT! SMASH! CHOP! STOMP!
Orkoids lack the mental capacity to grasp or appreciate the fineries of advanced weapon usage; they may never take any levels of the common technique "Weapon Proficiency". However, they may still take one or both variations of "General Weapon Proficiency". If they do, the bonuses are doubled, due to the ruthlessness and intimidation factor inherent in Orkoids.