User:Icebreed/Orkoid Rules

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Revision as of 04:35, 27 June 2008 by Icebreed (Talk | contribs) (Remix!)

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  • 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.




Orkoids are a total, shameless rip-off of Orks, specifically as they were envisioned from the Warhammer 40k universe. They're green and muscular as hell and make Saiyans look simultaneously smart and prude. Plant-based, extremely warlike, and stubborn as sin, Orkoids grow like weeds and die like lemmings in relentless, brutal war with neighboring civilized nations. Most Orkoids rarely live to see a single full year, but those who do survive become wildly stronger (though, sadly, only a little smarter), and increase their likelihood of continued survival with each battle they throw themselves upon and endure. Truly lucky and strong Orkoids live long enough to become formidable tribal leaders, and frequently gain a wild variety of supernatural powers. Because of their tendency to live together, fight together, and die together, Orkoids are a common scourge in D'hennex that threatens small towns and cities but is usually put down before it can become more than an annoyance to any particular nation. Regardless of efforts, however, no Orkoid tribe has ever been successfully exterminated -- no matter how many are killed, enough seem to survive for another crusade the following year.

Major Racial Advantages

Made For Fighting

Orkoids are genetically designed for nothing but endless warmaking, unlike other races, who spend their time on more productive or self-serving purposes, like raising a family and intellectual discourse. They do nothing but fight and eat from the moment they spawn. As a result, all techniques applied for at creation have their PL costs divided by three (each tech day costs 1 PL). However, only the strongest survive; Orkoids cannot start with a PL lower than 750.

Tireless

Their bodies are endless engines of war, and of war they never tire. All stamina costs are halved.

Horde

While Orkoids are powerful enough by themselves, something subliminal in their minds causes them to become even more ferocious and brutal when in the presence of fellow Orkoids who are fighting with them. Orkoids temporarily gain 2% of their base power level for every Orkoid who is allied with them, conscious, and is within 25 feet of them. This extra PL is not figured into power multipliers or modifiers.

In order to enjoy this benefit, they must spend a post howling a warcry to their fellows (technique action). The effect remains for the remainder of the play.

Minor Racial Advantages

Death Handy

Orkoids are naturals with all of the implements of war, by design. However, further training is lost on them. Orkoids automatically have General Weapon Proficiency in Ranged and Melee weapons. However, they may not research Weapon Proficiency for any weapon.

Graftable Anatomy

Orkoids can easily reattach their own limbs (arms and legs), when lost, so long as they are not prohibitively damaged or left off for more than a few days.

Major Racial Disadvantages

Idiocy

It's no secret. Orkoids are complete idiots, barely over the "sentient" line. Their tech bias is Dismal.

Impressionable

Orkoids cannot invent their own original techniques, EXCEPT for items. Any item invented that does anything more than do base damage and share durability with its wielder has a 1 in 20 chance of exploding irreparably every post it is used. They can, however, learn any common technique, learn original techniques from other characters, and use other characters' items (with or without permission!) so long as they qualify for their use. They can also upgrade other characters' items, but doing so to any extent where the upgrades the Orkoid placed on them outweigh the total tech days invested by its original owner causes a 1 in 100 chance of the item exploding irreparably.