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.
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.
Contents
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 reduced by one quarter of normal, which may be further reduced through technique-specific stamina cost reductions.
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.
He Who Fights and Runs Away
Orkoids who actually survive their battles get stronger very quickly. Their base PL gain is 5% (cap is 10%, PT:PL is about 0.83%)
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 the equivalent of one level of Weapon Proficiency for all weapons. However, they may not ever actually 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.
Hasty Ripening
Once their parent's spores have taken root, given optimal conditions, most Orkoid infants go from runt to full fledged grunt in three months' time, emerging as completely capable and (quasi-)intelligent warriors, and a single, fertile parent can create dozens of Orkoids a year. Orkoid Declared Villain characters who use Orkoids as minions pay half as many tech days to resupply their force. This does not include any additional days incurred by techniques the minions know.
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 or breaking 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 items, whether their own inventions or those of others, 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 entire item exploding or breaking irreparably every post it is used.
Minor Racial Disadvantages
Brief Lifespans
Orkoids are not meant to live long lives. The vast majority of Orkoids fail to live beyond their first year, enduring only just long enough to spawn more Orkoids and then die in a glorious battle. Those who do survive (which PC Orkoids represent) can expect to live no more than twenty years before they simply wither and wilt to death in a matter of one or two months. Some can even die a wilting death as early as five years into life, especially if they are kept away from warfare and combat.
Plant Surgery? WTF?
Hospitals haven't got the first clue what to do with an Orkoid. They get no bonuses from staying there and are probably kicked out since they would generally try to kill everyone else in the hospital if they were kept there.
Expendable
Any time an Orkoid takes more than 5 days of incap, he has a 1 in 10 chance of simply dying, instead. They aren't exactly designed to survive grievous injuries.