Friday, January 29, 2021

ORKENZ for ICRPG

The setting

Cribbed most of it from Ezzerharden's world primer (thanks, man)!

 You are the orcs of rune and bone. You craft poetry from the call of the wolves, and you dance hearily by the roaring bonfire after a great battle. You know honor and love, fear and compassion, nobility and justice.


Many moons ago, they emerged from the waters. They came bearing STEEL, your greatest enemy. Their presence upset the cycles of life, and they seek to subjugate you, painting you as uncivilized, bellicose savages.


Recently, the Couatl’s Teeth, the slopes on which you live, have been roiling beneath your feet in anger. The council has decided to meet at the Hedge in three days time, and they call you, champions of champions, to make right to the meddling of the STEEL-bearers.


MAKING AN ORKENZ

Make a character as the Quickstart suggests in all ways save the following:


“Weapon effort” is now replaced with Tool Effort- when using the tech and weapons you’re used to. “Gun effort” is now replaced with Steel Effort- when using the tech of the imperialists.


Instead of a bio-form, choose a TRIBE (which grants STAT improvements and ABILITIES).

Goro Kahr- Grey-skinned hunters. +1 STR, +1 CON, smell emotion.

Jaka Kahr- Black-skinned domesticators. +1 INT, +1 WIS, animals automatically trust you.

Kara Kahr- Tan-skinned gatherers. +1 DEX, +1 WIS, find something convenient of your choice near you once a day.

Uru Kahr- Crimson-skinned prestidigitators. +1 WIS, +1 CHA, invoke your chosen element (example: fire, eagles, fingernails, textiles, acid) once a day.

Ili Kahr- Brown-skinned craftspeople. +1 DEX, +1 INT, rolls using jury-rigged equipment are never HARD.


To determine your starting Milestone, take your highest stat and your highest effort and consult the table below. You can choose what form the object the ability is tied to takes (e.g. a Forger might have a small chunk of an imperialist amulet on a chain). Other pieces of starting equipment as ALFHEIM, reflavored for indigenous levels of technology.


BASIC

TOOLS

STEEL

MAGIC

ULTIMATE

S

T

R

BREAKER

Deal ULTIMATE against objects.

SLAYER

Roll ULTIMATE Effort on any TARGET you injured in the previous round.

FORGER

Bend metal with your bare hands like putty.

INCENDIARY

You can manifest elemental beams that deal Magic EFFORT

BEASTKIN

Unarmed attacks do STEEL Effort.

D

E

X

ACROBAT TUMBLING comes second nature, they become EASY.

ASSASSIN

Roll a 20 on any weapon attack, cause 1d20 damage.

SNIPER

+2 with ranged weapons when you don’t move.

WINDSTEPPER

You can move FAR on your action.

QUICK

During any round, take your turn before anyone at the table.

C

O

N

SURVIVOR When DYING, you revive on a 18-20.

PUGILIST Instead of damage, STUN your opponent for one round.

GUARDIAN Absorb 1 attack to an ALLY within CLOSE.

AVATAR

You can taste the lifeblood of the earth around you, sensing all living creatures FAR from you automatically.

FISHER Always have 1 FISH in your SUPPLIES.

I

N

T

TRACKER

All TRACKING and HUNTING are EASY.

CRAFTSMAN Create WOOD or ANTLER implements with an INT roll.

IRON SCULPTOR

Make inventions with a HEART of effort and sufficient metal.

RUNECALLER

Deal a HEART of MAGIC EFFORT to scribe a magic rune, functions as a random INT spell

ALCHEMIST

You always have poison on you, and rolls to make poultices and drugs are EASY.

W

I

S

TAMER

You have an animal companion with one HEART and +2 to all rolls.

SCRIBE

Once a day, draw runes on something to make it invincible. Make a HARD WIS roll if it’s alive

SCRAPPER

Start with a random piece of WARP SHELL LOOT.

SPIRITCALLER

Deal a HEART of MAGIC EFFORT to invoke an ancestral spirit

PACKER

Get +WIS storage slots.

C

H

A

TOUCHED Aka Crazy, EASY attempts when lying.

MUSICIAN

If you can make up a song about it, you know all there is to know on a subject.

SPY

Interacting with imperialists is EASY.

HARUSPEX Speak to the dead (dead body required) on a DISADV INT roll.

SPEAKER TO TITANS

Talk to anything living fluently.


Things break when you roll a 1.

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