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<blockquote data-quote="kronos182" data-source="post: 9130981" data-attributes="member: 6668634"><p>WH40K Orks</p><p></p><p><span style="font-size: 26px"><strong>Ork</strong></span></p><p>Orks are a warlike, crude, and highly aggressive green-skinned race, with large tusks in their mouths, and are a subspecies of Orkoids, which include the smaller Gretchin and Snotlings. While their society is entirely primitive and brutal, the Orkoid race is also one of the most successful in the galaxy, outnumber most species. Their aggressive and warlike nature keeps their race split into hundreds of tiny empires, warring as much between themselves as against other races. However, if a powerful leader gains enough followers, they can create a horde of Orks in what is known as a Waaagh!.</p><p>Unlike other Orcs, Orks are a symbiosis of animal and fungus, making them quite unique among sentient races. The fungus part allows the Ork body to bypass the need for complex internal organs, immune system and reproductive anatomy. This allows them to survive normally fatal injuries and reproduce quickly. The animal side gives them their aggressive nature and a pack mentality, working best in groups. With their aggressive nature, the strongest are the leaders, and if the leader shows weakness, then any other Ork can challenge and potentially take over if they win.</p><p>Orks don't rely completely on food, as they have a primitive form of photosynthesise, which allows them to go longer without food than a human as long as they have access to sunlight.</p><p>While Ork intelligence is usually low, they have an innate knowledge of how things work in the form of genetic information thanks to their fungal component, this allows them to make use of technology without having to spend time learning how to. This means their mechanics and inventors have an innate knowledge of how technology works and can build crude versions of advanced vehicles and weapons.</p><p>Another interesting feature of Orks, is the more combat experience they gain, and the more combats it survives and wins, the larger and stronger the Ork gets, with most Ork leaders being quite large and powerful.</p><p>Ork behaviour is dominated by the Waaagh!, a gestalt psychic field they generate, which allows Orks to instinctively recognize who is 'bigga' and in charge. Waaagh! Are also when large groups of Orks go on a warpath, attacking and crushing any resistance in their path. The more successful a Waaagh! Is, the more members join and the more dangerous it becomes. With the psychic field, it has a few benefits when Orks go on a Waaagh!, becoming more dangerous the larger the group becomes, and the greater the psychic field, which can power some of the subgroup of Orks psychic powers.</p><p>There are several subgroups of Orks, which either have their own abilities, or started off as normal Orks, and turn into as they gain experience and power.</p><p></p><p>All Orks have the following abilities:</p><p><strong>Ability Modifiers:</strong> +2 Str, +2 Con, -2 Int, -2 Cha. Orks are strong and robust creatures, however they are not intelligent and highly aggressive. Any penalties to Cha for Intimidation is treated as 0.</p><p><strong>Robust Bodies:</strong> Orks start with a racial hit die of 2d8 plus Con modifier.</p><p><strong>Speed:</strong> 30 ft</p><p><strong>Size:</strong> Orks are medium sized creatures, usually starting off around 6 feet tall, unless they are particularly powerful, then they can become much larger.</p><p><strong>Feel No Pain:</strong> Due to their biology, Orks feel very little pain, and can survive incredible damage. Can not be killed by massive damage, and due to their partial fungal nature, critical hits against them have a 10% chance of turning into a regular strike.</p><p><strong>Natural Weapons:</strong> Ork hands are strong and end in claws that can tear flesh. Claw attack that deals 1d4 slashing.</p><p><strong>Fast Healing:</strong> Orks have powerful healing abilities, it's almost considered regeneration, but not quite. Orks heal at a rate of Con modifier x2 per round. If an Ork is beheaded, the Ork head can be reattached, even to a different body, if done within Con modifier minutes (minimum of 1 minute), and the Ork will heal normally and can fight again in very short amount of time.</p><p><strong>Natural Armour:</strong> The Ork's skin is tough and dense, granting it a natural armour bonus of +1. For every 5 hit dice the Ork gains over the racial 2d8, the Ork gains an additional +1 Natural Armour bonus to Defense.</p><p><strong>Innate Knowledge:</strong> Orks have a type of genetic memory, where they are able to make use of virtually any technology on an instinctive level. They don't require feats to make use of any weapons, vehicles, aircraft, mechs, space ships. However they can only make use of feats like Burst Fire if they take the prerequisite feats. This means any Ork can pick up a machine gun and instinctively know how to fire and reload it and minor repairs. Computers are more difficult for them as it requires knowledge, but they can use computers in the most basic ways, especially if the use is for war.</p><p><strong>Fight To Be Stronger:</strong> The more the Ork fights, the stronger, and larger they can get. For every additional hit die the Ork gains, it grows in height 1 inch. When it reaches 7 feet tall, it gains the benefits of being a large sized creature when it is beneficial, such as during grapples. If the Ork survives enough to reach 14 feet, it gains the benefits of being a Huge size creature when beneficial. For every additional 3 hit die the Ork gains, it gains +1 Str and +1 Con.</p><p><strong>Waaagh! Psychic Field:</strong> Each Ork creates a psychic field, which allows it to instantly recognize which Ork is the largest and strongest, without seeing them within 100 feet. When there are multiple Orks nearby, Orks with psychic abilities become stronger, and regular Orks also gain some benefits. In groups of every 100 Orks within 5/100 Orks, Orks gain +1 to resist psychic abilities and +1 morale bonus to attack rolls. For every 500 Orks, any Ork with psychic abilities, or other special abilities with a variable number gain +1 per die, and fixed values are increased by 25% of the base number. When a group of affiliated Orks following a single leader gains more than 5000 followers, more Orks are drawn to join especially as the group has more victories in combat.</p><p><strong>Spore:</strong> Orks release spores that aid in their reproduction, and particularly upon their death. These spores burrow underground where new Orks will grow then crawl from. Orks typically release enough spores every month to guarantee 1d4 new Orks will be created, and upon their death. These spores will take 6 months to grow into a new adult Ork. However, if there are no, or very few Orks in the area, at least half the spores will become Gretchin and Snotlings to begin creating the infrastructure required to support an Ork warband.</p><p><strong>Oddboyz?:</strong> Each spore that would create an Ork, has a 10% chance of becoming an Oddboy, roll 1d6 for type (1 painboy, 2 mekboy, 3 weirdboy, 4 runtherds, 5 pigdoks, 6 herdas).</p><p><strong>ECL:</strong> +3</p><p></p><p><strong><span style="font-size: 22px">Ork Boyz</span></strong></p><p>Ork Boyz are the heart and soul of any Warband. They are the most numerous of Orks, and all other Ork subtypes come from these, although some are slightly different Orks at the time of their 'birth' creating Speed Freaks, Mek Boyz, etc, but all Nobs and Warbosses were all Ork Boyz at one point.</p><p></p><p><strong>Ork Boyz (Strong Ord 1/Tough Ord 1)</strong></p><p>Type: Humanoid, Orkoid</p><p>Size: Medium, 6'2"</p><p>CR: 3</p><p>Hit Points: 2d8+6 plus 1d8+3 plus 1d10+3, hp 32</p><p>Mas: 17</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 14, touch 13, flat-footed 13 (+1 Dex +2 class +1 Natural)</p><p>BAB/Grp: +1 / +4</p><p>FS/Reach: 5 ft by 5 ft/ 5 ft</p><p>Attacks: +5 melee Claw 1d4+3 slashing, +4 melee Choppa 1d10+4, or +2 ranged Slugga 2d12 ballistic</p><p>Special Attacks:</p><p>Special Qualities: Ork traits</p><p>Allegiances: Warlord, nearby Waaagh!</p><p>Saves: Fort +5, Reflex +1, Will +0</p><p>Reputation: +1</p><p>Abilities: Str 16, Dex 12, Con 17, Int 9, Wis 8, Cha 8</p><p>Skills: Climb +6, Drive +2, Intimidate +3, Listen +1, Repair +2, Search +3, Spot +1, Search +2,Survival +2, Swim +3</p><p>Feats: power attack</p><p>Possessions: choppa, slugga, 10 slugga reloads</p><p>Organization: single, pairs, 4, 10, 20, 50 and more in Waagh!s. In groups of 10 or more, for every 10 Orks, 2 will operate a heavy weapon.</p><p></p><p></p><p><strong>Ork Boyz (Strong Ord 3/Tough Ord 3)</strong></p><p>Type: Humanoid, Orkoid</p><p>Size: Medium, 6'6"</p><p>CR: 7</p><p>Hit Points: 2d8+6 plus 3d8+12 plus 3d10+12, hp 68</p><p>Mas: 17</p><p>Init: +1</p><p>Speed: 30 ft</p><p>Defense: 17, touch 15, flat-footed 16 (+1 Dex +4 class +2 Natural)</p><p>BAB/Grp: +5 / +9</p><p>FS/Reach: 5 ft by 5 ft/ 5 ft</p><p>Attacks: +11 melee Claw 1d4+4 slashing, +9 melee choppa 1d10+6, or +6 ranged Slugga 2d12 ballistic</p><p>Special Attacks:</p><p>Special Qualities: Ork traits</p><p>Allegiances: Warlord, nearby Waaagh!</p><p>Saves: Fort +8, Reflex +3, Will +2</p><p>Reputation: +2</p><p>Abilities: Str 19, Dex 12, Con 19, Int 9, Wis 8, Cha 8</p><p>Skills: Climb +8, Drive +3, Intimidate +5, Listen +3, Repair +3, Search +3, Spot +3, Search +3, Survival ++3, Swim +4</p><p>Feats: power attack, personal firearms proficiency, advanced firearms proficiency</p><p>Possessions: choppa, slugga, 15 slugga reloads</p><p>Organization: single, pairs, 4, 10, 20, 50 and more in Waagh!s. In groups of 10 or more, for every 10 Orks, 2 will operate a heavy weapon.</p><p></p><p><strong>Combat</strong></p><p>Orks love to fight, and to fight makes them stronger. They will rush into combat, shooting their Sluggas then use their Choppas once in melee range. They are simple minded and will typically forgo any tactical movement or methods other than shoot and chop. If a strong Ork is leading the group, some basic tactics may be used, such as ambushes. An Ork can trade in their Choppa and Slugga for a Shoota, or swap their Choppa for a second Slugga if they have enough teef to buy one.</p><p></p><p><strong><span style="font-size: 18px">Choppa</span></strong></p><p>Choppas is a general term given to any Ork close combat weapon with a blade, can take the form of any size of sword, daggers and axes. The weapons are crude, but effetive</p><p></p><p><strong>Choppa (PL4 Archaic Weapon Proficiency)</strong></p><p>Damage: 1d10</p><p>Critical: 19-20x2</p><p>Damage Type: slashing</p><p>Size: Medium to large</p><p>Weight: 9 lbs</p><p>Purchase DC: 12</p><p></p><p><strong><span style="font-size: 18px">Slugga</span></strong></p><p>A slugga is a hand-held, short-ranged Ork projectile weapon. Usually paired with a Choppa for melee combat. As with Ork technology, no two Sluggas are the same, but all are semi-automatic, large calibre weapons. They are loud, crude but effective.</p><p></p><p><strong>Slugga (PL5 Personal Firearms)</strong></p><p>Damage: 2d12</p><p>Critical: 20</p><p>Damage Type: Ballistic</p><p>Range Increment: 60 ft</p><p>Rate of Fire: Semi</p><p>Size: Medium</p><p>Weight: 14 lbs</p><p>Ammo: 15 box</p><p>Purchase DC: 13 Ork, Illegal</p><p>Notes: When used by any non Ork, the user suffers -1 to attack rolls due to the weight and crude construction.</p><p></p><p><strong><span style="font-size: 18px">Shoota</span></strong></p><p>Shootas are heavier kinetic projectile weapons produced by Orks, which some believe to be the equivalent of a bolt gun. They are not know for efficiency, but the amount of noise, damage and pulls they throw down range. There is no standard design and are hand crafted by Mekboyz, and further customized by their owners.</p><p></p><p><strong>Shoota</strong></p><p>Damage: 3d10 +1d6</p><p>Critical: 20</p><p>Damage Type: Ballistic + fire</p><p>Range Increment: 90 ft</p><p>Rate of Fire: Semi, Auto</p><p>Size: Large</p><p>Weight: 25 lbs</p><p>Ammo: 40 box or link</p><p>Purchase DC: 15 Ork</p><p>Notes: When used by any non Ork, the user suffers -1 to attack rolls due to the weight and crude construction.</p><p>Autofire uses 15 rounds and deals +1 die, Reflex DC 17 instead of normal autofire rules. Burst Fire feat deals +3 die, but -5 to attack rolls. If using Double Tap feat, 3 rounds are used, -3 to attack roll and deals +2 die damage.</p><p></p><p></p><p><strong><span style="font-size: 22px">Speed Freeks</span></strong></p><p>Speed Freeks are Orks who become addicted to the sensation of pure speed. These Orks gather in their own mobs and warbands that are full of buggies, bikes and Trukks. These grinning loons roar into battle on exhaust-belching jalopies and crude by effective flying machines, intent on getting into the thick of fighting before their ground pounding comrades. Most of their vehicles are painted red, as according to Ork superstition, "Da red wunz go fasta!". These Orks fill the fast calvary and most of the pilots for Ork aircraft and light space craft. While they do follow the rule of bigger are stronger, they are actually physically weaker, but are far more agile and dexterous than regular Orks.</p><p>Make following changes to Ork to make a Speed Freek:</p><p>Fight To Be Stronger changes the increase to Str to Dex instead;</p><p>Add Red is Fasta!;</p><p>Increase Drive Skill +4;</p><p>If a pilot of an aircraft or starship add Pilot +4;</p><p>Innately knows how to drive or pilot any vehicle.</p><p></p><p><strong>Red is Fasta!</strong></p><p>As long as a Speed Freek is in control of a vehicle that is red in colour, the vehicle, aircraft, mech, starship has its speed increased by 25%, round down.</p><p></p><p><strong><span style="font-size: 22px">MekBoyz</span></strong></p><p>A Mekboy, a type of Oddboy, is the Ork equivalent of a mechanic, they're not quite in the head. They build, fix and even invent, Ork weaponry. They are more intelligent than other Orks, but are more like mad scientist than what other races would consider intelligent or genius. Mekboys, as they gain more powerful, their strength grows slower, but their intelligence skyrockets over the rest of Ork kind. MekBoyz grasp the rudiments of their technology on an instinctual level, but have more creativity, and as they get more powerful, seem to gain greater understanding of technology than before.</p><p>Make changes to Ork to make a MekBoy:</p><p>Remove penalty to Int, but Str and Con bonus are only +1 each at character creation;</p><p>Fight to Be Stronger changes Str to Int, and every 2 die gained over the 2 racial die gains 4 skill points to freely distribute amongst any Craft, Knowledge (physical sciences and technology) or Repair;</p><p>Gains Craft (chemical, mechanical, Electrical and structural) and Knowledge (technology) skills as class skills, starting at +4;</p><p>Gain Feat Builder (+2 to any two Craft skills).</p><p></p><p><strong><span style="font-size: 22px">Painboyz</span></strong></p><p>A Painboy, a type of Oddboy, are Ork medics and doctors, however most Orks only see them if they absolutely have to, such as for missing limbs or brain damage. They are well know for experimenting on other Orks and attaching crude cybernetic devices. Painboyz are very much like Mekboys, except their skills are in biology and medicine instead of crafting and repairing.</p><p>Make changes to Ork to make a Painboyz:</p><p>Remove penalty to Int, but Str and Con bonus are only +1 each at character creation;</p><p>Fight to Be Stronger changes Str to Int, and every 2 die gained over the 2 racial die gains 4 skill points to freely distribute amongst any Craft (cybernetics), Knowledge (earth and life sciences), Repair or Treat Injury;</p><p>Gains Craft (chemical, mechanical (for cybernetics only), Electrical (for cybernetics only) and pharmaceutical), Knowledge (earth and life sciences), Treat Injury skills as class skills, starting at +4;</p><p>Gain Feat Surgery, Craft Cybernetics</p><p></p><p><strong><span style="font-size: 22px">Weirdboyz</span></strong></p><p>A Weirdboy is an Ork Oddboy that acts as a psychic sponge, absorbing and channeling the natural gestalt psychic energies constantly emanated by other Orks. As the most psychically attuned Orks they are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. The more Orks around the Weirdboy, the more psychic abilities available to the Weirdboy and the more powerful those powers can be.</p><p>Make following changes to an Ork to make a Weirdboy:</p><p>Remove penalty to Int, but Str and Con bonus are only +1 each at character creation, and gain +1 Wis;</p><p>Fight to be Stronger changes Str to Wis;</p><p>Add Psychic Sponge;</p><p>Add Psychic Powers;</p><p></p><p><strong>Psychic Sponge</strong></p><p>Ork Weirdboyz have some innate psychic power, but gain most of their power from the gestalt psychic power from nearby Orks, granting them greater power. Orks have a base power point pool of Wis modifier (min of 1) x3, and gain +1 power point per 5 Orks in a 5 mile radius. Also, for every 50 Orks within 5 miles, the Weirdboy's psychic abilities variable numbers are increased by 1 die, and fixed numbers are increased by 25% (round down) of base value.</p><p>However if the Weirdboy has more power points than Wis modifier (minimum of 1) x Con modifier for more than 1 hour, it must release this excess by either using their powers, or must make a Concentration check to hold this energy, DC 10 +1 per additional hour successfully held, or release this energy by using most power point costing power available at a random target (friendly or otherwise) every 5 minutes. If not enough power points for the most powerful ability is available but still over its limit, the next most power point costing power is used within the available power points.</p><p></p><p><strong>Psychic Powers</strong></p><p>The Weirdboy is able to cast Ork psychic powers, able to learn or discover new powers based on how powerful they are, and can manifest as many powers as they have power points available. Below table is how many powers the Weirdboy knows at for each HD it has.</p><p> </p><p> </p><table style='width: 100%'><tr><td><span style="font-family: 'Calibri'">Ork HD</span></td><td><span style="font-family: 'Calibri'">Lvl 0</span></td><td><span style="font-family: 'Calibri'">Lvl 1</span></td><td><span style="font-family: 'Calibri'">Lvl 2</span></td><td><span style="font-family: 'Calibri'">Lvl 3</span></td><td><span style="font-family: 'Calibri'">Lvl 4</span></td><td><span style="font-family: 'Calibri'">Lvl 5</span></td></tr><tr><td><span style="font-family: 'Calibri'">2</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">1</span></td><td> </td><td> </td><td> </td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td> </td><td> </td><td> </td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">1</span></td><td> </td><td> </td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">5</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td> </td><td> </td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">6</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td><span style="font-family: 'Calibri'">1</span></td><td> </td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">7</span></td><td><span style="font-family: 'Calibri'">5</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td> </td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">8</span></td><td><span style="font-family: 'Calibri'">5</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td><span style="font-family: 'Calibri'">1</span></td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">9</span></td><td><span style="font-family: 'Calibri'">5</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td> </td></tr><tr><td><span style="font-family: 'Calibri'">10</span></td><td><span style="font-family: 'Calibri'">6</span></td><td><span style="font-family: 'Calibri'">4</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">3</span></td><td><span style="font-family: 'Calibri'">2</span></td><td><span style="font-family: 'Calibri'">1</span></td></tr><tr><td><span style="font-family: 'Calibri'">+2 Die</span></td><td><span style="font-family: 'Calibri'">+1</span></td><td><span style="font-family: 'Calibri'">+1</span></td><td><span style="font-family: 'Calibri'">+1</span></td><td><span style="font-family: 'Calibri'">+1</span></td><td><span style="font-family: 'Calibri'">+1</span></td><td><span style="font-family: 'Calibri'">+1</span></td></tr><tr><td><span style="font-family: 'Calibri'">Cap 20 HD</span></td><td> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr></table><p></p><p> </p><p><strong><span style="font-size: 22px">Ork Psychic Powers</span></strong></p><p>Orks can learn most psychic powers known, however there are a number of unique Ork powers, and typically most of the first powers the Weirdboy discovers will be from below.</p><p></p><p><strong>Deff Wave</strong></p><p>Level: 0</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 25 ft +5 ft/20 orks within 100 ft.</p><p>Target: Cone, 25 ft +5 ft/20 orks long</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex DC 17</p><p>Power Resistance: Yes</p><p>Power Point Cost: 2</p><p>The Ork philosophy of warefare typically ascribes to a simple maxim: more is better and you can never have enough. A roiling shockwave of manifest emotion, the Deff Wave churns through the Materium as a testament to this belief, scourging all organic matter in its path, released like a cone of fire, ignoring cover and even solid objects such as walls between the Weirdboy and targeted enemies. Dealing 1d6 half fire half psychic energy +1d6 per 20 Orks within 100 feet. Ignores cover, or bonuses to resist damage from technology, to damage all organic life within area of effect.</p><p></p><p><strong>Dis is Takin' Too Long!</strong></p><p>Level: 0</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: self or touch</p><p>Target: Self or vehicle travelling in</p><p>Duration: 5 rounds / 20 orks within 100 ft</p><p>Saving Throw: None</p><p>Power Resistance: No</p><p>Power Point Cost: 3</p><p>The Weirdboy calls upon the WAAAGH!, channelling his impatience to accelerate whatever mode of transportation he happens to be using (his own feet, a Trukk, or even starship) in a swell of brilliant, crackling energy. Increases speed by 25% +1% per 20 Orks within 100 feet.</p><p></p><p><strong>'Ead to 'Ead</strong></p><p>Level: 2</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 75 ft +5 ft/20 orks within 100 ft.</p><p>Target: single</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Power Resistance: Yes</p><p>Power Point Cost: 6</p><p>Orks resolve almost all problems and quandaries through violence, which can inspire other Orks on. The Weirdboy pits the raw might of the WAAAGH! Against a single foe, attempting to psychically bludgeon it into submission and instill new fervour in other, nearby Orks, making them more lethal in combat. A ranged touch attack against a single target, dealing 1d6 / 20 orks within 100 feet of the Weirdboy of damage that is half psychic energy and half bludgeoning. If this attack kills the target, all Orks within 100 feet of the Weirdboy gain a +4 morale bonus to attack and melee attacks deal 50% more damage for 5 rounds.</p><p></p><p><strong>'Ere We Go</strong></p><p>Level: 5</p><p>Display: audible, Visual</p><p>Manifesting Time: Full round</p><p>Range: 10 miles +5 miles/50 orks within 100 ft.</p><p>Target: None</p><p>Duration: 5 rounds / 20 orks within 100 ft</p><p>Saving Throw: None</p><p>Power Resistance: None</p><p>Power Point Cost: 30</p><p>The Weirdboy opens a temporary rift through the Warp, helping his allies get to battle more quickly in a flash of green luminescence of an instant of screaming terror. The rift functions as a portal, to anywhere within range the Weirdboy has seen or been to. The portal is 10 feet in radius, allowing most Orks to step through while it is open.</p><p></p><p><strong>Frazzle</strong></p><p>Level: 2</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 60 ft +5 ft/20 orks within 100 ft.</p><p>Target: 1 plus 1d6 within 15 feet.</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex DC 17</p><p>Power Resistance: Yes</p><p>Power Point Cost: 4</p><p>With a thunderous roar, the Weirdboy unleashes a blast of psychic energy that courses through his target like green lightning and leaps to those unfortunately enough to be near it.</p><p>Deals 2d8 damage that is half electric and half psychic energy, then strikes up to 1d6 targets (enemy or friendly) within 15 feet of the target for half the damage to the original target. +1 die of damage per 20 orks within 100 feet of the Weirdboy.</p><p></p><p><strong>I'z Gunna Squig Ya!</strong></p><p>Level: 5</p><p>Display: audible, Visual</p><p>Manifesting Time: full round action</p><p>Range: touch</p><p>Target: one</p><p>Duration: permanent</p><p>Saving Throw: Will DC 21</p><p>Power Resistance: Yes</p><p>Power Point Cost: 32</p><p>Of all the many powers available to a Weirdboy, this is undoubtedly one of the strangest. The Weirdboy summons up the bizarre and incomprehensible energies of the WAAAGH! And attempts to transform one of his enemies into a Squig, 1d4 hit point creature, size small, Defense 12.</p><p></p><p><strong>Krump 'Em All</strong></p><p>Level: 3</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 55 ft +5 ft/20 orks within 100 ft.</p><p>Target: 30 ft radius burst +5 ft per 50 orks</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex DC 19</p><p>Power Resistance: Yes</p><p>Power Point Cost: 9</p><p>The Weirdboy unleashes the fury of the WAAAGH! Upon his enemies (along with anyone else to be standing nearby) calling upon the primordial gods of the Orks to "Krump all' dese gitz good!". Dealing 6d8 points of psychic energy to all within a 30 foot radius of target or point selected. Reflex DC 17 for half. Increase damage by +1 die, blast radius by +5 ft and Reflex save by +1 per 50 Orks within 100 feet of the Weirdboy.</p><p></p><p><strong>Powa' Burst</strong></p><p>Level: 2</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 20 ft radius of weirdboy +5 ft per 50 orks within 100 ft</p><p>Target: self and special</p><p>Duration: Instantaneous*</p><p>Saving Throw: None, Damage dealt Reflex DC 15</p><p>Power Resistance: Yes</p><p>Power Point Cost: 10</p><p>Torrents of unstable energy periodically erupt from the Weirdboy's mind, surging forth to smash nearby objects, reinvigorating the psyker, or allow him to achieve feats that would otherwise be impossible for him. Deals 1d4 points of damage per 50 Orks within 200 feet of the Weirdboy to 1d8 random targets within 20 feet of the Weirdboy, Reflex save DC 15 for half. For every 5 points of damage successfully dealt, the Weirdboy is healed 1 point of damage; or gains +4 Str for 3 rounds; or double running speed for 6 rounds; or the next power used within 2 rounds deals 50% more damage.</p><p></p><p><strong>Smash da Gitz</strong></p><p>Level: 2</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: touch or self</p><p>Target: self or melee weapon held</p><p>Duration: 5 rounds*</p><p>Saving Throw: None</p><p>Power Resistance: No</p><p>Power Point Cost: 7</p><p>The Weirdboy energizes his weapon, or just his fist with a voracious green charge that shreds through metal and flesh alike when he strikes. Next melee attack deals an additional 3d6 damage that is half electrical and half psychic energy, +1 die per 50 Orks within 100 feet of the Weirdboy.</p><p></p><p><strong>Up an' at 'Em!</strong></p><p>Level: 4</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 100 ft radius</p><p>Target: All allies within range</p><p>Duration: 6 rounds</p><p>Saving Throw: Will DC 17</p><p>Power Resistance: Yes</p><p>Power Point Cost: 15</p><p>The Weirdboy leads by insane example, psychically and psychotically inspiring his comrades to charge along with him even as he rushes towards a certain, grisly end. Grants all Orks within 100 feet +6 morale bonus to attack rolls, and all saves for 6 rounds.</p><p></p><p><strong>Warpath</strong></p><p>Level: 3</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 20 ft radius of caster, +5 ft/20 orks within 100 ft.</p><p>Target: 1d10 allies</p><p>Duration: 5 rounds</p><p>Saving Throw: Will DC 15</p><p>Power Resistance: Yes</p><p>Power Point Cost: 13</p><p>Crackling green energy surges out from the Weirdboy, striking the nearby Orks and stoking the fire of their battle frenzy to devastating new heights. 1d10 friendly Orks within 20 feet of the Weirdboy gain +20 ft to speed and melee attacks deal 25% more damage for 5 rounds.</p><p></p><p><strong>Zzap</strong></p><p>Level: 3</p><p>Display: audible, Visual</p><p>Manifesting Time: Attack action</p><p>Range: 100 ft +5 ft/20 orks within 100 ft.</p><p>Target: single target</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Power Resistance: Yes</p><p>Power Point Cost: 10</p><p>The Weirdboy unleashes a burst of ravening green Warp electricity that surges forward, turning organic tissue to ash and the hardest alloys to molten slag. Ranged touch attack, dealing 6d6 half electrical and half psychic energy damage. Deals +1 die damage for every 50 Orks within 100 ft of the Weirdboy.</p></blockquote><p></p>
[QUOTE="kronos182, post: 9130981, member: 6668634"] WH40K Orks [SIZE=7][B]Ork[/B][/SIZE] Orks are a warlike, crude, and highly aggressive green-skinned race, with large tusks in their mouths, and are a subspecies of Orkoids, which include the smaller Gretchin and Snotlings. While their society is entirely primitive and brutal, the Orkoid race is also one of the most successful in the galaxy, outnumber most species. Their aggressive and warlike nature keeps their race split into hundreds of tiny empires, warring as much between themselves as against other races. However, if a powerful leader gains enough followers, they can create a horde of Orks in what is known as a Waaagh!. Unlike other Orcs, Orks are a symbiosis of animal and fungus, making them quite unique among sentient races. The fungus part allows the Ork body to bypass the need for complex internal organs, immune system and reproductive anatomy. This allows them to survive normally fatal injuries and reproduce quickly. The animal side gives them their aggressive nature and a pack mentality, working best in groups. With their aggressive nature, the strongest are the leaders, and if the leader shows weakness, then any other Ork can challenge and potentially take over if they win. Orks don't rely completely on food, as they have a primitive form of photosynthesise, which allows them to go longer without food than a human as long as they have access to sunlight. While Ork intelligence is usually low, they have an innate knowledge of how things work in the form of genetic information thanks to their fungal component, this allows them to make use of technology without having to spend time learning how to. This means their mechanics and inventors have an innate knowledge of how technology works and can build crude versions of advanced vehicles and weapons. Another interesting feature of Orks, is the more combat experience they gain, and the more combats it survives and wins, the larger and stronger the Ork gets, with most Ork leaders being quite large and powerful. Ork behaviour is dominated by the Waaagh!, a gestalt psychic field they generate, which allows Orks to instinctively recognize who is 'bigga' and in charge. Waaagh! Are also when large groups of Orks go on a warpath, attacking and crushing any resistance in their path. The more successful a Waaagh! Is, the more members join and the more dangerous it becomes. With the psychic field, it has a few benefits when Orks go on a Waaagh!, becoming more dangerous the larger the group becomes, and the greater the psychic field, which can power some of the subgroup of Orks psychic powers. There are several subgroups of Orks, which either have their own abilities, or started off as normal Orks, and turn into as they gain experience and power. All Orks have the following abilities: [B]Ability Modifiers:[/B] +2 Str, +2 Con, -2 Int, -2 Cha. Orks are strong and robust creatures, however they are not intelligent and highly aggressive. Any penalties to Cha for Intimidation is treated as 0. [B]Robust Bodies:[/B] Orks start with a racial hit die of 2d8 plus Con modifier. [B]Speed:[/B] 30 ft [B]Size:[/B] Orks are medium sized creatures, usually starting off around 6 feet tall, unless they are particularly powerful, then they can become much larger. [B]Feel No Pain:[/B] Due to their biology, Orks feel very little pain, and can survive incredible damage. Can not be killed by massive damage, and due to their partial fungal nature, critical hits against them have a 10% chance of turning into a regular strike. [B]Natural Weapons:[/B] Ork hands are strong and end in claws that can tear flesh. Claw attack that deals 1d4 slashing. [B]Fast Healing:[/B] Orks have powerful healing abilities, it's almost considered regeneration, but not quite. Orks heal at a rate of Con modifier x2 per round. If an Ork is beheaded, the Ork head can be reattached, even to a different body, if done within Con modifier minutes (minimum of 1 minute), and the Ork will heal normally and can fight again in very short amount of time. [B]Natural Armour:[/B] The Ork's skin is tough and dense, granting it a natural armour bonus of +1. For every 5 hit dice the Ork gains over the racial 2d8, the Ork gains an additional +1 Natural Armour bonus to Defense. [B]Innate Knowledge:[/B] Orks have a type of genetic memory, where they are able to make use of virtually any technology on an instinctive level. They don't require feats to make use of any weapons, vehicles, aircraft, mechs, space ships. However they can only make use of feats like Burst Fire if they take the prerequisite feats. This means any Ork can pick up a machine gun and instinctively know how to fire and reload it and minor repairs. Computers are more difficult for them as it requires knowledge, but they can use computers in the most basic ways, especially if the use is for war. [B]Fight To Be Stronger:[/B] The more the Ork fights, the stronger, and larger they can get. For every additional hit die the Ork gains, it grows in height 1 inch. When it reaches 7 feet tall, it gains the benefits of being a large sized creature when it is beneficial, such as during grapples. If the Ork survives enough to reach 14 feet, it gains the benefits of being a Huge size creature when beneficial. For every additional 3 hit die the Ork gains, it gains +1 Str and +1 Con. [B]Waaagh! Psychic Field:[/B] Each Ork creates a psychic field, which allows it to instantly recognize which Ork is the largest and strongest, without seeing them within 100 feet. When there are multiple Orks nearby, Orks with psychic abilities become stronger, and regular Orks also gain some benefits. In groups of every 100 Orks within 5/100 Orks, Orks gain +1 to resist psychic abilities and +1 morale bonus to attack rolls. For every 500 Orks, any Ork with psychic abilities, or other special abilities with a variable number gain +1 per die, and fixed values are increased by 25% of the base number. When a group of affiliated Orks following a single leader gains more than 5000 followers, more Orks are drawn to join especially as the group has more victories in combat. [B]Spore:[/B] Orks release spores that aid in their reproduction, and particularly upon their death. These spores burrow underground where new Orks will grow then crawl from. Orks typically release enough spores every month to guarantee 1d4 new Orks will be created, and upon their death. These spores will take 6 months to grow into a new adult Ork. However, if there are no, or very few Orks in the area, at least half the spores will become Gretchin and Snotlings to begin creating the infrastructure required to support an Ork warband. [B]Oddboyz?:[/B] Each spore that would create an Ork, has a 10% chance of becoming an Oddboy, roll 1d6 for type (1 painboy, 2 mekboy, 3 weirdboy, 4 runtherds, 5 pigdoks, 6 herdas). [B]ECL:[/B] +3 [B][SIZE=6]Ork Boyz[/SIZE][/B] Ork Boyz are the heart and soul of any Warband. They are the most numerous of Orks, and all other Ork subtypes come from these, although some are slightly different Orks at the time of their 'birth' creating Speed Freaks, Mek Boyz, etc, but all Nobs and Warbosses were all Ork Boyz at one point. [B]Ork Boyz (Strong Ord 1/Tough Ord 1)[/B] Type: Humanoid, Orkoid Size: Medium, 6'2" CR: 3 Hit Points: 2d8+6 plus 1d8+3 plus 1d10+3, hp 32 Mas: 17 Init: +1 Speed: 30 ft Defense: 14, touch 13, flat-footed 13 (+1 Dex +2 class +1 Natural) BAB/Grp: +1 / +4 FS/Reach: 5 ft by 5 ft/ 5 ft Attacks: +5 melee Claw 1d4+3 slashing, +4 melee Choppa 1d10+4, or +2 ranged Slugga 2d12 ballistic Special Attacks: Special Qualities: Ork traits Allegiances: Warlord, nearby Waaagh! Saves: Fort +5, Reflex +1, Will +0 Reputation: +1 Abilities: Str 16, Dex 12, Con 17, Int 9, Wis 8, Cha 8 Skills: Climb +6, Drive +2, Intimidate +3, Listen +1, Repair +2, Search +3, Spot +1, Search +2,Survival +2, Swim +3 Feats: power attack Possessions: choppa, slugga, 10 slugga reloads Organization: single, pairs, 4, 10, 20, 50 and more in Waagh!s. In groups of 10 or more, for every 10 Orks, 2 will operate a heavy weapon. [B]Ork Boyz (Strong Ord 3/Tough Ord 3)[/B] Type: Humanoid, Orkoid Size: Medium, 6'6" CR: 7 Hit Points: 2d8+6 plus 3d8+12 plus 3d10+12, hp 68 Mas: 17 Init: +1 Speed: 30 ft Defense: 17, touch 15, flat-footed 16 (+1 Dex +4 class +2 Natural) BAB/Grp: +5 / +9 FS/Reach: 5 ft by 5 ft/ 5 ft Attacks: +11 melee Claw 1d4+4 slashing, +9 melee choppa 1d10+6, or +6 ranged Slugga 2d12 ballistic Special Attacks: Special Qualities: Ork traits Allegiances: Warlord, nearby Waaagh! Saves: Fort +8, Reflex +3, Will +2 Reputation: +2 Abilities: Str 19, Dex 12, Con 19, Int 9, Wis 8, Cha 8 Skills: Climb +8, Drive +3, Intimidate +5, Listen +3, Repair +3, Search +3, Spot +3, Search +3, Survival ++3, Swim +4 Feats: power attack, personal firearms proficiency, advanced firearms proficiency Possessions: choppa, slugga, 15 slugga reloads Organization: single, pairs, 4, 10, 20, 50 and more in Waagh!s. In groups of 10 or more, for every 10 Orks, 2 will operate a heavy weapon. [B]Combat[/B] Orks love to fight, and to fight makes them stronger. They will rush into combat, shooting their Sluggas then use their Choppas once in melee range. They are simple minded and will typically forgo any tactical movement or methods other than shoot and chop. If a strong Ork is leading the group, some basic tactics may be used, such as ambushes. An Ork can trade in their Choppa and Slugga for a Shoota, or swap their Choppa for a second Slugga if they have enough teef to buy one. [B][SIZE=5]Choppa[/SIZE][/B] Choppas is a general term given to any Ork close combat weapon with a blade, can take the form of any size of sword, daggers and axes. The weapons are crude, but effetive [B]Choppa (PL4 Archaic Weapon Proficiency)[/B] Damage: 1d10 Critical: 19-20x2 Damage Type: slashing Size: Medium to large Weight: 9 lbs Purchase DC: 12 [B][SIZE=5]Slugga[/SIZE][/B] A slugga is a hand-held, short-ranged Ork projectile weapon. Usually paired with a Choppa for melee combat. As with Ork technology, no two Sluggas are the same, but all are semi-automatic, large calibre weapons. They are loud, crude but effective. [B]Slugga (PL5 Personal Firearms)[/B] Damage: 2d12 Critical: 20 Damage Type: Ballistic Range Increment: 60 ft Rate of Fire: Semi Size: Medium Weight: 14 lbs Ammo: 15 box Purchase DC: 13 Ork, Illegal Notes: When used by any non Ork, the user suffers -1 to attack rolls due to the weight and crude construction. [B][SIZE=5]Shoota[/SIZE][/B] Shootas are heavier kinetic projectile weapons produced by Orks, which some believe to be the equivalent of a bolt gun. They are not know for efficiency, but the amount of noise, damage and pulls they throw down range. There is no standard design and are hand crafted by Mekboyz, and further customized by their owners. [B]Shoota[/B] Damage: 3d10 +1d6 Critical: 20 Damage Type: Ballistic + fire Range Increment: 90 ft Rate of Fire: Semi, Auto Size: Large Weight: 25 lbs Ammo: 40 box or link Purchase DC: 15 Ork Notes: When used by any non Ork, the user suffers -1 to attack rolls due to the weight and crude construction. Autofire uses 15 rounds and deals +1 die, Reflex DC 17 instead of normal autofire rules. Burst Fire feat deals +3 die, but -5 to attack rolls. If using Double Tap feat, 3 rounds are used, -3 to attack roll and deals +2 die damage. [B][SIZE=6]Speed Freeks[/SIZE][/B] Speed Freeks are Orks who become addicted to the sensation of pure speed. These Orks gather in their own mobs and warbands that are full of buggies, bikes and Trukks. These grinning loons roar into battle on exhaust-belching jalopies and crude by effective flying machines, intent on getting into the thick of fighting before their ground pounding comrades. Most of their vehicles are painted red, as according to Ork superstition, "Da red wunz go fasta!". These Orks fill the fast calvary and most of the pilots for Ork aircraft and light space craft. While they do follow the rule of bigger are stronger, they are actually physically weaker, but are far more agile and dexterous than regular Orks. Make following changes to Ork to make a Speed Freek: Fight To Be Stronger changes the increase to Str to Dex instead; Add Red is Fasta!; Increase Drive Skill +4; If a pilot of an aircraft or starship add Pilot +4; Innately knows how to drive or pilot any vehicle. [B]Red is Fasta![/B] As long as a Speed Freek is in control of a vehicle that is red in colour, the vehicle, aircraft, mech, starship has its speed increased by 25%, round down. [B][SIZE=6]MekBoyz[/SIZE][/B] A Mekboy, a type of Oddboy, is the Ork equivalent of a mechanic, they're not quite in the head. They build, fix and even invent, Ork weaponry. They are more intelligent than other Orks, but are more like mad scientist than what other races would consider intelligent or genius. Mekboys, as they gain more powerful, their strength grows slower, but their intelligence skyrockets over the rest of Ork kind. MekBoyz grasp the rudiments of their technology on an instinctual level, but have more creativity, and as they get more powerful, seem to gain greater understanding of technology than before. Make changes to Ork to make a MekBoy: Remove penalty to Int, but Str and Con bonus are only +1 each at character creation; Fight to Be Stronger changes Str to Int, and every 2 die gained over the 2 racial die gains 4 skill points to freely distribute amongst any Craft, Knowledge (physical sciences and technology) or Repair; Gains Craft (chemical, mechanical, Electrical and structural) and Knowledge (technology) skills as class skills, starting at +4; Gain Feat Builder (+2 to any two Craft skills). [B][SIZE=6]Painboyz[/SIZE][/B] A Painboy, a type of Oddboy, are Ork medics and doctors, however most Orks only see them if they absolutely have to, such as for missing limbs or brain damage. They are well know for experimenting on other Orks and attaching crude cybernetic devices. Painboyz are very much like Mekboys, except their skills are in biology and medicine instead of crafting and repairing. Make changes to Ork to make a Painboyz: Remove penalty to Int, but Str and Con bonus are only +1 each at character creation; Fight to Be Stronger changes Str to Int, and every 2 die gained over the 2 racial die gains 4 skill points to freely distribute amongst any Craft (cybernetics), Knowledge (earth and life sciences), Repair or Treat Injury; Gains Craft (chemical, mechanical (for cybernetics only), Electrical (for cybernetics only) and pharmaceutical), Knowledge (earth and life sciences), Treat Injury skills as class skills, starting at +4; Gain Feat Surgery, Craft Cybernetics [B][SIZE=6]Weirdboyz[/SIZE][/B] A Weirdboy is an Ork Oddboy that acts as a psychic sponge, absorbing and channeling the natural gestalt psychic energies constantly emanated by other Orks. As the most psychically attuned Orks they are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. The more Orks around the Weirdboy, the more psychic abilities available to the Weirdboy and the more powerful those powers can be. Make following changes to an Ork to make a Weirdboy: Remove penalty to Int, but Str and Con bonus are only +1 each at character creation, and gain +1 Wis; Fight to be Stronger changes Str to Wis; Add Psychic Sponge; Add Psychic Powers; [B]Psychic Sponge[/B] Ork Weirdboyz have some innate psychic power, but gain most of their power from the gestalt psychic power from nearby Orks, granting them greater power. Orks have a base power point pool of Wis modifier (min of 1) x3, and gain +1 power point per 5 Orks in a 5 mile radius. Also, for every 50 Orks within 5 miles, the Weirdboy's psychic abilities variable numbers are increased by 1 die, and fixed numbers are increased by 25% (round down) of base value. However if the Weirdboy has more power points than Wis modifier (minimum of 1) x Con modifier for more than 1 hour, it must release this excess by either using their powers, or must make a Concentration check to hold this energy, DC 10 +1 per additional hour successfully held, or release this energy by using most power point costing power available at a random target (friendly or otherwise) every 5 minutes. If not enough power points for the most powerful ability is available but still over its limit, the next most power point costing power is used within the available power points. [B]Psychic Powers[/B] The Weirdboy is able to cast Ork psychic powers, able to learn or discover new powers based on how powerful they are, and can manifest as many powers as they have power points available. Below table is how many powers the Weirdboy knows at for each HD it has. [FONT=Calibri] [/FONT] [TABLE] [TR] [TD][FONT=Calibri]Ork HD[/FONT][/TD] [TD][FONT=Calibri]Lvl 0[/FONT][/TD] [TD][FONT=Calibri]Lvl 1[/FONT][/TD] [TD][FONT=Calibri]Lvl 2[/FONT][/TD] [TD][FONT=Calibri]Lvl 3[/FONT][/TD] [TD][FONT=Calibri]Lvl 4[/FONT][/TD] [TD][FONT=Calibri]Lvl 5[/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]1[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]1[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]5[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]6[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri]1[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]7[/FONT][/TD] [TD][FONT=Calibri]5[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]8[/FONT][/TD] [TD][FONT=Calibri]5[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri]1[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]9[/FONT][/TD] [TD][FONT=Calibri]5[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]10[/FONT][/TD] [TD][FONT=Calibri]6[/FONT][/TD] [TD][FONT=Calibri]4[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]3[/FONT][/TD] [TD][FONT=Calibri]2[/FONT][/TD] [TD][FONT=Calibri]1[/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]+2 Die[/FONT][/TD] [TD][FONT=Calibri]+1[/FONT][/TD] [TD][FONT=Calibri]+1[/FONT][/TD] [TD][FONT=Calibri]+1[/FONT][/TD] [TD][FONT=Calibri]+1[/FONT][/TD] [TD][FONT=Calibri]+1[/FONT][/TD] [TD][FONT=Calibri]+1[/FONT][/TD] [/TR] [TR] [TD][FONT=Calibri]Cap 20 HD[/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [TD][FONT=Calibri] [/FONT][/TD] [/TR] [/TABLE] [FONT=Calibri] [/FONT] [B][SIZE=6]Ork Psychic Powers[/SIZE][/B] Orks can learn most psychic powers known, however there are a number of unique Ork powers, and typically most of the first powers the Weirdboy discovers will be from below. [B]Deff Wave[/B] Level: 0 Display: audible, Visual Manifesting Time: Attack action Range: 25 ft +5 ft/20 orks within 100 ft. Target: Cone, 25 ft +5 ft/20 orks long Duration: Instantaneous Saving Throw: Reflex DC 17 Power Resistance: Yes Power Point Cost: 2 The Ork philosophy of warefare typically ascribes to a simple maxim: more is better and you can never have enough. A roiling shockwave of manifest emotion, the Deff Wave churns through the Materium as a testament to this belief, scourging all organic matter in its path, released like a cone of fire, ignoring cover and even solid objects such as walls between the Weirdboy and targeted enemies. Dealing 1d6 half fire half psychic energy +1d6 per 20 Orks within 100 feet. Ignores cover, or bonuses to resist damage from technology, to damage all organic life within area of effect. [B]Dis is Takin' Too Long![/B] Level: 0 Display: audible, Visual Manifesting Time: Attack action Range: self or touch Target: Self or vehicle travelling in Duration: 5 rounds / 20 orks within 100 ft Saving Throw: None Power Resistance: No Power Point Cost: 3 The Weirdboy calls upon the WAAAGH!, channelling his impatience to accelerate whatever mode of transportation he happens to be using (his own feet, a Trukk, or even starship) in a swell of brilliant, crackling energy. Increases speed by 25% +1% per 20 Orks within 100 feet. [B]'Ead to 'Ead[/B] Level: 2 Display: audible, Visual Manifesting Time: Attack action Range: 75 ft +5 ft/20 orks within 100 ft. Target: single Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Point Cost: 6 Orks resolve almost all problems and quandaries through violence, which can inspire other Orks on. The Weirdboy pits the raw might of the WAAAGH! Against a single foe, attempting to psychically bludgeon it into submission and instill new fervour in other, nearby Orks, making them more lethal in combat. A ranged touch attack against a single target, dealing 1d6 / 20 orks within 100 feet of the Weirdboy of damage that is half psychic energy and half bludgeoning. If this attack kills the target, all Orks within 100 feet of the Weirdboy gain a +4 morale bonus to attack and melee attacks deal 50% more damage for 5 rounds. [B]'Ere We Go[/B] Level: 5 Display: audible, Visual Manifesting Time: Full round Range: 10 miles +5 miles/50 orks within 100 ft. Target: None Duration: 5 rounds / 20 orks within 100 ft Saving Throw: None Power Resistance: None Power Point Cost: 30 The Weirdboy opens a temporary rift through the Warp, helping his allies get to battle more quickly in a flash of green luminescence of an instant of screaming terror. The rift functions as a portal, to anywhere within range the Weirdboy has seen or been to. The portal is 10 feet in radius, allowing most Orks to step through while it is open. [B]Frazzle[/B] Level: 2 Display: audible, Visual Manifesting Time: Attack action Range: 60 ft +5 ft/20 orks within 100 ft. Target: 1 plus 1d6 within 15 feet. Duration: Instantaneous Saving Throw: Reflex DC 17 Power Resistance: Yes Power Point Cost: 4 With a thunderous roar, the Weirdboy unleashes a blast of psychic energy that courses through his target like green lightning and leaps to those unfortunately enough to be near it. Deals 2d8 damage that is half electric and half psychic energy, then strikes up to 1d6 targets (enemy or friendly) within 15 feet of the target for half the damage to the original target. +1 die of damage per 20 orks within 100 feet of the Weirdboy. [B]I'z Gunna Squig Ya![/B] Level: 5 Display: audible, Visual Manifesting Time: full round action Range: touch Target: one Duration: permanent Saving Throw: Will DC 21 Power Resistance: Yes Power Point Cost: 32 Of all the many powers available to a Weirdboy, this is undoubtedly one of the strangest. The Weirdboy summons up the bizarre and incomprehensible energies of the WAAAGH! And attempts to transform one of his enemies into a Squig, 1d4 hit point creature, size small, Defense 12. [B]Krump 'Em All[/B] Level: 3 Display: audible, Visual Manifesting Time: Attack action Range: 55 ft +5 ft/20 orks within 100 ft. Target: 30 ft radius burst +5 ft per 50 orks Duration: Instantaneous Saving Throw: Reflex DC 19 Power Resistance: Yes Power Point Cost: 9 The Weirdboy unleashes the fury of the WAAAGH! Upon his enemies (along with anyone else to be standing nearby) calling upon the primordial gods of the Orks to "Krump all' dese gitz good!". Dealing 6d8 points of psychic energy to all within a 30 foot radius of target or point selected. Reflex DC 17 for half. Increase damage by +1 die, blast radius by +5 ft and Reflex save by +1 per 50 Orks within 100 feet of the Weirdboy. [B]Powa' Burst[/B] Level: 2 Display: audible, Visual Manifesting Time: Attack action Range: 20 ft radius of weirdboy +5 ft per 50 orks within 100 ft Target: self and special Duration: Instantaneous* Saving Throw: None, Damage dealt Reflex DC 15 Power Resistance: Yes Power Point Cost: 10 Torrents of unstable energy periodically erupt from the Weirdboy's mind, surging forth to smash nearby objects, reinvigorating the psyker, or allow him to achieve feats that would otherwise be impossible for him. Deals 1d4 points of damage per 50 Orks within 200 feet of the Weirdboy to 1d8 random targets within 20 feet of the Weirdboy, Reflex save DC 15 for half. For every 5 points of damage successfully dealt, the Weirdboy is healed 1 point of damage; or gains +4 Str for 3 rounds; or double running speed for 6 rounds; or the next power used within 2 rounds deals 50% more damage. [B]Smash da Gitz[/B] Level: 2 Display: audible, Visual Manifesting Time: Attack action Range: touch or self Target: self or melee weapon held Duration: 5 rounds* Saving Throw: None Power Resistance: No Power Point Cost: 7 The Weirdboy energizes his weapon, or just his fist with a voracious green charge that shreds through metal and flesh alike when he strikes. Next melee attack deals an additional 3d6 damage that is half electrical and half psychic energy, +1 die per 50 Orks within 100 feet of the Weirdboy. [B]Up an' at 'Em![/B] Level: 4 Display: audible, Visual Manifesting Time: Attack action Range: 100 ft radius Target: All allies within range Duration: 6 rounds Saving Throw: Will DC 17 Power Resistance: Yes Power Point Cost: 15 The Weirdboy leads by insane example, psychically and psychotically inspiring his comrades to charge along with him even as he rushes towards a certain, grisly end. Grants all Orks within 100 feet +6 morale bonus to attack rolls, and all saves for 6 rounds. [B]Warpath[/B] Level: 3 Display: audible, Visual Manifesting Time: Attack action Range: 20 ft radius of caster, +5 ft/20 orks within 100 ft. Target: 1d10 allies Duration: 5 rounds Saving Throw: Will DC 15 Power Resistance: Yes Power Point Cost: 13 Crackling green energy surges out from the Weirdboy, striking the nearby Orks and stoking the fire of their battle frenzy to devastating new heights. 1d10 friendly Orks within 20 feet of the Weirdboy gain +20 ft to speed and melee attacks deal 25% more damage for 5 rounds. [B]Zzap[/B] Level: 3 Display: audible, Visual Manifesting Time: Attack action Range: 100 ft +5 ft/20 orks within 100 ft. Target: single target Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Point Cost: 10 The Weirdboy unleashes a burst of ravening green Warp electricity that surges forward, turning organic tissue to ash and the hardest alloys to molten slag. Ranged touch attack, dealing 6d6 half electrical and half psychic energy damage. Deals +1 die damage for every 50 Orks within 100 ft of the Weirdboy. [/QUOTE]
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