Hi guys,
The Quintessential Half-Orc, written by Alejandro Melchor, is currently on its way to distributors and should be appearing in your local stores in a week or so!
By now you should all be familiar with the initial format of the Quintessential line - Character Concepts for Half-Orc characters are a kind of template that allow players a little more customisation at 1st level (no, a Half-Orc can indeed be more than just a barbarian or paladin. . .). For example, a Half-Orc may now be Adopted by a foster race (raised by dwarves!), a Mercenary, Miracle, Nomad Scout, Orphan or Slave. Alternatively, he may have been raised by orcs, allowing him to be a Castoff, Chieftain's Child, Elder Voice, Lapdog, Redeemer, Runt or Snaketongue. Players look for more human-centred characters can choose between the Bastard Child, Bully Bane, Loner, Monster, Proud One and Struggling Student.
The Prestige Half-Orc concentrates on the savage nature of the Half-Orc and, occasionally, its restraint. Classes available include the Bane, Battleblood, Boar Fist, Destroyer, Faker, Horde Master, Noble Savage, Weapon Savant, among many others, permitting players to specialise their favourite race.
Tricks of the Half-Orcs gives players a new range of 'cool things to do' with their characters. From a physical perspective, Half-Orcs can now push their bodies beyond the normal limits in desperate situations, practice ritual scarring, and use mystic scars which have a very real effect on their owners.
Half-Orc Feats provide a smattering of new talents to flesh a Half-Orc character out, granting a Bestial Visage, for example, Improved Darkvision or Long Tusks. This is followed by Tools of the Half-Orcs, just right for the savage who will spurn the soft items common in 'civilisation'. These include such delights as the Orc Hand Fang, the Destroyer Sword and Greathammer. Hide armour is greatly expanded upon (if you can catch the creatures first!) and drugs are included for the Half-Orc intent on separating himself from the rest of the world.
The next chapter, The Heart of Violence, takes a look at the savage nature of this race and their ability to awaken True Rages within themselves, though controlling the rage is much harder than a simple barbarian's manic frenzy. A variety of true rages may be called upon, such as the Rage of Battle, Rage of Might or Rage of Righteousness.
Half-Orc Variations challenges the idea that only a union of orc and human can spawn these creatures. Players now have the chance to play Half-Orcs that are more orc than human (or vice versa), abominations of elf-blood, dwarven crossbreeds and the spiteful Goblinorc.
Any Half-Orc may attempt the Blood Rites, a kind of magic common amongst this race but the price paid (permanent hit points, among other things) can be very heavy, especially if you are counting on your character being rock hard in combat. These provide Half-Orcs with spell like abilities such as Battlesight, Blood Oath and Mark of the Predator (the latter makes the Half-Orc an excellent tracker).
The Quintessential books normally finish up with a kind of 'strongholds' chapter that higher level characters can aim for - Half-Orcs are a little different, however. Instead, rules are given for amassing and commanding large nomadic tribes, governing their population, the terrain they must cope with, and the vehicles, mounts and temporary structures necessary for this way of life.
The Quintessential Half-Orc is priced at $21.95 and will be available in your local stores from the end of next week onwards.
The Quintessential Half-Orc, written by Alejandro Melchor, is currently on its way to distributors and should be appearing in your local stores in a week or so!
By now you should all be familiar with the initial format of the Quintessential line - Character Concepts for Half-Orc characters are a kind of template that allow players a little more customisation at 1st level (no, a Half-Orc can indeed be more than just a barbarian or paladin. . .). For example, a Half-Orc may now be Adopted by a foster race (raised by dwarves!), a Mercenary, Miracle, Nomad Scout, Orphan or Slave. Alternatively, he may have been raised by orcs, allowing him to be a Castoff, Chieftain's Child, Elder Voice, Lapdog, Redeemer, Runt or Snaketongue. Players look for more human-centred characters can choose between the Bastard Child, Bully Bane, Loner, Monster, Proud One and Struggling Student.
The Prestige Half-Orc concentrates on the savage nature of the Half-Orc and, occasionally, its restraint. Classes available include the Bane, Battleblood, Boar Fist, Destroyer, Faker, Horde Master, Noble Savage, Weapon Savant, among many others, permitting players to specialise their favourite race.
Tricks of the Half-Orcs gives players a new range of 'cool things to do' with their characters. From a physical perspective, Half-Orcs can now push their bodies beyond the normal limits in desperate situations, practice ritual scarring, and use mystic scars which have a very real effect on their owners.
Half-Orc Feats provide a smattering of new talents to flesh a Half-Orc character out, granting a Bestial Visage, for example, Improved Darkvision or Long Tusks. This is followed by Tools of the Half-Orcs, just right for the savage who will spurn the soft items common in 'civilisation'. These include such delights as the Orc Hand Fang, the Destroyer Sword and Greathammer. Hide armour is greatly expanded upon (if you can catch the creatures first!) and drugs are included for the Half-Orc intent on separating himself from the rest of the world.
The next chapter, The Heart of Violence, takes a look at the savage nature of this race and their ability to awaken True Rages within themselves, though controlling the rage is much harder than a simple barbarian's manic frenzy. A variety of true rages may be called upon, such as the Rage of Battle, Rage of Might or Rage of Righteousness.
Half-Orc Variations challenges the idea that only a union of orc and human can spawn these creatures. Players now have the chance to play Half-Orcs that are more orc than human (or vice versa), abominations of elf-blood, dwarven crossbreeds and the spiteful Goblinorc.
Any Half-Orc may attempt the Blood Rites, a kind of magic common amongst this race but the price paid (permanent hit points, among other things) can be very heavy, especially if you are counting on your character being rock hard in combat. These provide Half-Orcs with spell like abilities such as Battlesight, Blood Oath and Mark of the Predator (the latter makes the Half-Orc an excellent tracker).
The Quintessential books normally finish up with a kind of 'strongholds' chapter that higher level characters can aim for - Half-Orcs are a little different, however. Instead, rules are given for amassing and commanding large nomadic tribes, governing their population, the terrain they must cope with, and the vehicles, mounts and temporary structures necessary for this way of life.
The Quintessential Half-Orc is priced at $21.95 and will be available in your local stores from the end of next week onwards.