Orcling

 

Species Name: Orcling, Gobling

Orclings are Orkoids, and are the smaller cousins of Orks and Goblins. Orclings are often used by them as cannon fodder, food or even ammunition in certain cases. Orclings represent the lowest rung of Orkoid society and are bullied by all other Greenskins. Orclings often wield mushrooms or sticks into battle.

Type: Micro Humanoid

Physical Traits: Orclings are smaller and weaker than goblins; about half their height, although there is no set point where a large Orcling becomes a small goblin, or vice versa. They are far less intelligent than goblins and can do little except in imitation of others.

Height: 3-4 feet

Weight: 40-50lbs

Abilities: Low light vision 90 feet

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 2D6, WIS: 2D6, STR: 2D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 2D6, HPs: CON +D4, AC: 5

Orbit/Climate: See Earth

Feeding Habits: Omnivore but their staple diet is fungus

Lifespan: 50 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Orclings are the smallest of the green-skinned races. They are not very intelligent, and left to their own devices they spend their days scavenging in the rubbish heaps in Greenskin camps, stealing any scraps of food or small trinkets they can get their hands on. They have the temprament of extremely enthusiastic and uncontrollable puppies, and their larger Orc and Goblin cousins usually try to capture them and train them to do tricks or basic jobs for them like fetching and carrying, but they are little use for any real work. Almost all Greenskin tribes like to keep a small swarm of Orclings with them. Even if they're not much good in a fight, they can come in useful as a light snack. They respect power and strength, and naturally tend towards becoming bigger and stronger as they rise through their society. Orclings will serve sometimes as servants or "pets," but more often they serve in Orkish agricultural and animal husbandry roles. Orclings will cultivate the fungus preferred by Greenskins to provide Orks with food, drink, and medicine. Orclings' affinity with animals usually ensures that only a few dozen Orclings are eaten by their "livestock" on any given day. On the occasions that Orclings are used in battle by the Orks, they quite obviously do not pose any threat to larger opponents unless found in massive numbers. They do not have the intellect to use any weapon more complicated than a sharp knife. Nonetheless, they make excellent distractions as larger and more dangerous Ork units move into place. This role is enhanced by the Orclings' tendency to not notice danger until it is far too late. Orclings are also employed as live 'ammunition' for catapaults and are too stupid to understand that this is dangerous for them.

They congregate on the edges of greenskin villages, although they are often too terrified to approach. In battle, they usually gather in large swarms that are too stupid to know when they're beaten. To Orcs, as long as they're smaller than themselves, they're all just weedy little "grotz" to be bossed around. Orclings often wield mushrooms or sticks into battle. On the occasions that Orclings are used in battle by the Orks, they quite obviously do not pose any threat to larger opponents unless found in massive numbers. They do not have the intellect to use any weapon more complicated than a sharp knife. Nonetheless, they make excellent distractions as larger and more dangerous Ork units move into place. This role is enhanced by the Orclings' tendency to not notice danger until it is far too late.

Government: None

Population: 5,215,250


 

Creating an Orcling character

Step 1: Attributes
Roll attributes as normal but INT, WIS, STR, CON and MR are 2D6. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +4, +4 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Orclings gain all the following free;

Night Vision - The character can see in low light with absolute clarity at a distance of 90 feet.

Additionally Orclings start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Orclings can establish empathic communication with any small animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently emathically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant empathic contact.

Natural Chameleon 5 Using this ability the Orcling can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to an Orcling's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.
Nimble 5 +1 AC
Small but tough 10 +1 vs poisons, toxins and diseases. +1 every second level.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can be used for smelling poison or impurities in food and beverage. It can also be used to detect and water or food being prepared within the radius.
Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Thac0 Bonus 10 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races