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| races:orc [2026/06/30 15:10] – [Gor'Ohk] ms_ash | races:orc [2026/06/30 16:29] (current) – [Gor'Ohk] ms_ash |
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| ===== Unique Abilities ===== | ===== Unique Abilities ===== |
| ==== Gor'Ohk ==== | ==== Gor'Ohk ==== |
| //Orcs retain the Federation-recognized right to invoke Gor’Ohk, rejecting courts, contracts, and corporate mediation in favour of a trial by combat witnessed by peers. The rite is not about punishment, but proof: an orc who speaks truth is believed to fight harder, endure longer, and stand with greater conviction than one fuelled by deception. In theory, victory is not required — only resolve — but in practice, the one left standing is almost always the one believed. As a result, most major organizations maintain a designated chromed up duellist, extensively augmented and Swole-MAXXED out of their mind, to answer such challenges on their behalf. Across the Federation, Gor’Ohk is just another once sacred tradition crushed under it's corporate heel, a shadow of what it once was.//\\ | //Orcs retain the Federation-recognized right to invoke Gor’Ohk, rejecting courts, contracts, and corporate mediation in favour of a trial by combat witnessed by peers. The rite is not about punishment, but proof: an orc who speaks truth is believed to fight harder, endure longer, and stand with greater conviction than one fuelled by deception. In theory, victory is not required, only resolve, but in practice, the one left standing is almost always the one believed. As a result, most major organizations maintain a designated chromed up duellist, extensively augmented and Swole-MAXXED out of their mind, to answer such challenges on their behalf. Across the Federation, Gor’Ohk is just another once sacred tradition crushed under it's corporate heel, a shadow of what it once was.//\\ |
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| [[:Traits|Trait]].\\ | [[:Traits|Trait]].\\ |
| Gor'Ohk isn't necessarily to the Death, but it isn't uncommon. Many Orc myths and legends start with two opposing Orcs facing each other in Gor'Ohk and becoming great friends or lovers as a result. It is a contest of might makes right and Orcs don't fear death in the way most other sapients do, thus when two Orcs who believe they are right fight, they fight with every ounce of their being, which can lead to Injury or Death. This fact is often used by corporations, who will have professional duellists on hand to handle Gor'Ohk requests, and therefore the challenger rarely walks away alive. Many modern Orcs resent their traditions being taken advantage of in this way and can be distrustful of Federation or corporate politics.\\ | Gor'Ohk isn't necessarily to the Death, but it isn't uncommon. Many Orc myths and legends start with two opposing Orcs facing each other in Gor'Ohk and becoming great friends or lovers as a result. It is a contest of might makes right and Orcs don't fear death in the way most other sapients do, thus when two Orcs who believe they are right fight, they fight with every ounce of their being, which can lead to Injury or Death. This fact is often used by corporations, who will have professional duellists on hand to handle Gor'Ohk requests, and therefore the challenger rarely walks away alive. Many modern Orcs resent their traditions being taken advantage of in this way and can be distrustful of Federation or corporate politics.\\ |
| </WRAP> | </WRAP> |
| ==== Melee Affinity ==== | ==== Close Combatants ==== |
| //Orcs possess an instinctive, almost joyful relationship with close combat. Their bodies are built around leverage — dense core musculature, reinforced joints, and layered muscle groups that translate motion into impact with brutal efficiency. In an orc’s hands, any dedicated melee weapon becomes more lethal, and any solid object becomes a potential one. They understand weight, balance, and momentum intuitively, striking with confidence born of a lifetime of physical problem-solving. This makes orcs perpetually dangerous at close range; they are never truly unarmed, and everyone knows it. The same instincts that make them terrifying in battle also explain their dominance in Spaceball, where timing, force, and a willingness to collide head-on turn raw physicality into sport.//\\ | //Orcs possess an instinctive, almost joyful relationship with close combat. Their bodies are built around leverage, dense core musculature, reinforced joints, and layered muscle groups that translate motion into impact with brutal efficiency. In an orc’s hands, any dedicated melee weapon becomes more lethal, and any solid object becomes a potential one. They understand weight, balance, and momentum intuitively, striking with confidence born of a lifetime of physical problem-solving. This makes orcs perpetually dangerous at close range; they are never truly unarmed, and everyone knows it. The same instincts that make them terrifying in battle also explain their dominance in Spaceball, where timing, force, and a willingness to collide head-on turn raw physicality into sport.//\\ |
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| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Traits|Trait]].\\ |
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| You [[:Game_Mechanics:Upgrading_or_Downgrading|Upgrade]] the <wrap preview>[[:Game Mechanics:Damage Die]]</wrap> on any and all [Melee] [Weapons] you use.\\ | You [[:Game_Mechanics:Upgrading_or_Downgrading|Upgrade]] the [[:Game Mechanics:Damage Die]] on any and all [[Traits:Close Combat]] [[:Items:Equipment:Weapons]] you use.\\ |
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| In addition, you may use any Item as if it were a [Beat Stick]:\\ | |
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| ^ Beat Stick ^^^^^^ | **Please Note**: If a [[:Items:Equipment:Weapons|Weapon]] has no [[:Game Mechanics:Damage Die]], this has no effect.\\ |
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| ^Archetype|Weapon^Subtype|Melee||| | In addition, you may use any [[:Items|Item]] as if it were a [[:Items:Equipment:Weapons:Beat Stick]]:\\ |
| ^Skill|[[:Skills#Athletics]]^Mastery|[[:Masteries:Melee]]||| | \\ |
| | | | | | | | | {{page>[[:Items:Equipment:Weapons:Beat Stick]]&noheader&inline}} |
| ^Requirement^Damage^Range^Ammo^Hardpoints| | | |
| | N/A | D8 + <wrap preview>[[:Stats:Brawn]]</wrap> | 1 | - | - | | | |
| |Traits|||Effects||| | |
| |<wrap preview>[[Game_Mechanics:Traits:Brutal]]</wrap>, <wrap preview>[[:Traits:Close_Combat]]</wrap>||| - ||| | |
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| <WRAP Notice> **Ash's Aside** \\ | <WRAP Notice> **Ash's Aside** \\ |
| </WRAP> | </WRAP> |
| ==== Collective Disbelief ==== | ==== Collective Disbelief ==== |
| //Orcs do not experience magic with the same detail or precision as many Federation species. They recognize its existence, respect its power, and wield it when needed, but the finer structures of the arcane — the delicate weaves of invocations, and rhythmic ripples of spellcraft — often fail to fully register. Rather than study what they cannot clearly perceive, orcs instinctively push back against it. Spells unravel more easily around them, wards falter, and enchantments lose cohesion, especially when orc blood is up and adrenaline is flowing. This effect compounds dramatically in groups; a single orc can disrupt magic through force of will, but many orcs acting together can collapse spellwork outright. Across the Federation’s undercities and warzones, this has become common knowledge: magic may shape the battlefield, but it rarely survives direct contact with an orc who refuses to believe in its authority.//\\ | //Orcs do not experience magic with the same detail or precision as many Federation species. They recognize its existence, respect its power, and wield it when needed, but the finer structures of the arcane, the delicate weaves of invocations, and rhythmic ripples of spellcraft, often fail to fully register. Rather than study what they cannot clearly perceive, orcs instinctively push back against it. Spells unravel more easily around them, wards falter, and enchantments lose cohesion, especially when orc blood is up and adrenaline is flowing. This effect compounds dramatically in groups; a single orc can disrupt magic through force of will, but many orcs acting together can collapse spellwork outright. Across the Federation’s undercities and warzones, this has become common knowledge: magic may shape the battlefield, but it rarely survives direct contact with an orc who refuses to believe in its authority.//\\ |
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| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | [[:Game Mechanics:Actions:Quick Action]].\\ |
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| <wrap preview>[[:Base_Actions:Counterspell]]</wrap> [Actions] you perform cost 1 less [Mana]. If there are at least three or more [Orcs] nearby, they cost 2 less [Mana] instead.\\ | Spend X [[:Ratings:Mana]] to [Counter] [[:Game Mechanics:Definitions:Perceived]] [[:Game Mechanics:Spell]]. X is equal to twice the [[:Ratings:Mana]] spent to cast the [[:Game Mechanics:Spell]], reduced by 1 for each [[:Races:Orc#Orc]] in the nearby area, including you.\\ |
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| **Please Note**: This does not require these [Orcs] to be [Allies], merely in the same [Situation] and aware of what is going down. | **Please Note**: This does not require these [[:Races:Orc#Orc|Orcs]] to be [[:Game Mechanics:Definitions:Ally|Allies]], merely be nearby and aware of the current [Situation], as [[:Game Mechanics:Definitions:Appropriate]].\\ |
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| | **Example**: Johnny Tutorial attempts to cast [Alter The Fates] for 2 [[:Ratings:Mana]]. Otto The Orc performs the [[:Races:Orc#Collective Disbelief]] [[:Game Mechanics:Actions:Quick Action]] to [Counter] the [[:Game Mechanics:Spell]]. Since [Alter The Fates] costs 2 [[:Ratings:Mana]], then [[:Races:Orc#Collective Disbelief]] costs 4 [[:Ratings:Mana]], minus 1, because Otto is an [[:Races:Orc#Orc]], for a [[:Game Mechanics:Dice Pool:Total]] of 3 [[:Ratings:Mana]]. |
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| | ==== Changelog ==== |
| | <WRAP changelog center 800px> |
| | Version 0.5 - Nov 2025 |
| | * Wordings updated |
| | * Melee Affinity renamed to Close Combatants. |
| | * Close Combatants now effects all Close Combat Weapons. |
| | * Collective Disbelief is now a Quick Action that Counters Spells. |
| | </WRAP> |