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Orc

Attributes
Image Here
Avg Life Span 100 - 150 Years
Sexual Dimorphism Yes
Sexes Male/Female
Physiology Organic
Average Height 180 - 240cm
Average Weight 175 - 225kgs
Home System/Planet Saurik System, Orcus

Orcs, also known as Greenskins, Uroks, Saurisians and Feralboys, are a powerfully built, upright people whose presence is defined by density rather than sheer bulk. Adult orcs typically stand between 180 and 240 centimeters tall and carry a mass ranging from roughly 175 to 225 kilograms, much of it concentrated in tightly packed muscle. Their bodies are broad through the shoulders and torso, with thick necks and a grounded stance that gives the impression of constant readiness. Movement is efficient and deliberate, with an ease that belies their weight, as if momentum is something they generate rather than endure.

Sexual dimorphism is present but expressed through specialization rather than size disparity. Males are generally wider and capable of greater raw force, their frames optimized for power and sustained exertion. Females, by contrast, tend to be taller and faster, with longer limb ratios and exceptional acceleration. Both sexes are unmistakably physical, and neither is meaningfully “smaller” or weaker than the other — orc biology simply distributes strength differently. Facial structure reflects this balance as well, with a notable degree of androgyny between sexes that can make distinction difficult to outside observers.

Orc features are sharp and assertive. Their faces are angular, with pronounced cheek structures and exceptionally strong jaws. The lower teeth are prominent, often extending slightly beyond the upper lip, and are supported by jaw musculature capable of exerting tremendous force. Subtly tapered ears and refined facial symmetry hint at distant shared ancestry with other astral-descended peoples, though the orc expression is heavier and more grounded. Skin tones range across shades of green, from muted olive to deep, saturated hues, often darkened by scars, calluses, and the marks of hard living.

Their physiology is dominated by muscle—dense, layered, and unusually redundant. In many regions of the body, orcs possess multiple muscle groups or parallel tendons where other species rely on singular structures. This redundancy grants exceptional resistance to injury and enables continued function even when damaged. Most distinctive of all is their adrenal response. Under exertion, stress, or threat, orc bodies flood themselves with energy, causing muscles to swell visibly and strength to spike to extraordinary levels. These surges make orcs fearsome hunters and combatants, capable of explosive feats of power, and also explain their reputation for dominating physical training spaces. The cost of this physiology is heat, exertion, and a strong, unmistakable scent — an unavoidable by product of bodies built to survive in a world where they were never the apex predator.

Orcs are omnivorous and highly adaptable eaters, though they show a marked preference for meat-heavy diets. Their senses reflect a life shaped by competition: hearing is acute, and their sense of smell is especially refined. Orcs can detect strong scents — blood most notably — carried on the wind from thousands of units away, a trait that once kept them alive on Orcus and still defines how they experience the world. To encounter an orc up close is to meet a body engineered for pressure: coiled, alert, and always capable of becoming more than it first appears.

Culture

Orc culture is inseparable from the world that shaped it. Orcus is a brutal planet, not because it is barren, but because it is crowded with things that kill. For much of their history, orcs were not the dominant predators of their environment; they lived alongside — and beneath — creatures that could paralyze, burn, crush, or outthink them. Survival was not achieved through conquest or mastery of these threats, but through endurance. Orcs learned to persist where others failed, to recover faster than predators could finish them, and to keep moving when retreat was impossible. This legacy defines their worldview: life is not something won through victory, but something maintained through refusal to stop.

Reproduction and early life reflect this harsh reality. Orc offspring develop in clustered broods contained within a resilient, soft, egg-like sac. While gestation begins internally, within a female, the sac is expelled early and carried externally, nourished and protected by one or more parents. This system evolved for redundancy rather than safety. If one parent dies, the other can continue care; if both fall, the sac may still sustain itself through environmental input, including decaying plant matter or insects, and in extreme cases, through the consumption of sibling embryos. Mortality is expected, not mourned as failure. Only a portion of each brood reaches maturity, and even adult orcs face higher death rates than most Federation species. As a result, orcs do not perceive death as an aberration, but as a constant companion — sometimes tragic, often darkly humorous, always present.

This relationship with mortality has produced a culture that is both deeply spiritual and unusually unafraid. Orc belief systems are typically animistic, centred on the continued presence of ancestors and the living memory of family lines. The dead are not gone; they are nearby, watching, advising, and occasionally judging. Fear of death, in the conventional sense, never took root — on Orcus, to fear death was to starve, hide, and be eaten anyway. Instead, orcs developed a blunt acceptance of consequence, coupled with an emotional intensity that values honesty and commitment over caution. They dislike deception not because it is immoral, but because it wastes time in a world where clarity saves lives.

From this foundation emerges the orc philosophy often summarized as might reveals truth. Orcs value contest—physical, mental, or communal—as a way of testing conviction. This belief is formalized in Gor’Ohk, the right of truth: a challenge issued to affirm the sincerity of a claim through direct confrontation. While Federation law recognizes Gor’Ohk as a protected cultural practice, it also acknowledges its flaws. Victory is not required to demonstrate truth, but in practice, the one still standing is often believed. Despite these tensions, orc society has endured through cycles of clan warfare, alliance, loss, and rebuilding, guided less by individual heroism than by collective survival. Orcs are quick to sacrifice for those who will follow, quick to adopt new philosophies, and slow to abandon bonds once formed. To earn an orc’s trust is to gain a companion who will stand beside you without hesitation — so long as you speak plainly, and mean what you say.

Role in the Federation

Orcs entered Federation space loudly, violently, and with absolute conviction. Though they officially joined just over two Epochs ago, they have already accumulated one of the most extensive military records of any member species, surpassed only by the Draeckonian Empire due to its far longer tenure. Orcs are drawn to action by nature — zealous, loyal, eager to test new ideas in the crucible of reality — and this makes them both invaluable allies and frequent participants in conflict. Across Federation history, orcs have fought on nearly every side of war: as defenders, aggressors, mercenaries, peacekeepers, and volunteers answering calls that others hesitate to acknowledge. It is common for orcs to comprise a significant portion of standing militaries, private security forces, and independent martial organizations.

Their first appearance on the interstellar stage came during what would later be remembered as the Greenskin Wars. United for the first time as a single people, the clans of Orcus turned their attention skyward, binding rudimentary technology together with ritual magic, prayer, and sheer will. Early successes emboldened them. They conquered their moons — Hobbus and Gorbo, homes of the Hobb and Goblin peoples — and then pushed outward into neighbouring systems. Diplomacy was largely ignored, not out of malice, but out of momentum and cultural certainty. When clashes with Federation forces began, escalation followed quickly. The conflict stalled only when the orcish expansion entered troll-controlled regions, where the typically peaceful but deeply passionate trolls were driven to war. The resulting defeat ended the orcish conquest and marked their formal accession to the Federation, alongside the beginning of an enduring friendship between orcs and trolls — two peoples notably disinclined to hold grudges.

Since joining, orcs have repeatedly proven themselves as the Federation’s first responders to existential threats. They volunteered en masse during the Kracken Migrations, stood at the front lines of the Jörmungandr Conflict, and played a decisive role in ending the Geode Genocide. In each case, orc forces absorbed the worst of the fighting, often accepting losses that other species would find intolerable. Their early political integration was turbulent, marked by distrust and cultural friction, but time and shared survival have reshaped perception. Today, many Federation members openly credit orc intervention with the continued stability of known space, even if their presence occasionally results in excessive celebration, property damage, over the top karaoke, and long nights that end badly for nearby taverns and night clubs.

True to tradition, the orcish people secured their seat on the High Council by constructing a D’jumpship — an achievement driven as much by willingness to accept risk as by technical mastery. That same ethos carried forward into the modern era. Following the rise of privatized governance under interstellar capitalism, the orcish state reorganized into a single corporate entity, commonly known as Orc Corp. It has since become the largest manufacturer of arms, armour, combat vehicles, mil. spec. astrotech, and expeditionary equipment in Federation space. To critics, this confirms every stereotype about orcish culture. To supporters, it is simple consistency: when the universe demands someone willing to step forward first, test the dangerous prototype, or fight the war no one else wants, the orcs have already begun.

Rules

Below you will find the unique rules and stats you will need to fill out your character sheet.

Stat Block

Mundane Stats

Attribute Starter Maximum
Brawn 6 12
Agility 5 9
Smarts 5 9
Wits 5 9
Panache 6 11
Intuition 4 7

Perceptions

Visual Electromagnetic Astral Digital Physical Social
Average Oblivious Dull Oblivious Acute Average

Mystical Stats

Attribute Starter Maximum
Grit 5 9
Hokum 5 9
Wyrd 5 9

Miscellaneous Stats

Your [Entity Type] is: [Sapient]
Your [Physiology] is: [Organic]
Your Size is: 5

Please Note: For information on ranking up [Stats] see: Spending Experience.

Unique Abilities

Gor'Ohk

Trait.

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.

You may challenge anyone to [Gor'Ohk] to settle a dispute.

[Gor'Ohk] is a trial by combat, and is a legally respected right held by all [Orcs] under Federation Law. You may, instead of facing a typical Trial or being arrested, demand a [Gor'Ohk]. The arresting party will be required by Federation Law to detain you until a suitable champion can be found to fight a duel. The winner of the duel will legally be entitled to settle the dispute, acting as adjudicator and deciding the outcome as they see fit. Federation citizens do not have to accept challenges to [Gor'Ohk], but any Federation corporation or entity must agree to provide a Gor'Ohk in the stead of the normal legal process, if requested, as it is your legal right as an [Orc].

While [Gor'Ohk] is a recognised cultural tradition of the [Orcish] people, it was not accepted wholesale into Federation Law. Federation Law states that the responder to the challenge may request up to but no more than one [Period] to find a suitable champion. A combatant, who will fight on their behalf. The challenger, however, must fight for themselves. No self-respecting [Orc] would allow someone to fight a [Gor'ohk] on their behalf and see choosing a champion to be the same as an admission of guilt, even if Federation Law says differently.

Ash's Aside

As an [Orc], you, like all [Orcs], will feel compelled to accept any challenge to [Gor'Ohk] if you believe you are being truthful. As will any other [Orcs], should you challenge them. While most non-[Orcs] will decline a challenge to [Gor'Ohk], and in a Federation law court it doesn't carry any inference of guilt, almost all [Orcs] will take it as a plea of guilt.

[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.

Melee Affinity

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.

Trait.

You Upgrade the Damage Die on any and all [Melee] [Weapons] you use.

In addition, you may use any Item as if it were a [Beat Stick]:

Beat Stick
ArchetypeWeaponSubtypeMelee
SkillAthleticsMasteryMelee
RequirementDamageRangeAmmoHardpoints
N/A D8 + Brawn 1 - -
TraitsEffects
Brutal, Close_Combat -


Ash's Aside

This means, in practice, as long as you have an Item Equipped or Holstered, you are under the effect of the Brutal Property. It also means, for you, a Beat Stick deals D10+[Brawn] [Damage].

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.

Trait.

Counterspell [Actions] you perform cost 1 less [Mana]. If there are at least three or more [Orcs] nearby, they cost 2 less [Mana] instead.

Please Note: This does not require these [Orcs] to be [Allies], merely in the same [Situation] and aware of what is going down.

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