Notes |
They wear hide armour
Special Features
Rage:
Activation: Orcs must make a Passion check against "Rage" to resist entering this state when specific triggers occur at GM discretion (such as critical injury, heavy provocation, or witnessing an ally's fall). The base difficulty starts at an easy level (e.g., 25%) and increases depending on the severity of each provocation.
Effects During Rage:
Temporary Armour Points: Orcs gain 2 additional passive armour points per hit location, signifying increased resilience and ability to withstand more damage in combat.
Enhanced Physical Capabilities: Brawn and Endurance checks are performed with one difficulty grade easier. For example, if a task was originally 'Standard' difficulty, it becomes 'Easy' during rage.
Impaired Cognitive Abilities: Intelligence-based and charisma based checks (insight, perception, Influence) are made with two difficulty grade harder. For instance, a 'Standard' difficulty task becomes 'Formidable' while the Orc is in a rage state.
Friend or Foe Recognition Challenge: Each turn, Orcs must succeed in a Willpower check to avoid attacking the nearest entity. The base difficulty of this check is standard (e.g., 50% or as defined by the Orc’s Willpower skill) and based on the duration of the rage.
Duration and Cooldown: The rage lasts for 2-3 combat rounds. Orcs can try to extend the rage by making an Endurance or POW check each round. Following the end of rage, there is a cooldown period of 1 turn.
Post-Rage Consequences: Exiting rage results in one level of exhaustion. If temporary hit points are the only thing keeping a hit location above 0, the Orc must make an Endurance check to avoid passing out. This represents the physical and mental toll of the intense exertion and emotional strain experienced during the rage. |