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# Orks ___ *"OI! Lissen ta me wen I’z talkin’ to ya! We’z gonna go on ‘dere ship, we’z gonna smash it up an’ kill anyfing dat gets in our way, an’ den we’z gonna get back on da boat an’ go home. Dat’ll show ‘em. Do you lot of ‘umie runts unnastand dat? Good. Now, wiv me: WAAAGH!"* - Sanctioned ork Gorgal 'Edkicker, briefing a human boarding party. ___ While many are familiar with the savage land bound orcs native to many worlds and universes, few are aware of the greenskinned brutes that travel the multiverse on ramshackle ships, and those that are aware of them typically think of them as merely "Orcs, but in space." ___ They could not be more wrong. ### Ancient Origins The orks are a space faring, green skinned race of large and muscular humanoids whose culture is based almost entirely on conflict and obsession. While they may resemble the typical orcs that we all know, they are different down to the cellular level. Orks are not animals, nay, they are a highly advanced form of asexual fungi that breed via spores. Bio-engineered countless thousands of years ago by some sort of progenitor race to be the perfect living weapons to fight an enemy that we thankfully do not know. ___ That being said, their creators forgot to install an off switch. The orks were designed to thrive in conflict and war, and to only know it. They can weaponize anything, their ecosystems and economies are perpetual and efficient, and their leadership is almost predetermined. When the orks defeated the enemy they were designed to fight, they turned on their masters. When they were done with their masters, they began to expand and seek out conflict across the multiverse and its many planes of existence. ___ ### A Culture of Strife The very biology of the orks is intertwined with conflict. From the beginning of their ecosystem, when snotlings and food squigs begin to pop up, to the end when the fresh orks greet the rusty huts and scrap wood walls built by their gretchin slaves, pain is inherent. Snotlings who tend to squigs are often eaten by their charges, the gretchin are bullied by the orks, and the smaller orks are beaten by the bigger ones. This is normal, as ork hierarchy and leadership is based upon size and strength. An ork boy follows an ork nob, who follows an ork warboss or Big Mek. The gretchin follow a runtherd, or if they're lucky they follow a mek or even a dok. The snotlings technically don't really know who they follow because they don't have the mental capacity to think about things like that. And so on and so on. \columnbreak
### Religion The orks follow two gods: Gork and Mork. ___ Gork is "brutal but kunnin'", meaning he is strong and brutish, acting first and thinking later, but is able to surprise his opponents with quick and often accidental bursts of logic. ___ Mork is "kunnin' but brutal", meaning he is strong and not so brutish, acting quickly but thinking about it beforehand. ___ Humorously, the orks often fight each other because they cannot decide which god is which. Orks who follow Gork are more aggressive than those that follow Mork, who are more tactical and intelligent as a rule. ___ Often the orks will gather together in an event known as a WAAAGH!, always spelled with at least three A's in all capital letters and ended with an exclamation mark. This event is a combination between an interplanetary pub crawl and a genocidal holy war, bringing millions of orks to places where they can fight the denizens for no other reason than a good time.
\pagebreak ### Obsessive Many orks often develop obsessions and quirks. Some collect ears, fingers, feet, scalps or even the heads of their enemies. Others will collect ork teef (the ork's natural currency, as they grow and decay at a constant rate.) in order to buy better gear and accessories than their less rich brethren. But all orks share one obsession, an obsession with color. ___ To the orks, color is very important. Not only do they think it looks 'flash', it also affects reality thanks to their system of subconsciously psionic mass belief. The color red makes things go faster, yellow is excessive and makes bombs explode "bigger", black and white are 'ded 'ard' and 'right killy' respectively, blue is lucky, and so on. ___ ### Chaotic and Restless Orks often take up freelance mercenary work, piracy, or are kicked out of their clans for a variety of reasons. Perhaps their clan was too content and was always mucking about when they could be fighting things? Maybe they were kicked out for being too arrogant and rich? Or maybe they were just bored and wandered off from the main group. ___ ### Ork Names Orks are mature upon birth, already as tall as the biggest of men. Their first names are either thought up randomly by themselves or predetermined by their grown brethren. Ork last names are earned, and while an ork might have multiple last names they usually stick with their first one. Sometimes an ork will deem a new name appropriate, but this is rare. **Ork First Names:** Argnox, Bigbrakka, Crowncleava, Dhuzdrazz, Facestampa, Gloomwakka, Icecuttah, Strongfist, Warshreddah, Zhargag **Ork Last Names:** 'Eadhunter, Facerippa, Junkah, Killfist, Mashtoof, Smashface ### Ork Traits Orks have a variety of innate traits that enable them to be killing machines. ___ ***Ability Score Increase.*** Your Strength score increases by 2 and your Constitution score increases by 1 OR your Constitution score increases by 2 and your Strength score increases by 1. ***Age.*** Orks are functionally immortal, but most Ork Boys do not live past the age of 10. They are mature upon birth. ***Alignment.*** Whilst most Orks are chaotic evil, sanctioned Orks are usually chaotic neutral. ***Size.*** Orks can become as big as small buildings if they are powerful enough, but the average boy is only 6-7 feet tall. Your size is medium. ***Speed.*** Your base walking speed is 30 feet. ***Ded 'Ard.*** You can make a total of 5 failed death saving throws before dying when you drop to 0 hit points, but stabilize on 3 successful death saving throws as normal. ***Orkoid Resilience.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. - ***Orky Knowhow.*** You have proficiency with improvised weapons. ***Mob Rule.*** You have advantage on saving throws against being charmed or frightened while an allied creature is within 10 feet of you. ***Language.*** You can speak, read, and write Common and Orc. ## Ork Racial Feats ### Mark of Mork *Prerequisite: Ork* ___ You have been chosen by Mork, da kunnin' but brutal god of the orks. - Increase your Charisma, Intelligence, or Wisdom score by 1, to a maximum of 20. - You learn the *Absorb Elements* spell, and can cast it once per day without expending a spell slot or material components. When you cast this spell, as part of the reaction when you cast the spell, make a ranged spell attack (Constitution acting as your casting modifier) to instantly deal 1d10+1 psychic damage to a creature within 20 feet of you that you can see in the form of a spectral green fist launched from your mouth via a belch. You cannot cast Absorb Elements with a higher spell slot this way. Additionally, you can cast *Absorb Elements* when you take psychic damage, in addition to the normal damage types. ___ ### Mark of Gork *Prerequisite: Ork* ___ You have been chosen by Gork, da brutal but kunnin' god of the orks. - Increase your Strength or Constitution score by 1, to a maximum of 20. - Whenever you crit with a melee weapon attack using Strength, you may choose to maximize the damage of all of the dice involved with the damage. You can do this once, and regain the ability to do this when you finish a long rest. ___ ### Big Boss *Prerequisite: Ork, 6th level* ___ You have survived long enough to become a nob, warboss, big mek, freeboota kaptin, or something similar. - Your size becomes Large - You have advantage on all Charisma ability checks when interacting with other Orks.