More NPC Talent cards. These ones are specifically for Orcs, Goblins, and their associated spin-off critters (squigs, snotlings, night goblins, savage orcs, etc).
A few of these are just card versions of existing rules from the Creature Guide or Tome Of Adventure, placed on cards so you don't have to look anything up in a book during the game. And some of those have alternate versions where I felt a house rule might make them more flavorful or potent. The two "Gang Uv" cards were adapted from the official FAQ, to cover the missing monster stats in one of the published adventure modules -- maybe it was "The Gathering Storm"? The others are things I made to capture various aspects of greenskins in the setting.
The ones with a blue label are racial abilities that all creatures of the appropriate species should have access to. The ones with a orange-ish/brown label are intended as optional modifiers for spicing up an encounter.
Apparently, I planned to run a goofy encounter with some really stupid snotlings, and just never got around to it. Most of the new cards have had zero playtesting, as The Enemy Within had
just one or two optional greenskin-related encounters in the travel
section, and I haven't run another Warhammer campaign since that one
wrapped up late last year. So why did I make a bunch of cards I had no
plans to use? I don't know. I just really like Orcs, I guess, ever since
I played an Ork army in Warhammer 40k. I guess I got swept up in the
"Waaaaghh!"
As with the other posts in this "Warhammer Cards I Forgot To Blog" series, I'm posting this stuff on the outside chance that someone else may find it useful. I did a ton of card-creation and prep-work while running Warhammer 3rd, and since I don't know if I'll ever get back to it, I figure I might as well make it available to anyone else playing the game. It seems kind of a waste to keep it all to myself, when it might very well prove useful to some other GM.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Showing posts with label Orky hijinks. Show all posts
Showing posts with label Orky hijinks. Show all posts
Monday, April 6, 2015
Wednesday, October 22, 2008
Yellow and Blue make Ork
So, apparently a 5th Edition of WH40k has released sometime earlier this year, and, along with it, a new Orky Codex. This edition continues the gritty ork style of 3rd and 4th edition. To me, that is a such a downer. The new ork deathcopta's, which come in the new main rule set, are very sweet, but other than that, they just don't feel like orks to me. They feel like Goff Orks only, and fairly uncolorful Goff Orks at that.
As a former WH40k Second Edition player, Orks are all about flavor and color. I like the goofy Orky glyphs painted on my Bad Moonz Yellow armor, and the blue face paint for good luck on the drivah of my big red buggy. I want Gretchin with blunderbusses, and Runtherdz pushing snotlings, squig wargear, and all sorts of ridiculous artillery that's only slightly less dangerous to me than the enemy. When I'm playing Orks, I want random, I want crazy, I want to scream "Waaaagghhh!" at the top of my lungs. But most of all, I want the six orky clans with all their flavor and foibles.
And it's a good thing, too, because if it weren't for that disconnect between what I want and what the rules provide, the very charismatic manager at the GW store down the road would have had me sold on that beautiful boxed set with 3 ded sexy deathcoptahs.
As a former WH40k Second Edition player, Orks are all about flavor and color. I like the goofy Orky glyphs painted on my Bad Moonz Yellow armor, and the blue face paint for good luck on the drivah of my big red buggy. I want Gretchin with blunderbusses, and Runtherdz pushing snotlings, squig wargear, and all sorts of ridiculous artillery that's only slightly less dangerous to me than the enemy. When I'm playing Orks, I want random, I want crazy, I want to scream "Waaaagghhh!" at the top of my lungs. But most of all, I want the six orky clans with all their flavor and foibles.
And it's a good thing, too, because if it weren't for that disconnect between what I want and what the rules provide, the very charismatic manager at the GW store down the road would have had me sold on that beautiful boxed set with 3 ded sexy deathcoptahs.
Tuesday, August 19, 2008
Orky Lost and GwenCon
I'm just a couple weeks away from GwenCon, and I still haven't done much to prep for it. On Friday, I started pouring over my Orky 'Eresy notes and making the PCs for my Orky Lost scenario, while I had the first 4 episodes of Lost running in the background.
One of the things I learned in the process was that while my Orky conversion of Dark Heresy and WFRP could work well for a long-term campaign, it was still too complicated and fiddly for a one-shot. To illustrate that point, I'll include the partial character sheet text for the the beginning stages of the characters. Each of them had over 3,000 xp already, and they hadn't grown beyond the introductory 32 classes I'd posted here yet. Since those 32 careers don't include Painboy, which the Jack ork needs to be, clearly I still had a lot of work to do. These are all very rough-drafty:
Obviously, that wasn't going to work. I was going to have very dense character sheets, packed with explanations of how various Talents work. And since part of how the careers were balanced involved the "Trappings" I was either going to have balance issues or completely fail to get the feeling that they were stranded on an island with minimal resources. So, back to the drawing board.
I am going to streamline the heck out of the system. It will be abstract and simple when I'm done, and may not end up feeling much at all like the original. But for a one-shot (where I may not even know the players in advance) that's just perfect. That will allow me to focus on tone and flavor, not the accuracy of every little mechanical detail.
One of the things I learned in the process was that while my Orky conversion of Dark Heresy and WFRP could work well for a long-term campaign, it was still too complicated and fiddly for a one-shot. To illustrate that point, I'll include the partial character sheet text for the the beginning stages of the characters. Each of them had over 3,000 xp already, and they hadn't grown beyond the introductory 32 classes I'd posted here yet. Since those 32 careers don't include Painboy, which the Jack ork needs to be, clearly I still had a lot of work to do. These are all very rough-drafty:
Jack - Painboy Nob Bad Moons
(Bad Moons Clanboy, Syringe Boy, 3200 xp)
Flashback - You were working on Da Big Boss, and you accidentally made all his brains spill out. You pretended to be scared for 5 seconds, so he'd die.
WS BS Str Tuff Agi Int Will Fell Perc Wnds Psi
15 5 15 10 5 0 5 10 5 2 Nil
Skills: Common Lore (Bad Moons Clan), Barter, Swim, Carouse, Intimidate, Dodge, Evaluate, Squig Use, Scrutiny, Awareness
Talents: Pistol Training (SP), Basic Weapon Training (Prim), Melee Weapon Training (Prim), Light Sleeper, Takedown, Resistance (Drugs)
Trappings: Axe or AutoPistol, Autogun or Pump-Action Shotgun, hairsquig or 1d6 eatin’ squigs, squigpet or 1d10 eatin’ squigs, brightly colored Flak Jacket, backplate with yellow and black moon symbol, 2d6 teef, Mallet or club, bonesaw, 1d6+1 small Syringesquigs, 3d6 teef
Kate - Goff Skarboy Renegade - Used to ride a black boar
(Goff Clanboy, Skarboy, 3200 xp)
Flashback - You killed a Nob, and 'ad to go on da run. You were in shackles when the ship crashed. There's a wounded Flash Gitz on da ground, who'd been chasing ya.
WS BS Str Tuff Agi Int Will Fell Perc Wnds Psi
20 5 20 15 5 0 5 0 0 3 Nil
Skills: Common Lore (Goff Clan), Survival, Climb, Carouse, Command, Intimidate, Dodge, Acrobatics,
Talents: Pistol Training (SP), Melee Weapon Training (Prim), Ambidextrous, Melee Weapon Training (Chain) or Pistol Weapon Training (Bolt), Two-Weapon Wielder (Melee), Nerves of Steel, Arms Master
Trappings: Axe, Stub Automatic or Hand Cannon, Knife, black Flak Jacket (though it can have a contrasting trim or checkerboard pattern), poor-quality Flak helmet with horns, backplate with a bull’s head logo, hairsquig or squigpet or 1d6 eatin’ squigs, 1d10 teef, Chainsword or Bolt Pistol, Knife or Sword or Axe, Carapace Helmet with Horns, 2d6 teef
Locke - Oddboy, Stormboy, Yeller, Evil Sunz
(Evil Sunz clanboy, Oddboy, 3100 xp)
Flashback - You used to be a Cybork. Your Boss 'ad thrown you out an airlock, and only your head survived. But when the ship crashed here, you woke up and found your body had grown back.
WS BS Str Tuff Agi Int Will Fell Perc Wnds Psi
10 10 5 10 10 0 10 5 10 2 Nil
Skills: Common Lore (Evil Sunz Clan), Drive (Ground), Climb, Carouse, Intimidate, Dodge, Tracking, Blather, Scrutiny, Awareness
Talents: Pistol Training (SP), Melee Weapon Training (Prim), Chicken Playa or Eadlong Leap, Leap Up, Talented (Any one Agility, Intelligence, Willpower or Perception-based skill), Meditation
Trappings: Knife, Autopistol, red Heavy Leathers, Flak helmet, backplate with grinning face in a sunburst, fuelsquig, oilsquig, eatin’ squig, 1d10 teef, 1d6 eatin’ squigs, tool or spyglass or toolsquig, knife, 1d10 teef
Sawyer - Sneaky Git Lootah Deathskullz
(Deathskullz, Lootah, 3700 xp)
Flashback - You're a sneaky git. You're not really named Sawyer, you took that name off a dead ork dat 'caused you lots a grief.
WS BS Str Tuff Agi Int Will Fell Perc Wnds Psi
5 10 10 10 15 5 10 0 20 2 Nil
Skills: Common Lore (Deathskullz Clan), Survival, Evaluate, Climb, Carouse, Search, Dodge, Awareness, Evaluate, Search, Tracking, Sleight of Hand ,
Talents: Pistol Training (SP), Melee Weapon Training (Prim), Paranoia, Hieghtened Senses (your choice), Nerves of Steel, Weapon Training (one weapon of your choice, can be pistol/basic/melee/exotic/heavy)
Trappings: Axe, Hunting Rifle or Autopistol or Shotgun, Knife, 1d6 clips (each for a different weapon), 1d6 charms, flak helmet (probably blue), flak vest, flak gauntlets, Backplate with a blue and white skull symbol, hairsquig or squigpet or 1d6 eatin’ squigs, 1d10 teef, 1d6 clips (all from different weapons), poor-quality but unusual weapon (choose any weapon whose normal value is 50 teef or less), 1d6 charms and trinkets, 3d6 teef
Sayid - Mekaniak, Blood Axe
(Blood Axe Boy, Spanner, 3400 xp)
Flashback - You used to serve a different Warboss. Also, while you're not skilled to be a painboy, you kinda like ripping people apart.
WS BS Str Tuff Agi Int Will Fell Perc Wnds Psi
10 10 10 5 10 10 5 5 10 2 Nil
Skills: Common Lore (Blood Axe Clan), Evaluate, Survival, Carouse, Decieve, Dodge, Silent Move, Tech Use, Evaluate, Security
Talents: Pistol Training (Las), Melee Weapon Training (Prim), Basic Weapon Training (Las), Disturbing Voice, Buggymate or Technical Knock, Pistol or Basic Weapon Training (SP), Wrecka
Trappings: Axe or Laspistol, Lasgun or Laspistol, Flak Helmet, Flak Vest, Backplate with Blood Axe symbol, camoflauged poncho, hairsquig or squigpet or 1d6 eatin’ squigs, 1d6 teef, 2d10 Imperial Throne Gelt, Imperial Charm, Backpack, Spanner (a big wrench), handcannon or autopistol or shotgun, oilsquig or fuelsquig, 4d6 teef
Michael - Runtherd, Grotherd, Snakebite
(Snakebitez Clanboy, Slaver, 3400xp)
Flashback - Your best Runt, Wart, is a Weirdgretch. His brain makes crazy bad stuff happen.
WS BS Str Tuff Agi Int Will Fell Perc Wnds Psi
15 5 5 10 15 5 5 0 10 2 Nil
Skills: Common Lore (Snakebitez Clan), Survival, Climb, Swim, Carouse, Dodge, Wrangling, Common Lore (Runts), Acrobatics, Shadowing, Trade (Slaving), Intimidate
Talents: Basic Weapon Training (SP), Melee Weapon Training (Prim), Resistance (Poison), Sprint, Lightning Reflexes, Takedown
Trappings: Axe or Spear, Hunting Rifle, Knife, Grox hides or heavy leathers, backplate with a snake symbol, hairsquig or squigpet or faceeatersquig or mildly venomous snake or 1d6 eatin’ squigs, 1d10 teef, Spear or staff, club, backpack, sack, 2d6 meters of rope, 1d6 squigs or 1d6 snotlings, 3d6 teef
Obviously, that wasn't going to work. I was going to have very dense character sheets, packed with explanations of how various Talents work. And since part of how the careers were balanced involved the "Trappings" I was either going to have balance issues or completely fail to get the feeling that they were stranded on an island with minimal resources. So, back to the drawing board.
I am going to streamline the heck out of the system. It will be abstract and simple when I'm done, and may not end up feeling much at all like the original. But for a one-shot (where I may not even know the players in advance) that's just perfect. That will allow me to focus on tone and flavor, not the accuracy of every little mechanical detail.
Thursday, August 14, 2008
22 more Orky Careers (Updated)
Months ago, I did a bunch of ground work for "Orky Heresy", an Orky companion piece for the Dark Heresy RPG. I put the first few Orky Careers up on this blog at that time. I intended then to keep working on it, and put more stuff up over time, but I never got around to it. I got caught up on other projects, and I decided that in general the rules of Dark Heresy and the Warhammer Fantasy RPG were more fiddly and complicated than I like to game under.
However, I'm running a streamlined, cut-down version of the system for GwenCon. Since I'm going to be doing work about it in the next couple weeks, I might as well stick the preliminary work up here. With that in mind, I posted 22 more orky careers yesterday, bringing the total up to 32. To use them, you need to read the older posts:
Roll up a starting career via a d10 on this chart:
Here's an index of links to all the careers hosted on this blog:
However, I'm running a streamlined, cut-down version of the system for GwenCon. Since I'm going to be doing work about it in the next couple weeks, I might as well stick the preliminary work up here. With that in mind, I posted 22 more orky careers yesterday, bringing the total up to 32. To use them, you need to read the older posts:
- Character Creation
- Character Advancement and XP
- Money
- Why I chose Warhammer Fantasy RPG (instead of Dark Heresy) for Career System.
- New Skills and Talents
Roll up a starting career via a d10 on this chart:
- Bad Moons Clanboy
- Blood Axe Clanboy
- Deathskullz Clanboy
- Evil Sunz Clanboy
- Goff Clanboy
- Snakebitez Clanboy
- Yoof
- Freebooter
- Stormboy
- Wild Ork
Here's an index of links to all the careers hosted on this blog:
- Bad Moons Clanboy
- Bannerboy
- Big Boss
- BigMobBoy
- Blood Axe Clanboy
- Boss
- Deathskullz Clanboy
- Drivahboy
- Evil Sunz Clanboy
- Freebooter
- Goff Clanboy
- Grotherd
- Lootah
- Nob
- Oddboy
- Outcast
- Pig Dok
- Runtherd
- Runtmaster
- Skarboy
- Slaver
- Snakebitez Clanboy
- Snakehandler
- Snotherd
- Spannerboy
- Stormboy
- Squigherd
- Syringeboy
- Waaghlord
- War Boss
- Wild Ork
- Yoof
Labels:
40k,
character classes,
Dark Heresy,
Games Workshop,
Index,
Orky hijinks,
RPGs
Bannerboy (Orky Career)
– Bannerboy –
Restriction: Orky
Description: You are a standard bearer for your Boss. You carry da bosses pole into battle, and may may be more prominent on the battlefield if he’s a sneaky git of a boss. You are the brave center around which the mobz rally. Sometimes, you’re called upon to signal the ‘Rtillery section or another Boss or even a Gargant (if the battle’s big enough) by waving your flag in special ways only you understand.
Skills: Blather, Command, Intimidate, Secret Language (Flags),
Talents: Fearless or Frenzy or Foresight, Swift Attack or Precise Blow or Nerves of Steel, Iron Discipline, Hardy or Jaded, Combat Master or Battle Rage, Bulging Biceps, Melee Weapon Training (Any) or Thrown Weapon Training (Any), Sprint or Sound Constitution
Trappings: Carapace Chestplate, Carapace Helmet, Chainsword or Chainaxe or Powerblade, 1d6 Frag Stikkbombz, Boss’s Standard, 2d10 teef
Career Exits: Madboy, Boss, Yeller, Flagboss , Others
Restriction: Orky
Description: You are a standard bearer for your Boss. You carry da bosses pole into battle, and may may be more prominent on the battlefield if he’s a sneaky git of a boss. You are the brave center around which the mobz rally. Sometimes, you’re called upon to signal the ‘Rtillery section or another Boss or even a Gargant (if the battle’s big enough) by waving your flag in special ways only you understand.
Skills: Blather, Command, Intimidate, Secret Language (Flags),
Talents: Fearless or Frenzy or Foresight, Swift Attack or Precise Blow or Nerves of Steel, Iron Discipline, Hardy or Jaded, Combat Master or Battle Rage, Bulging Biceps, Melee Weapon Training (Any) or Thrown Weapon Training (Any), Sprint or Sound Constitution
Trappings: Carapace Chestplate, Carapace Helmet, Chainsword or Chainaxe or Powerblade, 1d6 Frag Stikkbombz, Boss’s Standard, 2d10 teef
Career Exits: Madboy, Boss, Yeller, Flagboss , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +20% | +5% | +15% | +20% | +5% | +0% | +20% | +15% | +0% | +4 | Nil |
Waaghlord (Orky Career)
– Waaghlord –
Restriction: Orky
Description: Your call to waaagh is heard by Orks on other planets. Such is your orky charisma, that system-spanning empires form and fall at your command.
Skills: Command, Charm, Intimidate, Decieve, Blather, Psyniscience, Invocation, Performer (Storyteller)
Talents: Basic Weapon Training (Any) or Melee Weapon Training (Any) or Heavy Weapon Training (Any), Good Reputation, Lightning Attack, Hatred (Any), Combat Master, Mental Fortress, Litany of Hate, Master Orator, Minor Psychic Power
Trappings: 1d6+1 Gretchin Assistants, 2 Minderz, PowerSword or Meltagun or Inferno Pistol or Heavy Bolter, Light Power Armor or Kustom Forcefield, Squigpet, 2d10 eatin’ squigs, 10d10+20 teef
Career Exits: , Others
Restriction: Orky
Description: Your call to waaagh is heard by Orks on other planets. Such is your orky charisma, that system-spanning empires form and fall at your command.
Skills: Command, Charm, Intimidate, Decieve, Blather, Psyniscience, Invocation, Performer (Storyteller)
Talents: Basic Weapon Training (Any) or Melee Weapon Training (Any) or Heavy Weapon Training (Any), Good Reputation, Lightning Attack, Hatred (Any), Combat Master, Mental Fortress, Litany of Hate, Master Orator, Minor Psychic Power
Trappings: 1d6+1 Gretchin Assistants, 2 Minderz, PowerSword or Meltagun or Inferno Pistol or Heavy Bolter, Light Power Armor or Kustom Forcefield, Squigpet, 2d10 eatin’ squigs, 10d10+20 teef
Career Exits: , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +40% | +25% | +30% | +40% | +20% | +15% | +30% | +25% | +10% | +6 | Nil |
War Boss (Orky Career)
– WarBoss –
Restriction: Orky
Description: So famed are your talents as a BigBoss, that other Bosses and BigBosses answer when you call for Waaaagh!
Skills: Command, Charm, Intimidate, Dodge, Gamble
Talents: Basic Weapon Training (Any) or Melee Weapon Training (Any) or Pistol Training (Any) or Exotic Weapon Training (Any) or Heavy Weapon Training (Any), Into the Jaws Of Hell, Hatred (Any), Hipshooter or Counter-Attack, Strong-Minded or Master Orator, Bulging Biceps or Crushing Blow
Trappings: 1d6 Gretchin Assistants, Ork Standard Bearer, Minder or 1d6 gretchin assistants, very fancy backplate and backbanner, Carapace Vambraces and Greaves, 1d10 eatin’ squigs, 1d10 ‘shrooms, 10d10+10 teef
Career Exits: Waaghlord , Others
Restriction: Orky
Description: So famed are your talents as a BigBoss, that other Bosses and BigBosses answer when you call for Waaaagh!
Skills: Command, Charm, Intimidate, Dodge, Gamble
Talents: Basic Weapon Training (Any) or Melee Weapon Training (Any) or Pistol Training (Any) or Exotic Weapon Training (Any) or Heavy Weapon Training (Any), Into the Jaws Of Hell, Hatred (Any), Hipshooter or Counter-Attack, Strong-Minded or Master Orator, Bulging Biceps or Crushing Blow
Trappings: 1d6 Gretchin Assistants, Ork Standard Bearer, Minder or 1d6 gretchin assistants, very fancy backplate and backbanner, Carapace Vambraces and Greaves, 1d10 eatin’ squigs, 1d10 ‘shrooms, 10d10+10 teef
Career Exits: Waaghlord , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +30% | +20% | +25% | +30% | +15% | +10% | +25% | +20% | +5% | +6 | Nil |
Big Boss (Orky Career)
– Big Boss –
Restriction: Orky
Description: Most Orky Bosses are content to just be their own boss, and carve out a tiny little empire the size of a single village. A few, however, have ambition, and keep looking to bigger and better things. You’re the latter type of boss, with multiple villages or roaming packs that pay you tribute.
Skills: Command, Charm, Inquiry, Scrutiny, Intimidate
Talents: Basic Weapon Training (Any) or Melee Weapon Training (Any) or Pistol Training (Any), Swift Attack, Strong Minded or Hard Target, Gunslinger or Datz My Boy!, Peer
Trappings: Gretchin Assistant, Gretchin Standard Bearer, Carapace Helm, 1d10 eatin’ squigs, 1d6 ‘shrooms, 10d10 teef
Career Exits: Warboss , Others
Restriction: Orky
Description: Most Orky Bosses are content to just be their own boss, and carve out a tiny little empire the size of a single village. A few, however, have ambition, and keep looking to bigger and better things. You’re the latter type of boss, with multiple villages or roaming packs that pay you tribute.
Skills: Command, Charm, Inquiry, Scrutiny, Intimidate
Talents: Basic Weapon Training (Any) or Melee Weapon Training (Any) or Pistol Training (Any), Swift Attack, Strong Minded or Hard Target, Gunslinger or Datz My Boy!, Peer
Trappings: Gretchin Assistant, Gretchin Standard Bearer, Carapace Helm, 1d10 eatin’ squigs, 1d6 ‘shrooms, 10d10 teef
Career Exits: Warboss , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +25% | +20% | +0% | +25% | +10% | +10% | +20% | +15% | +5% | +5 | Nil |
Boss (Orky Career)
– Boss –
Restriction: Orky
Description: Finally! Da day you always dreamed uf is ‘ere. You’re da boss! Time to throw your weight around and make everybody hates ya, just like your old boss did.
Skills: Command, Scrutiny, Carouse, Intimidate, Interrogation
Talents: Air of Authority, Menacing, Basic Weapon Training (Bolt) or Pistol Training (Plasma), Decadence, ‘Ow Much!?, Fearless
Trappings: Bolt gun or Plasma Pistol, Chain Axe, Carapace Chestplate, Gretchin Assistant, back banner that indicates you’re the boss, 1d6 eatin’ squigs, 5d10 teef,
Career Exits: Bigboss, , Others
Restriction: Orky
Description: Finally! Da day you always dreamed uf is ‘ere. You’re da boss! Time to throw your weight around and make everybody hates ya, just like your old boss did.
Skills: Command, Scrutiny, Carouse, Intimidate, Interrogation
Talents: Air of Authority, Menacing, Basic Weapon Training (Bolt) or Pistol Training (Plasma), Decadence, ‘Ow Much!?, Fearless
Trappings: Bolt gun or Plasma Pistol, Chain Axe, Carapace Chestplate, Gretchin Assistant, back banner that indicates you’re the boss, 1d6 eatin’ squigs, 5d10 teef,
Career Exits: Bigboss, , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +25% | +10% | +20% | +20% | +5% | +5% | +15% | +5% | +5% | +4 | Nil |
Snakehandler (Orky Career)
– Snakehandler –
Restriction: Orky
Description: Snakebitez take their name from a ritual they send the clan Yoofs through. This right of passage involves being bitten by some nasty snakes. Somebody’s gotta keep the snakes from getting away, (or find new ones when the old ones do get away) don’t they? That’s your job.
Skills: Awareness, Search, Common Lore (Snakes), Intimidate, Dodge or Acrobatics, Interrogation or Invocation
Talents: Resistance (Poison), Fearless or Step Aside,
Trappings: 1d6 mildly venomous snakes, 1 deadly venomous snake, heavy sack, club, Flak Gauntlets, Carapace Greaves, 2d6 ‘shrooms, 1d10 teef
Career Exits: Yeller, Madboy , Others
Restriction: Orky
Description: Snakebitez take their name from a ritual they send the clan Yoofs through. This right of passage involves being bitten by some nasty snakes. Somebody’s gotta keep the snakes from getting away, (or find new ones when the old ones do get away) don’t they? That’s your job.
Skills: Awareness, Search, Common Lore (Snakes), Intimidate, Dodge or Acrobatics, Interrogation or Invocation
Talents: Resistance (Poison), Fearless or Step Aside,
Trappings: 1d6 mildly venomous snakes, 1 deadly venomous snake, heavy sack, club, Flak Gauntlets, Carapace Greaves, 2d6 ‘shrooms, 1d10 teef
Career Exits: Yeller, Madboy , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +0% | +0% | +0% | +15% | +10% | +0% | +15% | +0% | +5% | +3 | Nil |
Runtmaster (Orky Career)
– Runtmaster –
Restriction: Orky
Description: You are an extremely talented and dedicated Runtherd.
Skills: Command or Wrangling, Barter, Evaluate, Trade (Merchant or Veterinary), Common Lore (Squigs), Common Lore (Runtz), Trade (Grotherd or Squigherd or Snotherd)
Talents: Profeshunal or ‘Ow Much!?, Dats My Boy!, Iron Discipline
Trappings: Grabba Stick, 1d6 gretch assistants, 2d10+1 snotlings, 1d6 squig pets, 1d6 face-eater squigs or 1 buzzer squig hive or 2d10 snotlings or two gretch asistants, 1d6+1 hair squigs, 3d10 eatin’ squigs, 1d6 ‘shrooms, bullhorn, 6d10 teef
Career Exits: Renegade , Others
Restriction: Orky
Description: You are an extremely talented and dedicated Runtherd.
Skills: Command or Wrangling, Barter, Evaluate, Trade (Merchant or Veterinary), Common Lore (Squigs), Common Lore (Runtz), Trade (Grotherd or Squigherd or Snotherd)
Talents: Profeshunal or ‘Ow Much!?, Dats My Boy!, Iron Discipline
Trappings: Grabba Stick, 1d6 gretch assistants, 2d10+1 snotlings, 1d6 squig pets, 1d6 face-eater squigs or 1 buzzer squig hive or 2d10 snotlings or two gretch asistants, 1d6+1 hair squigs, 3d10 eatin’ squigs, 1d6 ‘shrooms, bullhorn, 6d10 teef
Career Exits: Renegade , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +15% | +0% | +15% | +0% | +15% | +20% | +25% | +25% | +20% | +3 | Nil |
Snotherd (Orky Career)
– Snotherd –
Restriction: Orky
Description: You make your living raising, training, selling, buying, harvesting and tending to snotlings. Snotlings are like tiny little braindead orks. It takes a good attention to detail and a variety of interpersonal skills to keep them from getting lost or killed.
Skills: Charm, Command, Intimidate, Scrutiny, Inquiry, Common Lore (Runtz), Trade (Snotherd), Barter or Evaluate
Talents: Keen Senses (any), Profeshunal,
Trappings: Gretchin Assistant, 5d10+2 Snotlings, Grabbastick, Bullhorn, large sack, 2d10 ‘shrooms or 1d6 eatin’ squigs, 5d10 teef,
Career Exits: Runtmaster, Shokkgunner, , Others
Restriction: Orky
Description: You make your living raising, training, selling, buying, harvesting and tending to snotlings. Snotlings are like tiny little braindead orks. It takes a good attention to detail and a variety of interpersonal skills to keep them from getting lost or killed.
Skills: Charm, Command, Intimidate, Scrutiny, Inquiry, Common Lore (Runtz), Trade (Snotherd), Barter or Evaluate
Talents: Keen Senses (any), Profeshunal,
Trappings: Gretchin Assistant, 5d10+2 Snotlings, Grabbastick, Bullhorn, large sack, 2d10 ‘shrooms or 1d6 eatin’ squigs, 5d10 teef,
Career Exits: Runtmaster, Shokkgunner, , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +0% | +0% | +0% | +0% | +10% | +10% | +20% | +15% | +20% | +1 | Nil |
Squigherd (Orky Career)
– Squigherd –
Restriction: Orky
Description: You make your living raising, training, selling, buying, harvesting and tending to squigs. Squigs come in a variety of different shapes and sizes, and many have useful and/or medicinal purposes.
Skills: Wrangling, Common Lore (Squigs), Squig Use, Trade (Squigherd), Intimidate, Barter or Evaluate
Talents: Profeshunal, ‘Ow Much!? or ‘Orse Yeller
Trappings: 1 buzzer squig hive, 2d10 eatin’ squigs, 2d6 squigpets, 1d6+1 hairsquigs, face-eater squig, face-eater squig or gretchin assistant, 1d6 small syringesquigs or riding squig, Grabbastick, 4d10 teef
Career Exits: Runtmaster, Squiggothmaster , Others
Restriction: Orky
Description: You make your living raising, training, selling, buying, harvesting and tending to squigs. Squigs come in a variety of different shapes and sizes, and many have useful and/or medicinal purposes.
Skills: Wrangling, Common Lore (Squigs), Squig Use, Trade (Squigherd), Intimidate, Barter or Evaluate
Talents: Profeshunal, ‘Ow Much!? or ‘Orse Yeller
Trappings: 1 buzzer squig hive, 2d10 eatin’ squigs, 2d6 squigpets, 1d6+1 hairsquigs, face-eater squig, face-eater squig or gretchin assistant, 1d6 small syringesquigs or riding squig, Grabbastick, 4d10 teef
Career Exits: Runtmaster, Squiggothmaster , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +10% | +0% | +10% | +20% | +10% | +10% | +20% | +0% | +15% | +3 | Nil |
Grotherd (Orky Career)
– Grotherd –
Restriction: Orky
Description: You train and herd Gretchin for a living. They’re the most important fing in da world to you, ‘cause dey’s your boyz. The secret of being a good Grotherd is to realize that Grotz got minds of there own, they aren’t just another dumb animal. They’re a lot like Yoofs, ‘cept smarter.
Skills: Charm or Decieve, Barter or Evaluate, Command or Intimidate, Inquiry or Scrutiny, Common Lore (Runtz), Trade (Grotherd)
Talents: Dat’s My Boy, Profeshunal, ‘Ow Much!?
Trappings: 1d6 Gretchin Assistants or 2d6+1 untrained Grotz, Grabba Stick, Bullhorn or Flail, 2d6 eatin’ squigs, 5d10 teef
Career Exits: ‘Rtillery Kaptin, Drillboss, Runtmaster, , Others
Restriction: Orky
Description: You train and herd Gretchin for a living. They’re the most important fing in da world to you, ‘cause dey’s your boyz. The secret of being a good Grotherd is to realize that Grotz got minds of there own, they aren’t just another dumb animal. They’re a lot like Yoofs, ‘cept smarter.
Skills: Charm or Decieve, Barter or Evaluate, Command or Intimidate, Inquiry or Scrutiny, Common Lore (Runtz), Trade (Grotherd)
Talents: Dat’s My Boy, Profeshunal, ‘Ow Much!?
Trappings: 1d6 Gretchin Assistants or 2d6+1 untrained Grotz, Grabba Stick, Bullhorn or Flail, 2d6 eatin’ squigs, 5d10 teef
Career Exits: ‘Rtillery Kaptin, Drillboss, Runtmaster, , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +0% | +0% | +0% | +0% | +10% | +15% | +5% | +20% | +10% | +1 | Nil |
Runtherd (Orky Career)
– Runtherd –
Restriction: Orky
Description: “Runtz” is an orky word for “those smaller dan us, ‘oo we can push around.” Typically, it means Gretchin, Snotlings, and Squigs, but sometime an enterprising Runtherd will do a bit of business on the side dealing in humans, boars, or other more ornery “Runtz”. Runtherdz buy, sell, train, raise, and breed runtz of all varieties.
Skills: Command or Wrangling, Charm or Barter, Evaluate, Trade (Merchant), Common Lore (Squigs), Common Lore (Runtz), Trade (Veterinary)
Talents: Profeshunal or ‘Ow Much!?, Exotic Melee Training (Grabba Stick)
Trappings: Flail or Grabba Stick, Club, 2d6 meters of rope, 1d6 snotlings or a gretch assistant, 1d6 squig pets, 1 face-eater squig or 1 buzzer squig hive or 2d6 snotlings or a gretch asistant, 2d10 eatin’ squigs, bullhorn, 4d10 teef
Career Exits: Grotherd, Squigherd, Snotherd, Runtmaster, , Others
Restriction: Orky
Description: “Runtz” is an orky word for “those smaller dan us, ‘oo we can push around.” Typically, it means Gretchin, Snotlings, and Squigs, but sometime an enterprising Runtherd will do a bit of business on the side dealing in humans, boars, or other more ornery “Runtz”. Runtherdz buy, sell, train, raise, and breed runtz of all varieties.
Skills: Command or Wrangling, Charm or Barter, Evaluate, Trade (Merchant), Common Lore (Squigs), Common Lore (Runtz), Trade (Veterinary)
Talents: Profeshunal or ‘Ow Much!?, Exotic Melee Training (Grabba Stick)
Trappings: Flail or Grabba Stick, Club, 2d6 meters of rope, 1d6 snotlings or a gretch assistant, 1d6 squig pets, 1 face-eater squig or 1 buzzer squig hive or 2d6 snotlings or a gretch asistant, 2d10 eatin’ squigs, bullhorn, 4d10 teef
Career Exits: Grotherd, Squigherd, Snotherd, Runtmaster, , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +0% | +0% | +10% | +0% | +15% | +15% | +0% | +5% | +10% | +3 | Nil |
Pig Dok (Orky Career)
– Pig Dok –
Restriction: Orky
Description: Perhaps you’re training to be Painboy, or perhaps you just like pigs. Whatever the explanation, you’ve chosen to study the fine art of tending to the wounds and diseases of Boars.
Skills: Barter, Wrangling, Common Lore (Boars), Survival or Tracking, Trade (Veterinary)
Talents: Fearless or Sprint, Takedown or ‘Orse Yeller, Die Hard or Iron Jaw, Resistance to Disease,
Trappings: Flail or Club or Spear, Large Syringesquig, Nasal Plugs, pet Boar Piglet, 3d6 teef
Career Exits: Boarboy, Runtherd, Painboy , Others
Restriction: Orky
Description: Perhaps you’re training to be Painboy, or perhaps you just like pigs. Whatever the explanation, you’ve chosen to study the fine art of tending to the wounds and diseases of Boars.
Skills: Barter, Wrangling, Common Lore (Boars), Survival or Tracking, Trade (Veterinary)
Talents: Fearless or Sprint, Takedown or ‘Orse Yeller, Die Hard or Iron Jaw, Resistance to Disease,
Trappings: Flail or Club or Spear, Large Syringesquig, Nasal Plugs, pet Boar Piglet, 3d6 teef
Career Exits: Boarboy, Runtherd, Painboy , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +10% | +0% | +15% | +15% | +10% | +5% | +5% | +5% | +0% | +2 | Nil |
Spanner (Orky Career)
– Spanner –
Restriction: Orky
Description: A spanner ain’t just a tool, it’s also da Ork who uses dat tool. Your handy at keeping vehicles and weapons running smoothly, even if you don’t yet really know how to fix them up right. You’re a good Ork to have available around the workshop or on the battlefield.
Skills: Tech Use, Evaluate, Trade (any one mechanically-inclined trade group) or Security
Talents: Buggymate or Technical Knock, Pistol or Basic Weapon Training (SP), Skidder or Wrecka
Trappings: Spanner (a big wrench), handcannon or autopistol or shotgun, oilsquig or fuelsquig, 4d6 teef
Career Exits: Mekboy, Drivahboy, , Others
Restriction: Orky
Description: A spanner ain’t just a tool, it’s also da Ork who uses dat tool. Your handy at keeping vehicles and weapons running smoothly, even if you don’t yet really know how to fix them up right. You’re a good Ork to have available around the workshop or on the battlefield.
Skills: Tech Use, Evaluate, Trade (any one mechanically-inclined trade group) or Security
Talents: Buggymate or Technical Knock, Pistol or Basic Weapon Training (SP), Skidder or Wrecka
Trappings: Spanner (a big wrench), handcannon or autopistol or shotgun, oilsquig or fuelsquig, 4d6 teef
Career Exits: Mekboy, Drivahboy, , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +10% | +10% | +10% | +0% | +10% | +10% | +0% | +5% | +0% | +2 | Nil |
Drivahboy (Orky Career)
– Drivahboy –
Restriction: Orky
Description: You’re the driver of a vehicle. Maybe it’s da Bosses’ trukk, or a little buggy you an’ da boyz saved up for. It might not belong to you, or it might not have a fresh coat of red paint, but it’s a vehicle you can tool around in pretty much whenever you want.
Skills: Charm or Blather, Drive (Ground), Tech Use
Talents: Heightened Senses (Sight or Hearing), Nerves of Steel, Iron Jaw or Skidder
Trappings: red Carapace Helmet, 1d6 fuelsquigs, 1d6 oilsquigs, Da Keys (to a buggy or trukk or battlewagon), charm (fuzzy dice?), 3d6 teef
Career Exits: Tankboy, Spanner, Speedfreek , Others
Restriction: Orky
Description: You’re the driver of a vehicle. Maybe it’s da Bosses’ trukk, or a little buggy you an’ da boyz saved up for. It might not belong to you, or it might not have a fresh coat of red paint, but it’s a vehicle you can tool around in pretty much whenever you want.
Skills: Charm or Blather, Drive (Ground), Tech Use
Talents: Heightened Senses (Sight or Hearing), Nerves of Steel, Iron Jaw or Skidder
Trappings: red Carapace Helmet, 1d6 fuelsquigs, 1d6 oilsquigs, Da Keys (to a buggy or trukk or battlewagon), charm (fuzzy dice?), 3d6 teef
Career Exits: Tankboy, Spanner, Speedfreek , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +0% | +10% | +0% | +10% | +15% | +0% | +10% | +10% | +5% | +2 | Nil |
Syringeboy (Orky Career)
– Syringeboy –
Restriction: Orky
Description: You’d like to be a Painboy, but everyork’s gotta start somewhere, so you apprenticed yourself to a Mad Doc. It’s not easy - the Gretchin Orderlyz consider you a threat, and some days the Doc does too. Syringeboyz carry stuff for the Doc, just like an Orderly, ‘cept they carry stuff either too big or too dangerous to trust to a Grot.
Skills: Squig Use, Scrutiny, Dodge, Awareness
Talents: Takedown, Resistance (Drugs)
Trappings: Mallet or club, bonesaw, 1d6+1 small Syringesquigs, 3d6 teef
Career Exits: Painboy, Squigherd, Brewboy , Others
Restriction: Orky
Description: You’d like to be a Painboy, but everyork’s gotta start somewhere, so you apprenticed yourself to a Mad Doc. It’s not easy - the Gretchin Orderlyz consider you a threat, and some days the Doc does too. Syringeboyz carry stuff for the Doc, just like an Orderly, ‘cept they carry stuff either too big or too dangerous to trust to a Grot.
Skills: Squig Use, Scrutiny, Dodge, Awareness
Talents: Takedown, Resistance (Drugs)
Trappings: Mallet or club, bonesaw, 1d6+1 small Syringesquigs, 3d6 teef
Career Exits: Painboy, Squigherd, Brewboy , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +15% | +0% | +15% | +10% | +0% | +0% | +5% | +5% | +0% | +2 | Nil |
Skarboy (Orky Career)
– Skarboy –
Restriction: Orky
Description: Orks is tuff an ‘ard. Goffs is extra tuff and ‘ard. Skarboyz is extra extra tuff an’ ‘ard. They take fighting pretty serious.
Skills: Intimidate, Climb or Acrobatics
Talents: Melee Weapon Training (Chain) or Pistol Weapon Training (Bolt), Two-Weapon Wielder (Melee) or Furious Assault, Berserk Charge or Nerves of Steel, Sure Strike or Arms Master
Trappings: Chainsword or Bolt Pistol, Knife or Sword or Axe, Carapace Helmet with Horns, 2d6 teef
Career Exits: BigMobBoy, Nob, , Others
Restriction: Orky
Description: Orks is tuff an ‘ard. Goffs is extra tuff and ‘ard. Skarboyz is extra extra tuff an’ ‘ard. They take fighting pretty serious.
Skills: Intimidate, Climb or Acrobatics
Talents: Melee Weapon Training (Chain) or Pistol Weapon Training (Bolt), Two-Weapon Wielder (Melee) or Furious Assault, Berserk Charge or Nerves of Steel, Sure Strike or Arms Master
Trappings: Chainsword or Bolt Pistol, Knife or Sword or Axe, Carapace Helmet with Horns, 2d6 teef
Career Exits: BigMobBoy, Nob, , Others
| WS | BS | Str | Tuff | Agi | Int | Will | Fell | Perc | Wnds | Psi |
|---|---|---|---|---|---|---|---|---|---|---|
| +20% | +0% | +20% | +15% | +5% | +0% | +0% | +0% | +0% | +3 | Nil |
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