HALF-ORCS
The result of the unfortunate union of human and orc, the Half-Orc can be a ferocious and savage warrior or a troubled creature struggling to find noble purpose. Half-Orcs are shunned by most communities, including orcish tribes.
Character Advancement
Although most Half-Orcs are Fighters, Half-Orcs may choose to become Thieves, multi-classed Fighter-Thieves, Clerics or Assassins or multi-classed Cleric-Assassins. They cannot advance higher than 6th level in any class.
Brute Strength
Half-Orcs gain a +1 to damage rolls in melee combat. If you use Szymon Piecha’s Expanded Lore then Half-Orcs instead get a +1 damage bonus to all attacks they perform (even missiles or magic). They also can Open Doors/Bend Bars (by using pure Strength) more easily – their range of success is increased by 2 (1-4 instead of 1-2).
Saving Throws
Half-Orcs are resilient and gain an extra +2 to all saving throws vs Poison.
Languages
Half-Orcs usually speak Orcish as well as Common.
Trauma
Half-Orcs have coarse sensibilities and do not gain Trauma from knowing that an Assassin is using Poison. They do not gain Trauma from failing to rest for an hour after being treated for a Fatal Wound.
However, because they are shunned and reviled by decent folk. The non-Half-Orc companions all gain 1 Trauma at the start of an adventure with Half-Orcs. These companions do not check for Breakdowns at the start: the extra Trauma represents the tensions within the group.
However, because they are shunned and reviled by decent folk. The non-Half-Orc companions all gain 1 Trauma at the start of an adventure with Half-Orcs. These companions do not check for Breakdowns at the start: the extra Trauma represents the tensions within the group.