However, since James has thrown down the proverbial gauntlet and vambraces by challenging the blognards to produce more Kesher-eqsue tables, I'll present mine now. Although intended for campaigns were playing a full-blooded orc is a viable option, you may also use it for half-orcs, psychopathic barbarians, mutant bikers, etc.
d20 (Roll 3 times or pick 3) | Many Orcs… |
1 | Wear masks, veils, or broad-brimmed hats when forced to go out into the sun. |
2 | Believe possession is 100% of ownership. |
3 | Measure personal wealth and status by their collection of hunting and battle trophies. |
4 | Believe that thunder is the voice of their gods and take it to be an omen. |
5 | Need to be beaten in a fight before they’ll take orders. |
6 | Enjoy blood-based beverages. |
7 | Are tense and jittery unless they kill something once a day (even small animals helps take the edge off). |
8 | Decorate their bodies with long-lasting dyes and the blood of their enemies. |
9 | Hate all music that doesn’t involve drums and screaming. |
10 | Don’t recognize their own get, leaving their offspring’s rearing to the tribe. |
11 | Are hosts to fleas, ticks, leeches, and other nasty parasites. |
12 | Won’t leave their lairs under any circumstance while the sun is in the sky. |
13 | Pierce their bodies with barbed objects as a fashion statement. |
14 | Will live in ruined buildings over any other available lodgings. |
15 | Are polygamists. |
16 | Are suspicious of holy men not of the orcish persuasion. |
17 | Are wary of dwarves but covet their arms and armor. |
18 | Will bully gnomes and halflings any chance they get until the runts prove themselves in a fight. |
19 | Think humans and elves are too prissy and need to toughen up. |
20 | Grudgingly respect hurgs for the strength and size. |
Roll d16 (1d8 + high/low die) once | Some Orcs… |
1 | Are highly superstitious and won’t start the day without consulting the bones or other form of divination. |
2 | Raise wild beasts such as wolves, jackals, and coyotes to be lapdogs. |
3 | Regularly use psychedelic substances. |
4 | Can run cross-country all day without tiring. |
5 | Will never use a missile weapon, preferring to kill their opponents at close range. |
6 | Can track a blood trail for miles by scent alone. |
7 | Dedicate themselves to becoming the ultimate hunter, always searching for bigger and more dangerous prey. |
8 | Find setting things on fire to be high comedy. |
9 | Will practice cannibalism if the chance arises. |
10 | Fear bears. |
11 | Only eat uncooked food. |
12 | Will fly into a rage at the smallest slight or insult. |
13 | Refuse to wear clothing unless they took it from a slain enemy. |
14 | Are fascinated be civilization and wish to be part of it. |
15 | Will be attacked by a horse if they try to ride it. |
16 | Are captivated by magic and magical items, coveting any that they find. |
d16 (1d8 + high/low die) 1d3 times | Common Traveling Gear |
1 | A bottle of orcish blood wine. |
2 | A small pouch of hallucinogenic mushrooms. |
3 | Steel- and spike-toed boots. |
4 | A dwarven-made axe or sword. |
5 | A skull belt buckle. |
6 | A helmet with an animal’s head attached to it. |
7 | A set of bloodstained clothing. |
8 | A shield bearing the tanned face of a slain opponent on the outside surface of it. |
9 | A necklace of ears. |
10 | A set of files for sharpening teeth and tusks. |
11 | A pair of bone sun goggles. |
12 | A bag of divination bones. |
13 | A bearskin cloak. |
14 | A animal hide drum. |
15 | 1d4 jars of body dye in various hues. |
16 | A coil of rope made from the scalps of slain opponents. |
1 comment:
Much-appreciated!
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