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