After the swarming masses of goblins, orcs are the second most numerous and commonly-encountered breed of Night Children. Though all least demons are prone to mutation and malformation, the physiognomic diversity displayed by orcs is staggering. In fact, some sages with a particularly keen interest in styxozoology have suggested that rather than the five commonly accepted varieties of Night Children (goblins, hobgoblins, orcs, bugbears, and trolls), there are in actuality hundreds of different breeds, and that it is only through uneducated and ill-informed peasant tradition that all brutish warrior-types have come to be collectively categorized as orcs. To date, however, field research has proved too formidable and mortiferous to conclusively support this thesis.
Whatever physical characteristics they display, there are a few traits common to all orcs: They are strong, dim-witted, and voracious. On their own, orcs deploy little-to-no strategy in their attacks, rarely even showing enough tactical accumen to utilize ranged weapons. Under the command of clever hobgoblins or sinister mages, however, orcs can easily transform into a terrifyingly adept army; they even seem to spontaneously gain great skill at weapon and armor craft in such circumstances, only to lose the ability to construct all but the crudest armaments if the leader is removed. Unlike goblins, many orcs are capable of crudely speaking the languages of men despite their lack of intellect. Orcs have no capacity for magic of any sort.
Perhaps the most frightening characteristic of orcs is their unholy hunger. Even in the midst of battle, orcs will often disregard immediate danger to gorge upon the entrails of a fallen foe before resuming their assault. This demonic appetite causes orcs to exude an aura of dread, which is why even a well-armed force of common men will falter and flea at the sight of an orcish warband.
Orc: Init +1; Atk* bite +1 melee (1d4) or as weapon +1 melee; AC 11 + armor; HD 1d8+1*; MV 30′; Act 1d20; SP infravision 60′, -1 attack in bright light, lesser fear, unholy hunger, vulnerable to fire; SV Fort +2*, Ref +0, Will -1; AL C.
*Orcs can vary wildly in size; these stats represent a roughly man-sized orc. Particularly large orcs will have an additional +1 to hit and damage in melee, to hit points, and to Fortitude saves. Likewise, particularly small orcs (about the size of a dwarf) receive a -1 to the same traits.
Lesser Fear: Whenever henchmen, hirelings, or other 0-level NPCs encounter orcs, they must make a morale check against DC 11 or attempt to flee. If the orcs have been organized under an intelligent leader such as a hobgoblin or wizard, the DC increases to 13.
Unholy Hunger: If an orc is in the vicinity of a fallen and helpless foe, they must make a Will save (DC 11) to take any action other than ripping open the enemy’s gut and devouring a few handfuls of organs before returning to combat. The orc suffers a -1 penalty to AC during the round it spends stuffing its gullet. Once a foe has been gutted it no longer poses a temptation to other orcs.
Vulnerable to Fire: Orcs take an additional 1d6 damage from fire, and have a 50% chance of catching fire whenever they take damage.
For Savage Worlds:
- Use the orc stats from p. 138 of SWD
- Night Children traits
- Lesser Fear causes extras to make a Spirit Check or panic
- Unholy Hunger requires the orc to make a Spirit check at -1