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Pathways Rulebook
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When the Rinn discovered the Orkish homeworld, still unnamed as of this day, they first thought they had found a world filled only with plant life. Indeed, the area they landed in was almost devoid of animals, save for insects, but they set out to explore the world anyway. They found it to be barren of any sort of advanced life, and very few animals were in the population. Occasionally they thought they saw something moving in the brush, but quickly dismissed it. The world was reported devoid of life, and left alone. A few hundred years later, Terrans came to try and settle there, understanding that the Rinn had neglected to settle it for the reason that it didn’t “feel right.” They thought they were entering a woodland paradise, until they came to something the early Rinn had not found, The Graveyard.

They found a crater that could have been where some giant meteor hit the ground, or where a lake dried up, filled with animal bones. Humanoid skulls stuck on pikes surrounded the outside of this pit. That was the last thing reported by comm before the Orks attacked. After losing four colonies, the Terrans finally captured one ork. The Orks had primitive weapons, so it was deemed that a psychic might be able to communicate with the thing through a mind meld. A truce was made then and there, the Terrans would stay off the Ork homeworld, and the Orks would be allowed to form settlements on other planets. In this 5-year period of peace, it was learned that these Orks had developed the use of short ranged battle tactics and melee weaponry to a degree unseen otherwise, and also had knowledge of Mystic Arts. Once the Orks figured out how to use a Pathway once they had taken it over, the peace was shattered, and the Orks showed their true colors.

A long war ensued, the Orks proving their might time and time again. It was thought by some that the Terrans, even with the help of the Fur Federation, would not be able to beat this foe. Then the Orks made the biggest mistake they could have, they attacked a world populated mainly by Burgunns. This assault was costly for the Orks, who thanks to Burgunn troops, no longer have a homeworld. Oddly enough, the war between the Burgunns and Orks ended with each race having a quiet respect for the other.

Now Orks live on scattered worlds, each tribe a nation unto itself. Some worlds are overridden by Orks, as they reproduce in litters and expand at a frightening rate. A single Ork usually has no problems traveling on a world, though a group of 5 or more may be seen as a scouting party of sorts, and would be viewed with caution. If a group contains more than 25 Orks most cities assume it to be a raiding party, as rightly they should. Ork tribes, even from different worlds, have been known to join together on occasion, working to destroy nearby colonies, cities, and even depopulate a world. These groups do not last, however, and are quickly taken over by individualism and anarchy. When the internal carnage stops, new tribes and alliances are formed, and things go pretty much back to normal.

Orks are primitive, brave, and individualistic. Orks are capable of doing great damage with their weaponry, and may learn the ability of Brute Force for 8 skill points. They can also buy one Melee Mastery for 3 less skill points than other races. Ork society is very primitive, however, and thus Orks must spend an extra skill point to buy any Technical skills. They are green of skin, and typically favor camouflage clothing or armor, as either helps them in combat. They typically don’t know as many words as the average person, particularly those with more than 3 syllables, and speak with a slight grunt. They have a tendency to ignore injury to themselves and try to take down as many opponents as they can in combat. Number of opponents is more important than the strength of any individual you have taken down to Orks, it is considered better to take down 20 weak opponents than one strong one. Size does matter with Orks where weapons are considered, and most choose weapons based on size rather than practicality. Those that choose a weapon usually pick one that looks menacing, or is larger than the average one of that type.

Most Orks are members of the Warrior class, while the leaders of Ork society tend to be Mystics. The few Ork Spies usually go into colonies to spot defenses and go back to their superiors. There are comparatively few Orks who use guns, though they are becoming more common as Orks discover the benefits of ranged weaponry. Ork Engineers are almost non-existent, but those that do exist typically work to make weapons for the tribes.

Costuming/Makeup
All orks have green skin and this must be represented with makeup. In addition, Orks have a tendency to wear bulky or heavy garb, such as leather shirts/armor, metal armors, and baggy clothes.

Race Opinions:

  • Terrans: Some are tough, most are weak as snails.
  • Rinn: They gots stuff of elders, but they weaklings.
  • Burgunns: Decent 'nuff fighters, but they use guns like cowards.
  • Mutants: Freaks. Some of 'um taste kinda funny…
  • Technoids: They not just Terrans?
  • Furries: They belong in The Graveyard
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