Edge Ov The Twilight Queen's Domain: The Orc and The Deep Dwarf
hellogoodbye released some fweakin bangers on Zombies! Aliens! Vampires! Dinosaurs! ;3
In preparation for some upcoming Events transpiring in my OD&D Campaign, i've decided to stat up some PC "Monster" Races! x3 Currently, Dwarves and Halflings are entirely cut out as playable races. To fill this void, we shall splice in The Orcs (Huitlacoche) and The Deep Dwarves (Gorono).
Both are in the Style of Whitebox:FMAG's interpretation of what is written in OD&D's booklets, as it is the system of choice for The Twilight Queen's Domain.
Orcs (Huitlacoche): Variant Fighter
Character Advancement: Orcs use the Fighter's Progression Table, but roll a D8 for Hit Dice.
Roll a d100 to determine Exceptional/Supernatural Stength:
| D100 | To Hit Bonus | Damage Bonus |
|---|---|---|
| 01 - 50 | +1 | +3 |
| 51 - 75 | +2 | +3 |
| 76 - 90 | +2 | +4 |
| 91 - 100 | +2 | +5 |
Weapon/Armor Restrictions: Orcs cannot wear armor, but have a natural AC of 14 (As Platemail, due to thick callous-like skin). Their hands are too large for small weapons such as daggers, slings or shortswords.
Combat Mastery: Orcs that use 2 handed weapons roll a D8 for Damage. When attacking foes of 1 HD or lower, they can do one attack per level every combat round.
Saving Throws: Orcs receive +2 to their Save v.s Death and Poison.
Underworld Ancestry: Orcs have 60' Darkvision (Infrared, Greyscale for non biological things) when in complete darkness. They suffer a -2 to all their stats when in direct sunlight and will not recover any health if above ground.
Languages: Orcs can speak with Deep Dwarves (Gorono), Kobolds, Goblins, and vaguely read Dwemer Text.
The Deep Dwarves (Gorono): Dual-Classed MU/Thief
Character Advancement: Deep Dwarves utilize the Thief Progression Table, and gain 1/2 of the spell slots an MU would at each level.
Deep Dwarves possess Supernatural/Exceptional Underworld Survival Skills. The following table outlines these skills and their chance of success (Roll Under D100 Table):
| Level | Climb | Hide | Listen | Pick Locks/Pockets | Read Languages | Move Quietly | Trap Identification |
|---|---|---|---|---|---|---|---|
| 1 | 85% | 10% | 10% | 25% | 1% | 15% | 20% |
| 2 | 86% | 15% | 10% | 29% | 5% | 20% | 25% |
| 3 | 87% | 20% | 15% | 33% | 15% | 27% | 30% |
| 4 | 88% | 25% | 15% | 37% | 20% | 33% | 35% |
| 5 | 90% | 30% | 20% | 42% | 25% | 40% | 40% |
| 6 | 92% | 35% | 20% | 47% | 30% | 47% | 45% |
| 7 | 94% | 42% | 25% | 52% | 35% | 55% | 50% |
| 8 | 96% | 48% | 25% | 57% | 40% | 62% | 55% |
| 9 | 98% | 55% | 30% | 62% | 45% | 70% | 60% |
| 10 | 99% | 65% | 30% | 67% | 50% | 78% | 65% |
These Thief Skills represent Supernatural capacity to perform these deeds. For Example: Hiding Shadows and camouflaging so well as to be invisible, Climbing walls at a decent pace with no equipment, Picking locks Silently + Unnoticed whilst there are people on the other side, Listening at a wall/Door and hearing how many people are speaking plus the contents of their conversation.
Weapon/Armor Restrictions: Deep Dwarves may only wear leather armor, due to their non-human proportions. They may use any weapon, but suffer a -1 To Hit/Damage when wielding 2-handed weapons.
Backstab: Deep Dwarves add +2 to their To Hit Roll when attacking an unaware foe (Attacking from behind while the foe is distracted by many people in front, attacking from the shadows or dropping from above.)
Saving Throws: Whenever a Trap, Magical or Mundane, is activated by a Deep Dwarf they receive a +2 to their Saving Throw roll.
Underworld Ancestry: Deep Dwarves have 60' Darkvision (Infrared, Greyscale for non biological things) when in complete darkness. They suffer a -2 to all their stats when in direct sunlight and will not recover any health if above ground.