Half Orc Phenom
Cost Ability
6 Half Orc
55 Savage
51 Savant (exclude Common Melee, Common Missile)
6 Brutish: +6 STR
6 Fit: +3 CON
1 Tough: +1 ED

125

Total Cost of Template

Race Package Deal
Half Orcs
Half Orcs are often, but not always, rapeget from a Human woman and a Orcish raider. Half Orcs typically favor one parentage over the other, but generally benefit from the brutish strength and durability of their Orcish heritage. Their life spans are typically short compared to those of normal Humans, but are still longer than that of most Orcs.
Half Orcs in some cultures suffer discrimination, but are somewhat accepted in other cultures. Further, some Half Orcs are raised by one parent or the other, and some others have experience in both environments. Due to their high degree of variation from one another, each Half Orc should be personalized as befits their background outside of their Package Deal.
Assuming they exist in a setting, GM Permission is occasionally required to play a Half Orc.
Cost Ability
5 Brutish: +5 STR
6 Durable: +3 CON
6 Tough: +3 BODY
3 Intimidating: +3 PRE
2 Fleet: +1" Run
5 Infravision: Infrared Perception
9 Powerful Nose: +2 PER Smell Group plus Tracking (Normal Smell)
3 Thick Skinned: Damage Resistance 3 PD/3 ED
4 Fast Healing: Regeneration: 1 BODY / Day
Value Disadvantages
-20 Normal Characteristic Maxima
-10 Distinctive Feature: Half Orc (Concealable w/ Magic, Noticed, Reaction, Not Distinctive in Some Cultures)
-2 Short lived: Ages twice as fast
-4 Tractable: -2 EGO
-2 Ugly: -4 COM
5 Total Cost of Package
Options
3@ Human Talent: Choose up to Two:
 
  • Absolute Range Sense
  • Ambidexterity (Off Hand at -2)
    {or Off Hand at -1 if taken twice}
  • Bump of Direction
  • Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
    {or Eidetic Memory and +1 INT* if taken twice}
  • Environmental Movement (3 points worth)
  • Lightning Reflexes +2 for all Actions
  • Lightsleep
  • Resistance (3) (Resist Interrogation)
  • Incorruptible (3) (Resist Bribery)
  • Immovable (3) (Reist Persuasion)
  • Unfriendly (3) (Resist Seduction)
  • Hard Bargainer (3) (Resist Trading)
  • Acrobatics
  • Breakfall
  • Climbing
  • Fast Draw
  • Riding
  • Survival
  • Tracking
  • +1 PER All Senses
  • Some other Talent or Perk worth up to 3 points in any combination
2@ Human Athleticism: Choose up to Two:
 
  • +1 PER with 1 Sense Group
  • +1" Running
  • +2" Swimming
  • +2" Leaping
  • Trackless Stride
  • +1 OCV w/ one Weapon
9 Humanish: Some Half Orcs strongly favor their Human heritage; remove Short lived, Ugly, Reduce Distinctive Feature Half Orc to -10 point level (Reaction vs Often Reaction)
4 Strong Minded: Remove Tractable
-2 Dim: -2 INT
-5 Change Distinctive Feature: Half Orc parameters to: (Concealable w/ Magic, Noticed, Often Reaction, Not Distinctive in Some Cultures)

Basic Package Deals
Savage
Savages are warriors from more primitive and / or less civilized lands who rely on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages tend to focus on survival and overall fitness.
Savages can be somewhat similar to Light Foot but without concentrating overly much on the mastery of a specific weapon (to a Savage everything is a weapon), and with more concentration on raw athletic ability.
Despite the connotation of the word "savage", Savages are not ravening brutes by default; they are simply primal and unspoiled by more advanced modicums of behavior. Many Savages follow a personal or cultural Code of behavior that, while typically more practical and/or direct, is nevertheless as binding to them as a well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights. This is a concept often referred to as "the Noble Savage".
Cost Ability
3 Strong: +3 STR
3 Quick: +1 DEX
10 Nimble: +1 SPD
6 Durable: +3 CON
6 Resilient: +3 BODY
16 Choose One:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
 
  • Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
2 AF: Light Armor Proficiency
1 AF: Shield Proficiency
6 WF: Common Melee, Common Missile, Uncommon Melee
2 Survival: Any 1 Environment
55 Total Ability Cost
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
5 Fearless: +10 PRE; Defensive Use Only (-1)
4 Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
-10 Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures)

Package Deals
Savant
Savants are handy folk to have around, naturally skilled and adept at a wide variety of things. Possessed of a certain flair and panache, Savants are highly skilled or innately talented or both, able to make the impossible look easy. Jacks-of-all-trades, Savants often become adventurers for the sheer challenge and perhaps a relief from the boredom of dealing with normal people.
Savants are often motivated by a desire to learn a new thing or two, or to test their wits against a worthy opponent. Savants usually concentrate on picking up new Skills, Perks, and information which might serve them in good stead.
Cost Ability
4 Quick Study: WF: Common Melee, Common Missile
20 Puissant: +2 with Overall
6 Talented: Pick any 2 Skill Enhancers: (Jack of All Trades, Linguist, Traveler, Scholar)
8 Athletic: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2)
17 Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11-
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
+10 Deadly Blow: +1d6 Killing, any circumstance, any weapon  (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2))
20 More Puissant: +2 with Overall
18 Fisticuffs:
Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 
Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
5 *Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove)
15 Read Languages: Universal Translator 22- (31 Active Points); Written Only (-1)
15 Scroll Use: Scroll Comprehension +5
15 Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense (Normal Hearing) (Real Cost: 10)
25 Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory, Increased Arc of Perception: 240-Degree, Range
2 *Sense Traps: Add Sense to above: +2 points
15 Open Lock: Lock picking (DEX based) + 6
30 Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster -1/4)
25 Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost: 10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2) (34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness (-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
15 Better Lucky than Good: 3d6 Luck
15 Improved Lightning Reflexes: +10 with All Actions
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-15 Psychological Limitation: Curious  (Common, Strong)
-15 Psychological Limitation: Self Centered (Common, Strong)
-15 Psychological Limitation: Competitive (Common, Strong)