Half Orc Barbarian
Cost Ability
6 Half Orc
119 Barbarian (Generic)
Angry: Upgrade to Rage 4/Day
REALLY Angry: Upgrade to Great Rage 4/Day
Punishing: Deadly Blow +2d6 Killing Any Weapon, Any Opportunity

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)

Package Deals
Barbarian (Generic)
Barbarians are warriors from uncivilized lands who rely on sheer athleticism and bloody minded toughness to survive. Famed and feared for their durability, Barbarians often also have a connection with the primal natural forces of the world, but not to the extent of Rangers or Druids. Some Barbarians take this farther and also learn Nature magic; take a Druid oriented Package Deal to cover this.
Cost Ability
55 Savage Package Deal
12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
15 Rage 1/Day (1 Continuing Charges lasting 1 Minute each (-1), Side Effects (-5 STR, -6 Dex, -3" Run for 1 Minute after Charge elapses, -2 DCV for Duration of Charge), Side Effect occurs automatically whenever Power is used (-1/2), Cant Do Anything Requiring Concentration For Duration Of Charge (-1/4):
+10 STR, Reduced Endurance (10 Active Points); No Figured Characteristics (-1/2),
+5 CON
(10 Active Points); No Figured Characteristics (-1/2),
+5 BODY
(10 Active Points; Points Lost Last (-1/2)); No Figured Characteristics (-1/2),
+5 EGO
(10 Active Points; Defensive Use Only (-1)),
+2 with HTH Combat
(10 Active Points; OCV Only (-1)))
82 Total Ability Cost
Value Disadvantages
-5 Distinctive Features: Barbarian (Concealable with Effort, Noticed, Not Distinctive in some Cultures)

+77

Total Cost of Package
Cost Options
15 Deadly Blow: +2d6 Killing, any circumstance, any light weapon  (+2d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2))
8 Winter Fighting Skills
11 Forest Fighting Skills
10 Mountain Fighting Skills
10 Uncanny Dodge: Defense Manuever IV
10 Uncanny Dodge: +4 DCV; Only vs Multiple Attackers
2 Uncanny Dodge: +1 DCV; Only vs Traps (-2)
+1 *Uncanny Dodge: +2 DCV; Only vs Traps (-2)
+2 *Uncanny Dodge: +3 DCV; Only vs Traps (-2)
+2 *Uncanny Dodge: +4 DCV; Only vs Traps (-2)
5 Reduction: Damage Resistance 5 PD/5 ED
+2 Rage 2/Day for 5 Minutes
+2 *Rage 3/Day
+2 *Rage 4/Day
+16 *Great Rage 4/Day (4 Continuing Charges lasting 5 Minutes each (+0); Side Effects (-5 STR, -6 Dex, -3" Run for 1 Minute after Charge elapses), Side Effect occurs automatically whenever Power is used (-1/2), Cant use any Full Phase actions or anything requiring Concentration (-1/4)
+15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), +10 CON (20 Active Points); No Figured Characteristics (-1/2), +8 BODY (16 Active Points); No Figured Characteristics (-1/2), +8 EGO (16 Active Points), +3 with HTH Combat (15 Active Points), -2 with DCV (-10 Active Points))
+9 *Great Rage 5/ Day
+16 *Great Rage 6/Day, No Longer Winded (6 Continuing Charges lasting 5 Minutes each (+1/4); Cant use any Full Phase actions or anything requiring Concentration (-1/4)
+15 STR, Reduced Endurance (0 END; +1/2) (26 Active Points); No Figured Characteristics (-1/2), +10 CON (25 Active Points); No Figured Characteristics (-1/2), +8 BODY (20 Active Points); No Figured Characteristics (-1/2), +8 EGO (20 Active Points), +3 with HTH Combat (19 Active Points), -2 with DCV (-12 Active Points))
var Nature Magic: Buy Nature Magic VPP; See Druid for details
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Barbarian Code (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: Barbarian (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting 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)