Once the rig was loaded on the lift, Dame’re could slide underneath and start loosening the bolts that held the hull together. And just like that, the proud, pinstriped hot rod of a ship was unveiled for what it really was: cogs, pistons, gears, and belts, to say nothing of the grease. She smiled. This was more honest, and more accepting of the work. With a few more tune-ups, it’d be the fastest rig in the quadrant, maybe in the ‘Verse.
— Dame’re Krath, orc mechanic, modifying her ram rod
Orcs are down-to-earth humanoids with green skin and imposing builds. Despite their reputation, few races in the ‘Verse are quite as good with a wrench or as quick with a comeback.
Pragmatic
Orcs tend to be practical, common sense folks, who believe the best solution to a problem is one that works. Fixing machines and fiddling with hardware comes naturally to them, partially because an orcish preteen can lift an engine block, and partially because they find something satisfying in tools that have a purpose and machines that work well.
Most orc technology has developed according to the, “if it ain’t broke, don’t fix it” mindset, which has led to some truly unique designs. Their ships, which they call “rigs” or “rides,” are powered by gasoline, and feature impressive exhaust pipes and air intakes. It’s not uncommon to see one painted with pinstripes, flames, or entire murals. Likewise, their blasters still retain the trappings of ammunition-based guns, with magazines and prominent muzzles.
Many orcs take great pride in a well-oiled, finely tuned rig, especially if they’ve built it themselves. If an orc mechanic isn’t fiddling with the engine of their rig until it hums, they’re polishing the chassis or detailing the interior. The end result is a thing of beauty: a ship that is equal parts classic style and extraordinary engineering.
Aftermath of War
While history remembers the Warzone as being the consequence of a great orcish war, modern orcs remember almost nothing about the conflict. Their old national identities, on which the war originally centered, have been washed away with centuries of arcane warheads and goblinoid alliances, and those few which can escape the Warzone would rather pretend it didn’t happen. They carry their history and culture with them, and feel a pang for the war that took their homeworld, but claim little responsibility for the violence of the Warzone today.
Orcs of the ‘Verse have undergone a diaspora. A surprising number have ended up in the Dwarven Conclave as full citizens, and nearly as many have taken up residence in Lakshay. These orcs outside the Warzone usually claim the nationalities of their adopted homes, and are welcomed in kind. Inside the Warzone, however, orcs live among hobgoblin warchiefs which would conscript them into battle, and gnoll marauders which would raid their homes. As such, their life is a migratory one, whether fleeing the violence or pursuing it.
Orc Names
Many orcs have names derived from the hard consonants of their ancestral language, but many more adopt names from other races. It’s rare, however, to see an orc with a particularly elaborate or ostentatious name.
Male Orc Names. Grax, Midor, Oliggon, Renk, Sared, Throg, Vrok
Female Orc Names. Atattica, Brabat, Elonar, Gula, Krenchu, Moza, Olim, Yorma
Orc Traits
As an orc, you have the following racial traits:
Ability Score Increase. Increase one ability score of your choice by 2 and increase a different score by 1, or increase three different scores by 1.
Typical: Strength +2, Constitution +1
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Follow Through. When you roll damage for a melee weapon attack, you can reroll the damage dice and deal an extra 1d4 damage to the creature. You must use the new roll of the damage dice, even if it is lower.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gearhead. Building sick rides is practically an orc pastime. You have proficiency with ship maintenance tools and advantage on any check you make to repair or modify a ship.
Additionally, you have proficiency in one of the following skills of your choice: Athletics, Intimidation, Piloting, and Technology.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Orc.
Changelog from Dark Matter 1.41:
- Know-How is folded into Gearhead
- Follow Through has been buffed and made prof/long
- Creature type is now specified in the race description
- Ability score increases are now “typical,” not mandatory