The High-Orcish KnightThe High-Orcish Knights are among the fiercest warriors to stalk the world. The raw fighting ability of the High Orc is tremendous enough to begin with, but when tempered with proper training, it becomes something to truly be afraid of. During the Elf-Orc War, the High Orcs developed a rigid system of combat, which utilized a special style that exploited all of their strengths, while compensating for any weaknesses. It revolved around the mastery of a single weapon, the Skell, a sort of buckler-lance hybrid, and the mastery of mounted combat atop the beasts known as the Dorn and the Dkou`rine or in some cases Wargs. Though they are termed "Knights," these warriors are not truly like Knights in the conventional human sense. There was not a special code of conduct to which only the Orcish Knights adhered. Instead, the Orcish Knights were the ultimate enforcers of the Orcish philosophy. In particular, their two primary doctrines were Might and Conquest, both of which they pursued hungrily. All other Orcs looked up to them as the noblest and most courageous members of their race. Only High Orcs can become Orcish Knights. The lesser Orcs simply can not handle the special training and skills involved. Likewise, other races are certainly not given the privilege of learning these special abilities. The Knights are used extensively as special forces fighters, and it was their strength and grace that won the Orcs so many battles during the later Orcish conquests toward the end of the Elf-Orc War, and as such, their strength and skill were truly legendary. Special Abilities of the Orcish Knight
Orcish Knights and ArmourOrcish Knights may wear any type of armor, but tend to prefer those that offer the most protection while still offering a reasonable amount of movement. Full scale mail is a favorite. They suffer -10% to prowl and -15% to climb/scale walls while in full splint or plate or -5% to prowl or climb/scale walls while in scale mail or chain. No penalties are suffered while mounted.The High Orcish Knight O.C.C. Attribute Requirements: P.S. 12, P.E. 10, and P.P. 11 or higher.
Athletics (General) Climb/Scale Walls (+10%) Forced March Heraldry (Orcish) (+20%) Heraldry (Elven) (+10%) Horsemanship: Dorn Horsemanship: Dkou`rine Languages: Native tongue at 98% Languages: Elven at 98% plus one other at +10%. Military Etiquette (+15%) Wilderness Survival (+ 10%) W.P. Skell W.P. Two others of choice. Hand to Hand: Expert Hand to Hand: Expert may be changed to Hand to Hand: Martial Arts or Assassin (if evil) for the cost of one "other" skill.) O.C.C. Related Skills: Select three additional skills from the category of Military or Espionage, and eight other skills of choice at level one, plus 1 per level starting at level 2. All new skills start at Level. One proficiency
Domestic: None. Espionage: Any (+5%) Horsemanship: General or Exotic only (+5%) Labour: Any Magical/Religious: Lore: Religion (Orcish) only Medical: First Aid only (+5%). Military: Any (+10%) Naval: Any Performing Arts: Any Physical: Any Rogue: Any (+ 10%). Science: Mathematics only. Scholar/Noble/Technical: Any (+5%) Weapon Proficiencies: Any Wilderness: Any (+5%) Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus. Starting Equipment: Varies. Clothing, boots, gloves, belt, bedroll, backpack, two small sacks. and a water skin. All basic equipment is provided freely by the clan. New equipment may be gained through trade or conquest. Armour: Starts with a suit of full splint (A.R. 16, S.D.C. 82). Weapons: One or two skell and a dagger, and two weapons of choice; all are basic S.D.C. weapons of good quality. Money: Starts with none, as it is unnecessary among the clans (everything handled through bartering), but it may be (and often is) gained through conquest. Experiance
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