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Orks

"Green is best!"

0 · 165 views · located in Universes, galaxies, dimensions.

a character in “Outer Empires”, as played by Disciple of Tzeentch

Description

Name: Grimgor Ironhide
Age: Unknown, orks dont count, but Grimgor is big which makes him old.
Race: Ork
Weapons: Power Axe and Big Shoota (large machine gun firing regular slug like bullets)
Items: "Da boss's pointy stick" contains the skulls and heads of powerful victims he has killed.
Appearance: Image
Faction: Orks
Role/Rank: Ork Warboss
Alignment: "Wuts dat?" Orks are dont have morality. The mighty are meant to rule over the weak and of course Orks are the Biggest and da Strongest
Bio: He’s an ork what do you expect from him? He fought and killed anyone in his path and grew bigger. Took control of a tribe and began to conquer others. Honestly hes an Ork what more do you want?
Universe: Prime

Race Creation Sheet

Name: Orks
Homeworld: Unavabile. Orks do not have a single homeplanet as they are separate race constantly infighting, but they have spread to thousands of planets like a plague.

Physical Appearance: Orks are green-skinned, a side effect of their blending on a genetic level with fungi (explained in more detail below). Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can withstand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of "surjikul" knowledge; unlike humans, though, Orks are quite capable of having limbs (or even heads) freely chopped and swapped onto a different body, and surviving the experience to fight again, much like amphibians. Orks live to fight and believe this is how they can worship the 'Great Orks in the Sky' - Gork and Mork.

They eat fungi of all kinds as well as human meat. A particularly favored ingredient in their diet are Squigs, short for 'Squiggly beasts' β€” a variety of symbiotic races about the size of a cat but only possessing a set of lower legs or no legs at all. These include the "Eatin' Squig", a limbless blob which feeds on fungus (hence the name), the "Growler Squig", a legged variety used as a sheepdog for Gretchin and known for its growling ability (hence the name - it notably does not require food), the "Attack Squig" a powerfully voracious little beast available, and the "Face-eater Squig", a ferociously toothed variety used both as a weapon and for entries in face-eating contests. (The Ork and the Squig both open their mouths and bite, in a parody of a kiss. If the Ork eats the Squig, he wins. If the Squig bites off his face and he dies, he loses.) There is also a larger sub-species of Squig, called a Squiggoth, that ranges in size from about that of an elephant to a 60-plus-foot monstrosity capable of stomping buildings into rubble. Squiggoths are used as pack animals and in combat as the carriers of mobile fortresses. Another species of Squig is the "Hair-Squig" which the Orks do not eat, but wear on their heads as a form of decoration, as Orks are naturally hairless. Orks are known for pitying Humans (humies) for their lack of proper Hair squigs of varying colors, though that does not prevent them from wearing their scalps as trophies.

Orks grow all through their lives, though the average Ork stands around the same height as the average man. The Ork would be far taller if he were only to stand up straight. In their normal walking and standing pose Orks hide about a foot in height; when standing normally in their pose they look similar to a gorilla. Orks growth rates can vary, however. The effect is notable in extremely aggressive Orks. As the Ork survives combat and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: he puts on muscle, becomes more aggressive and assertive, and generally throws his weight around. If he wins the ensuing challenges to single combat, he may become a Nob (short for "noble," but pronounced "knob"), a leader of Orks, noticeably larger, tougher, and of a darker green than the average. Once he begins to grow, an Ork will generally keep getting bigger, stronger, and greener until he is beaten by a bigger or more cunning Ork. The pinnacle of Ork greenery is achieved when they become Warbosses and Warlords, the rulers of continents and empires, are very large Orks indeed, often standing over three meters (10') tall (like a tree, which befits their greenness) or higher.

Orks' brutish behavior and choice to always use a direct approach in combat stems from their lack of a fear of death. Like the trees that they resemble, they lack a traditional mammalian central nervous system, another byproduct of the Old Ones' genetic manipulation. Their cross-breeding with fungi allows them to reproduce asexually, which explains the lack of Ork females. An added benefit of their genetic similarity to plants and fungi lies in their culinary flexibility - Orks can be used not only as meat, but also as yeast and phytochemical-containing fibrous plantlike sides. Thus, Ork Pie is a staple of Ork diets, particularly on the battlefield, where little other food is available, and dead Orks are in abundance.

Personality: Ork culture circulates around seemingly random violence, which dominates every aspect of their culture. However, to characterize it as evil, malicious, or racist is to ignore the fact that it is in their nature. Most competitive activities amongst fellow Orks end in death. In fact, most activities Orks engage in involve death. This may be a byproduct of the rather brutal universe, however, and it is possible that a Skinnerian conditioning of Orks would result in a more placid beast.

Ork behavior is dominated by the Waaagh!, a gestalt psychic field they generate that affects the Ork psyche, as it allows Orks to instinctively recognize who is 'bigga' and therefore in charge. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting. The Waaagh! helps give momentum (and the name) to the Orks' planet-crushing Waaagh!s. These Waaagh!s are a cross between a mass migration, holy war, looting party and pub brawl, with a bit of genocide thrown in for good measure. Millions of Orks will gather together, drawn to the power of a single dominant Ork called a Waaaghboss, who is larger and more intelligent(sometimes) than the Orks around him. Then the Orks will set off to find an enemy to fight - any enemy. Ork Waaagh!s will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.

Sentience: An interesting mix of intelligence and Fungus. They have the thinking ability of a child however they depend more on their instincts than intelligence.

Average life span: Assuming they aren't killed in combat, a buggy accident or by a rival, an Ork will live indefinitely (again, similar to a tree). Orks seem to live longer the more powerful they are. It seems Ork warbosses live a similarly long time unless a rival or enemy does them in first. The process causing this is unknown, but most likely another legacy of the Old Ones' genetic manipulation, designed to create a more permanent leadership base for the Orks. Retirement is nonexistent in Ork society.

History: Unknown, even the orks dont know much of their own people.
Other Info:
Universe: Both

Faction Creation Sheet
Name: Depends on the Tribe such as the Head crusharz, Rokkit Rangaz, Rok Clawz, Foot Stompaz, etc
Capital: None, orks are a separate race.
Leading Race: Ork
Current Leader: None, Orks again are a separate collagen of tribes. The largest ork is the one in charge as it has always been.
Government System: Dicatorship/federacy. Orks are a splintered race with the biggest ork leading as a Boss for their tribe, but orks are not unified and will fight eachother
Alignment: None, orks fight everyone.
History: None
Universe: Both

So begins...

Orks's Story