Orcs in Legacy
A question about Orcs. In Legacy Orcs are close to humans, in Middle Earth they started from evil Elves, Urak-Hai Orcs were Orc-Goblin breeds. So, should starting attributes be changed to reflect Middle Eart Orcs?
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Our orcs are different and we love them for it. (Our elves, goblins, etc. are also different.)
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Goblins and orcs are synonymous in Tolkein’s works.
I don’t use orcs in my games for the same reason that I don’t use halflings, elves, and dwarves: I want a game world more distinct from Middle Earth. That said, if I were to play in Middle Earth, I’d model normal orcs on TFT goblins and Uruk-hai on TFT orcs, since my impression is that Uruk-hai were bred to be as large and as strong as a Men while normal orcs were most dangerous in numbers. This is a bit of an oversimplification—Tolkein’s orcs were far more capable than the Jackson films (especially The Hobbit) would have one believe. |
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ITL p 77: Orcs are closely related to men; their prehistoric ancestor, Orcanthropus, dominated many alternate worlds during Neanderthal days. (Here, on Earth, only their fossilized remains, known as Piltdown Man, survive.) Crichton's Eaters of the Dead (set in Viking Lands) has vicious savages called Wendol who are suggested to be relict Neanderthals. The Wendol could be a variation of what Cidri Orcs are. Wendol.....(Generic)..... 31 Attribute points ST 13 DX 10 (9) IQ 8 MA = 10....(9) Bearskin BearSkin...(1).....Covering back, sides and head BearClaw Mace =.....2d-1 Spear*=.................1d.....*thrown Feathered Pilum*=... 1d-1 Spear Thrower=.......+2 damage & Missile Weapon Torches =................1d-1 as club; 1d-2 as fire; Language: Wendol (his own language)
Some of the smarter Wendols have
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Here's a link for 13th Warrior attributes: https://r.search.yahoo.com/_ylt=AwrF...XyjEfhj7Hpz7I- |
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My first orcs were TFT orcs, and they're still my favorite flavor of orc.
If I were running a Middle Earth campaign, I think many of those goblin/orcs are more like TFT hobgoblins, with the more impressive ones being more like TFT orcs. I don't remember any orcs in Tolkien being like elves, even if in some places it says they may have originally been a corruption of elves. (I also don't remember any orcs in Tolkien being like TFT goblins (i.e. especially smart, and bound to their word) except maybe the Great Goblin in The Hobbit (though IIRC, he was also large). |
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I prefer TFT Orcs.
Having said that, in my game they tend to be the bad guy hordes that harass the Kingdom's citizens that are comprised many races. |
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I actually prefer John's idea to use the Wendol as a template for a "nastier" human culture, but I can't call them orcs. |
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I have tried my hand at an orc society. (Based of course on the French)
https://www.hcobb.com/tft/The_Humongous_Fungus_Trip.pdf |
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I also don't think of TFT orcs as being very distinct, and have always preferred using Goblins anyway, although mine are a little bigger and stronger than the classic TFT goblins, without being as dumb as the hobgoblins. I also prefer them quicker, with a minimum MA of 11 and a maximum of 13. If they are aware you're in one of their tunnel systems, they will catch up with you if they want to before you get out.
While I designed a social system for mine as well, the greatest distinction they always had when we played back in the day was that were truly a nocturnal species, which actually is rather in keeping with Tolkien. Consequently they never got picked as PCs, though we never had a rule against it. Besides the fact the other PCs all disliked/feared/hated Goblins, who'd want to be the one PC in the party on a different sleep cycle than everyone else? And with being nocturnal, they came with (what we called) Night Vision. It was the opposite of Day Vision. A Goblin saw as well in total darkness as anyone with Day Vision saw in full sunlight. We had a whole 5 level lighting scale that went from one extreme to the other, with Gloom/Overcast being the middle at which both diurnal and nocturnal races had an equal -1 DX penalty. Any darker would favor Goblins over Humans, and brighter would favor Humans over Goblins. You never encounter one of our Goblins outdoors on a sunny day, because they'd be at -5 DX besides being in pain. But travel by night, and the tides would turn. |
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What's the game effect of the fangs and claws of the orc?
Say always uses the dirty fighting bonus when they use brawling? |
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