What
happens when you're Orcish:
Positives:
Gain
Darkvision to 6"
Gain a
1d6 melee attack barehanded
Fight
and Save as a Fighting-Man of your level
Speak a
cool new language
Really
please the ladies without even trying very hard
Negatives:
Become
completely incurious. Lose all casting abilities
Get -1
to all rolls in daylight or bright lighting
Mixed
Bag:
Your
stats are set to S 16, I 5, W 5, D No Change, Co 16, Ch 5. So if you depend on
mental stats, you're doomed.
How
to become Orcish: Spend a week with a community of Orcish people.
After the week, Save vs. Poison. If you fail, you will start to become Orcish.
You cannot choose to automatically fail this Save. You will become quite strong
and vigorous, then slow and stupid, then turn greenish and your teeth will
protrude. You will forget your old personality and prefer orcishness in most
cases.
How
to stop being Orcish: Spend 70 GPs per character level and live for
one month with a religious order. They will lock you up and cure you, much in
the same manner as they could cure someone suffering from lycanthropy.
Alternately, allow an apothecary and four strong men to heal you over the
course of the month - it does not require clerical magic per se. Rates and
success vary.
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