Orcstabber: The Roleplaying Game

I've started work on an RPG named Elfkisser, and while I was discussing it Elizabeth of Patchwork Paladin jokingly asked when I was working on Orcstabber. I now present, comepletely unplaytested, Orcstabber: The Roleplaying Game


Orcs. The misbegotten legacy of the great war against the Dark Lord. Still they fester and churn, daring to exist in the catacombs and sewers beneath our great city. Once a generation, the Divine Queen chooses a champion to descend and spread Her light through the veins of the earth. You have imbibed the sacred oils. You have sharpened your blade. You have signed the liability forms. 


You are…The Orcstabber


Via Ali Roku's artstation, copyright Games Workshop

Make Your Character 


Who were you before you descended into the Orcish Chasms?

  1. A humble farmer (start with two extra Rations.)

  2. A ratcatcher (start with an extra Ration). 

  3. A hunter with a bow (start with a bow and three Arrows)

  4. A street thief (gain +1 to Do Anything Else when sneaking)

  5. A town guard (start with one Armor). 

  6. A noble brat (start with twenty Wealth).


Why did you accept the mantle of Orcstabber?

  1. Free college (+0 Stab)

  2. An elf girl you fancy said Orcs were cringe (+1 Stab)

  3. I was forced into it (+1 Stab)

  4. My father was killed by Orcs (+2 Stab)

  5. It is my Sacred Duty (+2 Stab)

  6. Pathological hatred of the color green (+3 Stab)


You start out with 1d6-1 Rations in addition to any given by your background.


You might want to consider giving your Orcstabber a name, but I wouldn’t recommend getting too attached. 

The Rules


When you Stab an Orc, roll 2d6+Stab:

  • On a 10+, you kill the Orc! Pick one:

    • You don’t take any Harm.

    • You get two extra pieces of Loot

    • Choose two from the 7-9 list

  • On a 7-9, you kill the Orc! Pick one:

    • You can convert some Orc-Meat into a Ration

    • You get an extra piece of Loot

    • You take 1 less Harm.

    • It feels really fucking good. Take +1 forward.

  • On a 6 or less, the Orc stabs you! Mark harm equal to the Orc's harm value.


When you Do Anything Else, just roll 2d6.

  • On a 10+, you get exactly what you want! 

  • On a 7-9, you either get some of what you want, or else get what you want at a cost.

  • On a 6 or less, something goes wrong, and you lose something (take Harm, lose some Loot or a Ration, etc.)


Whenever you enter a new chamber, roll 2d6+the number of chamberss you have gone through without eating. On a 10+, you are Hungry, and take all actions at -1 until you eat a ration. If you roll 10+ again while Hungry, you become Starving, and take One Harm. This repeats until death.


When you Take Harm, cross off the top one on the list. When you have crossed off the last one, you die. When you Leave the Chasms, your remaining harm tells you how long you live afterwards.

  • I’ll live to be a hundred!

  • I’ll die peacefully at an old age

  • An old injury will end me in my middle age.

  • I have, at best, a decade.

  • A few good years are all I have left.

  • I have a season, maybe two. 

  • I will not make it out of here.


Additionally, upon leaving, tally up your Wealth to determine your standard of living for the rest of your life.The Orcstabber is, after all, forbidden by the Strictures from working or receiving charity. 


  • 0-9: You live on the streets, destitute. People look at you and wonder how you fell so far. 

  • 10-19: A cramped apartment, a flophouse, a home on the outskirts of town.

  • 20-29: You can live comfortably, with a nice home.

  • 30+: You live like a p[rince for the rest of your life.

The Orcish Chasms

When you enter a new chamber, roll d66 and consult the chart below to figure out what it is:

 

1.

1.

Bedroom

4.

1. 

Throne room

2.

Kitchen

2.

Dungeon (jail)

3.

Dining Room

3.

Dungeon (sex)

4.

Bathroom

4.

Workshop

5.

Smithy

5.

Sauna

6.

Office

6.

Salon

2.

1.

Nursery

5.

1.

Locker room

2.

Wine Cellar

2.

Changing room

3.

Rec Room

3.

School

4.

Broom Closet

4.

Drawing room

5.

Mudroom

5.

Doctor’s Orcfice

6.

Church/Shrine

6.

Tea room

3.

1.

Storeroom

6.

1.

Mailroom

2.

Game room

2.

Pantry

3.

Waiting room

3.

Parlor

4.

Warehouse

4.

Greenhouse

5.

Storefront

5.

Gym

6.

Armory

6.

Study


Then, roll 2d6 to see if there is an orc there.

  • On a 10+, there are two orcs!

  • On a 7-9, there is one orc.

  • On a 6-, there are no orcs.


If there is no orc, roll 1d6 to see if there is Loot

  • On a 1-4, there is No Loot

  • On a 5-6, there is 1 Loot


If there is an orc, roll 1d6 to determine what kind of Orc it is. 

  1. Orc Child (deals 0 Harm, worth +1 Ration)

  2. Standard Orc (deals 1 Harm)

  3. Standard Orc (deals 1 Harm)

  4. Standard Orc (deals 1 Harm)

  5. Standard Orc (deals 1 Harm)

  6. Elite Orc (deals 2 Harm, has +1 Loot)

When you kill an orc, roll 1d6 to see if it has Loot (not counting other modifiers)

  • 1-3: No loot

  • 4-5: 1 Loot

  • 6: 2 Loot


For each Loot you gain, roll d66 on the Loot Table below:


1.

1.

1 Wealth

4.

1. 

Invisibility Potion (automatically leave a room)

2.

1 Wealth

2.

Healing Potion (Heal 1 Harm)

3.

1 Wealth

3.

Healing Potion (Heal 1 Harm)

4.

1 Wealth

4.

Heavy Armor (+1 Armor)

5.

2 Wealth

5.

Heavy Armor (+1 Armor)

6.

3 Wealth

6.

Magic Sword (+1 Stab)

2.

1.

1 Ration

5.

1.

1 Ration

2.

1 Ration

2.

1 Ration

3.

1 Ration

3.

1 Ration

4.

1 Ration

4.

1 Ration

5.

2 Rations

5.

2 Rations

6.

3 Rations

6.

3 Rations

3.

1.

Bow (spend an Arrow to get 10+ to Stab an Orc)

6.

1.

1 Wealth

2.

Bow (spend an Arrow to get 10+ to Stab an Orc)

2.

1 Wealth

3.

1d6 Arrows

3.

1 Wealth

4.

1d6 Arrows

4.

1 Wealth

5.

Healing Potion (Heal 1 Harm)

5.

2 Wealth

6.

Healing Potion (Heal 1 Harm)

6.

3 Wealth


Continue until you die or leave the chasms.


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