HALF-ORC
(art by unknown artist and meteorite8 respectively)
Half-Orcs get +2 to STR. (1)
Half-Orcs +2 to Fortitude saves. (1)
Half-Orcs get +2 additional hit points at every level. (1)
Half-Orcs have a +1 bonus to attack rolls made with axes. (2)
Half-Orcs can smell spilled blood within 100 feet. (3)
Half-Orcs can see in the dark as if it were daylight in anything but total darkness. (3)
Half-Orcs are immune to magical fear effects. (4)
Half-Orcs deal triple maximum damage whenever they roll a critical hit. (5)
Half-Orcs may start with a random Greenskin Quirk. If they do, they get -1 Charisma and -1 Wisdom. (6)
1. Half-Orcs are beasts.
2. Half-Orcs are brutal.
3. Half-Orcs are metal.
4. Half-Orcs don't give a shit. Yes, this is the same ability that halflings have, so when the Deathlord Iron Mouth of Hell uses his Gaze of Crippling Horror on the party, only the halfling and the half-orc will be left standing.
5. We do critical hits like this: a natural 20 on an attack roll means you do double the maximum damage for the weapon you're using. Half-Orcs do that but even more so.
6. Some Half-Orcs are more orky than others. This option is available once at character creation (but I would probably let the player take it once at any time they gained a level, this represents their orc heritage coming out). They roll on the table provided below and get a weird power befitting their goblinoid heritage. The tradeoff is greener blood means it's harder to get along in polite society.
GREENSKIN QUIRKS
So I'm pretty sure I got the majority of this table from someone else's blog but for the life of me I can't find it, I think maybe it was Goblin Punch. Sorry original creator, please let me know who you are and I will tell the world. Also go read Goblin Punch anyway.
EDIT: Found it! It's from Against the Wicked City, another blog you should read.
1
Firebug: You
can intuitively work out what the most effective way to destroy a
building or object with fire. You take half damage from fire and are
unaffected by smoke inhalation.
2
Biter: You
have a mouth full of razor-sharp teeth, which you can use to chew
through wood, ropes, etc. Your bite does d4 plus your Strength
modifier in damage.
3
Rubbery: You
can jump 20 feet straight up from a standing start. You take half
damage from falling.
4
Coward: You
gain a +4 bonus to AC when running away and screaming.
5
Bottomfeeder:
You
can eat anything organic as a ration, even if it's spoiled.
6
Eelskin:
You're slick and slippery like an eel. Anyone grabbing or grappling
you is at a -2 penalty, and you can make an electric shock touch
attack once a day for d6 damage.
7
Fungal Blood:
As long as you're not in direct sunlight, you regenerate d4 hit
points an hour.
8
Hyperactivity: Once
a day you can go completely hyper for d6 rounds, moving at double
your normal speed and attacking twice per round.
9
Lunatic: Your
mind is so twisted that it's very difficult for other people to
control. You are immune to mind-affecting powers and spells. Also
you're utterly batshit.
10
Mushroom Mystic: Pick
a Wizard spell. You can cast this spell once per day, but only when
you're stoned out of your head on hallucinogenic mushrooms.
11
Persistent Freak: Whenever
you die, you can permanently reduce a random ability score by d4 to
instantly come back to life at d4 plus your level hit points.
12
Poison Spit: Your
saliva is so poisonous that you can envenom any edged weapon by
licking the blade. The next person stabbed with it must save vs.
poison or suffer d6 days of horrible, incapacitating sickness with
penalties to all their rolls.
13
Sneaky: As
long as you're not overencumbered, you can move as soundlessly as a
snail.
14
Spider Climb: As
long as you're not overencumbered, you can swarm up walls and crawl
along ceilings like a fucking spider. This ability won't work on
completely smooth surfaces.
15
Stab Frenzy: When
you hit someone in combat with a dagger, you may immediately attempt
to stab them again, with a -1 penalty to hit and damage; if you hit
again you can attack a third time (with an additional -1 to hit and
damage, for -2 total), and so on until you either miss, hit but
inflict 0 damage, or kill them. You can only use this ability while
screaming incoherently.
16
Stench:
You straight-up stink. Anyone in close combat with you gets -2 to
their attack roll.
17
Substance Abuse: You
gain +2 to-hit and damage in melee while drunk and/or high.
18
Vandalism: You
have a near-supernatural ability to destroy inanimate objects. As
long as you're bashing things hysterically while screaming your head
off, you gain +4 to Strength rolls for the purposes of breaking
things only.
19
Ugly:
Even for a greenskin, you are exceedingly hideous. You can make a
Morale attack against anyone that can see you. You get -2 to all
reaction rolls.
20
Roll
twice on this table and take both quirks. If you roll another 20 do it again. Yes, with a string of 20s you could conceivably end up with EVERY QUIRK ON HERE. That's some green-ass blood you got there.