Orc

Of all the faeries, perhaps barring the Little Folk, Goblins produce the least changelings. Fae experts say that it’s simply because they are quite hideous to most humans, that it’s outside their naturally psychopathic nature to raise a changeling, or because they simply don’t care for humans.

These are all incorrect.

Goblins, as a rule, breed hideous, misshapen changelings. But occasionally, there is an exception- a scion, a changeling who seems very human is produced.

An orc.

Orcs in their normal, “human” forms, generally look like their King- They have shaggy brown hair, and emerald-green eyes. They’re wiry and limber, built like blacksmiths. In their true forms, they are monstrous. The sclera of their eyes darken to midnight voids, and their pupil and iris turns a deep red. Their hair darkens to the same empty-night black. Shadows in the area twist and bend around their arms and feet, forming claws. They are faster and stronger than even goblins, and are just as quick to heal. They are intelligent and can work in packs. the existence of Orcs are one of the very few things that goblins cannot agree on, as their King refuses to rule on their existence. Some goblins feel that they are abominations, brought about by chance. Others think that they epitomize the race, and attempt to breed more. As only one in fifty unions produces a true orc, there are usually only two to three dozen in existence at a time. It’s unknown whether or not they breed true, but if they do, it will almost immediately inspire a cull-Nobody really wants an entire race even more murderous supergoblins running around. The Erlking uses them as an elite guard, his Huntsman. The ones closer to the mortal world generally hire out as spies and assassins to anyone who can afford their services-they have little or no moral scruples.

**Musts** **:** An orc must have a high concept that declares his nature as an orcish changeling (e.g. Half-Orc Hunter, Goblin-Blooded Hitman, Changeling Vigilante). In addition, the character must take all of the following powers.

Echoes of the Beast [-1] (Hunting Hound) Orcs can track by scent, gaining +1 to the Tracking trapping of Survival. Cloak of Shadows [-1] Glamours [-2] Human Form [+1] affecting Claws [-1] Supernatural Strength[-4] Supernatural Toughness [-4] Supernatural Recovery [-4] Inhuman Speed [-2] <span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">The Catch [+4] is extreme physical harm, at least enough to produce a Severe consequence. GM adjudicates. To quote the expert, “There are ways to kill an orc, but there are not many of them and anyone trying them out on a living orc is not going to have very much time to get it right.”

<span class="bbc_u" style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**Options:** <span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Older or more powerful orcs may upgrade some of their abilities, increasing their Speed to Supernatural, and gaining Greater Glamours. Some orcs gain Beast Change, often to the form of a wolf or hound, and others gain Wyld Magic.

<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**Important Skills:** Athletics, Endurance, Survival, Weapons, Discipline, Intimidation, Presence

<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**Minimum Refresh Cost:** -14