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You play as an Ork in Warhammer 40k, with looted Gamer powers, on a planet on the fringes of the galaxy. See what your WAAAGH will be able to do, see the gits of other factions fall beneath your cunning brutality and brutal cunning, see the galaxy buckle beneath your boots.
Character Sheet
Name: N/A

Titles: N/A

Level: 4

Stage of Growth: Yoof

Path: Ork Boy

Stats
Green: 38 (Max 40) +3
Black: 32 (Max 35) +12
White: 27 (Max 35) +5
Red: 19 (Max 25) +3 (When moving in a straight line.)
Blue: 16 (Max 20)
Yellow: 24 (Max 25)
Purple: 15 (Max 20) +2 (When in Rocky Terrain.)

Skills
Passive Skills.
True Cutting Expertise. Level 1. How well you can use bladed weapons. Allows the ability to cut not base physics things, or cut beyond the ability of a regular blade. Adds 1/4 of White as a bonus when using a bladed weapon.
Shoota Proficiency. Level 1. How well you can use basic Ork Ranged Weaponry.
WAAAGH Energy Generation. Level 4. The magnitude of WAAAGH Energy you generate.
Nob Toughness. Level 1. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.
Challenge Growth. Level 1. How much of a stat boost you get from overcoming challenges, be they physical or mental.
Hard Git. Level 4. If you would die from an attack or effect, roll a Variable DC Black Check, and if you succeed, you stay alive, even if you shouldn't.
Meaner and Greener. Level 1. Can command other Orks up to 2 times your Green Bonus.
Leadin' Da Boyz. Level 1. Add 1/4th your Yellow to the White of Orks that you are commanding, up to 1/2 their base White.
WAAAGH Empowerment. Level 1. Add a total amount of stats equal to 1/2 your Green at maximum, depending upon how much WAAAGH Energy is directed at you. Stats depend upon what situation is currently happening, and are applied appropriately.
Active Skills.
Looting. Level 4. Loot particularly good or important bits from slain foes, or get items fully formed from Looting them.
Inspect. Level 4. Gain more information on foes from observing them.

Equipment
Main Weapon: Vorkal Choppa (Awakened) (+5 White, ???, ???, ???, ???, ???.) (Likes beheading things, and can currently cut through almost all regular matter with ease.)
Secondary Weapon: Slugga (One-Handed Ork gun. Can fire in three different modes: Single Shot (One bullet, and can be aimed better), Burst (Saves ammo and is more controllable), Full Auto (Spray and Pray).)
Armor: Stony Beast Heavy Arma. (+5 Black, +3 Red when moving in a straight line, +2 Purple in rocky environments.), Beast Skull Pauldron. (+5 Black, +3 Green.)
Helmet: None
Talisman: Leapin' Talisman (3 Charges per Combat/Hour. 1 Charge may be spent to leap up to three times height and then land safely on a target within range.)
Consumables: 1 Potion of Speed (+1/3rd Base Red (rounding up to nearest whole number) for 1 Combat. Maximum of 10 Red added to base.), 1 'Ard 'Shroom (+3 Black for one combat.), 2 'Zerker 'Shrooms (+5 White and -2 Blue for one combat.), 1 Hidin' 'Shroom (DC55 Blue Check to turn you invisible for 2-8 turns, if fail, you only think you are invisible.), 1 Rage Jerky (+4 Black, +4 White, -6 Blue for one combat.), 2 Rock-Melt Acid Sacks. (Can melt through a moderate amount of rock-like material in a short amount of time. Can also be thrown at foes like a grenade, melting their flesh in the same amount and time.),
Other Items: 5 Units of Harmantdo Hide, 2 Units of Harmantdo Claws, 8 Units of Harmantdo Bones.

Updated to Krumping and Finding the Camp (Free Points allocated, Skills updated, Loot Distributed).
 
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Unit Composition and Equipment
Units
-Unit-Wide Abilities: WAAAGH Energy Generation (Generate WAAAGH Energy).

Orks (13 Total)
-Ork-Wide Abilities: Ork Toughness (Survive even when you shouldn't, to a degree), Choppa Proficiency (Use basic Ork Melee Weaponry), Shoota Proficiency (Use basic Ork Ranged Weaponry).

1 GamOrk (See Character Sheet for equipment and other information)

1 Goff Under-Boss (Armed with Jungle Lizard Light Arma, Shoota, Arma-Breaka Smasha, Fang Stabba, 1 Zerker Shroom, 3 'Ard Shrooms, 1 Rage Jerky, and 2 Rock-Melt Acid Sacks.)
-Stats: Green: 25, Black: 20(+2), White: 15(+3/+1), Red: 10, Blue: 10, Yellow: 10, Purple: 10(+2(In Jungle)).
-Abilities: Under-Boss (Add 2 times your Green Bonus to Boss's Command Bonus, and Command the same amount on your own when supporting your Boss), Tough Git (Survive one hit that would kill you per combat), Break Arma (From Arma-Breaka Smasha) (3/Combat, break or damage a piece of opponents protection with a successful hit.)

3 Bad Moons Yoofs (Armed with Shootas and 1 'Ard Shroom Each)
-Stats: Green: 20, Black: 15, White: 15, Red: 10, Blue: 10, Yellow: 15, Purple: 10.
-Abilities: Smiling Seller (Grow your teeth faster than other Orks, and sell things for better prices).

1 Goff Yoof (Armed with Choppa and 1 Rage Jerky)
-Stats: Green: 20, Black: 20, White: 15, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Tough Git (Survive one hit that would kill you per combat).

1 Deathskulls Yoof (Armed with Choppa and 1 Rage Jerky)
-Stats: Green: 20, Black: 15, White: 15, Red: 10, Blue: 15, Yellow: 10, Purple: 10.
-Abilities: Lucky Git (Dodge one hit that would kill you per combat).

1 Blood Axes Yoof (Armed with Choppa and 1 Rage Jerky)
-Stats: Green: 20, Black: 15, White: 15, Red: 10, Blue: 10, Yellow: 10, Purple: 15.
-Abilities: Surprise Attack (Add your Purple to your Attack Bonus to your first attack in a combat if you aren't noticed by an enemy).

1 Evil Sunz Mek Yoof (Armed with Shoota and 1 'Ard Shroom)
-Stats: Green: 20, Black: 15, White: 15, Red: 20, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Ork Kraftin' (Can fix basic Ork weapons and gear, and craft simple Ork consumables if the necessary materials are avaliable), Fast Git (When charging, add half your Red to your Attack Bonus on your first attack against that enemy).

1 Evil Sunz Dok Yoof (Armed with Shoota, Jagged Bug Choppa, Fang Stabba, and 1 'Ard Shroom) (Special)
-Stats: Green: 20, Black: 15, White: 20(+3/+1), Red: 15, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Fixin' Boys (Can heal other Orks with basic methods, along with make temporary enhancements that can be applied to the self or other Orks), Mad Ork Science (Cyborknetics) (Even if your creations shouldn't work when made, Gork and Mork make them work. (Only functions on augments or replacements)), Fast Git (When charging, add half your Red to your Attack Bonus on your first attack against that enemy).

1 Deathskulls Weirdboy Yoof (Armed with Channelin' Staff, Fang Stabba, 15 Lucky Shrooms, 1 'Ard Shroom and 1 Scaled Saver)
-Stats: Green: 20, Black: 15, White: 15(+1), Red: 10, Blue: 20, Yellow: 10, Purple: 10.
-Abilities: WAAAGH Blast (Shoot a burst of emerald flame, lightning, or force at a foe with a successful Blue Check), WAAAGH Boost (Enhance Green, Black, and White by an amount depending on a Blue Check for up to 5 Orkiod targets), Lucky Git (Dodge one hit that would kill you per combat).

1 Deathskulls Mek Yoof (Armed with Choppa)
-Stats: Green: 20, Black: 15, White: 15, Red: 15, Blue: 15, Yellow: 10, Purple: 10.
-Abilities: Ork Kraftin' (Can fix basic Ork weapons and gear, and craft simple Ork consumables if the necessary materials are avaliable), Lucky Git (Dodge one hit that would kill you per combat).

1 Snakebites Runtherd Yoof (Armed with Jagged Bug Choppa and Fang Stabba)
-Stats: Green: 20, Black: 15, White: 20(+3/+1), Red: 10, Blue: 15, Yellow: 10, Purple: 10.
-Abilities: Squig Herda (Can Command up to 3 times your Green Bonus in Squigs, and can Command up to your Green Bonus in Special Squigs in addition to that), Snot Kicka (Can Command up to 5 times your Green in Snotlings), Hit 'Em Good (All Units Commanded by you gain half your White on their first attack against an opponent in a combat, up to a maximum amount added of their White base).


Grots (12 Total)
-Grot-Wide Abilities: Stabba Proficiency (Use basic Grot Melee Weaponry), Shoota Proficiency (Use basic Ork Ranged Weaponry), Cower Behind (Automatically gain cover when behind an ally larger than you).

Gragger (Armed with Grot Blasta and Bandolier of Holding)
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 15, Yellow: 15, Purple: 10.
-Abilities: Gather (Shrooms) (When gathering the material(s) listed, and you fail, but not crit fail, gain a bare success instead), Grot Under-Boss (Add 3 times your Green Bonus to Boss's Command Bonus for Grots, and Command the same amount of Grots on your own when supporting your Boss).

Grabba (Armed with Grot Blasta)
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 15, Yellow: 15, Purple: 10.
-Abilities: Gather (Scrap, Weapons) (When gathering the material(s) listed, and you fail, but not crit fail, gain a bare success instead), Grot Under-Boss (Add 3 times your Green Bonus to Boss's Command Bonus for Grots, and Command the same amount of Grots on your own when supporting your Boss).

4 Grots armed with Grot Blastas
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: None.

6 Grots armed with Stabbas
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: None.


Squigs (9 Total)
-Squig-Wide Abilities: Bouncing Movement (When targeted with a Ranged Attack, roll a Red Check against the Attack's final amount. If it is a success, you do not get hit if it is not a splash attack. If it is a splash attack, you only get indirectly hit).

6 Attack Squigs
-Stats: Green: 10, Black: 15, White: 15, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Gnash (If you hit a target with a Melee Attack, you may choose to hold on and continue to attack with a bonus equal to your White score, in addition to other bonuses).

3 Guard Squigs (Master is Snakebites Runtherd Yoof)
-Stats: Green: 10, Black: 15, White: 15, Red: 10, Blue: 15, Yellow: 10, Purple: 10
-Abilities: Gnash (If you hit a target with a Melee Attack, you may choose to hold on and continue to attack with a bonus equal to your White score, in addition to other bonuses), Protect (If your master would be hit by an attack that you can detect and are close enough to, you can toss yourself in the way to stop or lessen the attack).


Snotlings (14 total)
-Snotling-Wide Abilities: Snot Swarm (When 5 or more Snotlings are attacking a single target with Melee Attacks, they may add half of the other Snotlings base White to theirs, to a maximum of 35 before other bonuses. When 10 or more Snotlings are attacking in a group, they do not flee unless they are brought below 5 Snotlings in the Group. When Snotlings are in groups of 50 or more, and aren't Commanded, they will attack the nearest non-Orkiod creature until killed or driven off).

14 Snotlings armed with Shanks
-Stats: Green: 5, Black: 5, White: 10, Red: 10, Blue: 5, Yellow: 5, Purple: 10
-Abilities: None.



Equipment

Melee Equipment


-Choppa: An Ork Melee Weapon, in various forms, shapes, and sizes. Often Axe or Cleaver-like, with semi-sharpened edges and incredible power behind its swings, if it hits its target.

-Stabba: An Ork Melee Weapon, often Dagger-like, with a pointy tip and somewhat sharp edges. Used almost primarily by Grots, with the occasional Ork using it as a back-up weapon.

-Shank: A somewhat pointy bit of metal, bone, or rock, used only by Snotlings or the lowest of Grots.


Ranged Equipment

-Shoota: An Ork Ranged Weapon, often likened to a rifle, if that rifle was also able to be used as a club or sledgehammer if needed. Wildly inaccurate, but its bullets will damage any unprotected thing it hits, and is only completely dissuaded by potent armor or energy shields.

-Slugga: An Ork Ranged Weapon, alike to a pistol, if the pistol fired the same ammo as a rifle, and could be used to pistol-whip a Grox if the wielder hit the creature hard enough.

-Grot Blasta: An Ork Ranged Weapon, used by Grots of higher standing and power than the rest of their brethren. Can be two-handed or one, but the two-handed ones are often mounted on vehicles or fortifications, as the Grots do not often have the bodily strength to march with one and still do their tasks when required.


Special Equipment

-Channelin' Staff: Wrapped in copper wire and studded with protruding metal spikes, this two-handed staff is used by Ork Weirdboys to hopefully control or ground any outbursts of unruly WAAAGH energy from their uses or channeling of it. Can also be used as a weapon in melee, to the surprise of quite a few foes, and if used for long enough, can even be used to banish Daemons back to the Warp.

-Fang Stabba: Made out of a fang of a beast, and crafted by the Looting skill, this Stabba is unnaturally sharp, to a minor degree. It can soak in the energies of the WAAAGH to passively improve over a long period of time, or it can be used by a locus of the WAAAGH to improve faster. If a Weirdboy knew how to infuse the WAAAGH into items, and not have them explode, it could make this weapon into something to fear.

-Jungle Lizard Light Arma: Made from the hides, bones, and spines of a Hysenk and Riverstone Lizard, this set of Light Arma is particularly suited for sneaking through jungle areas. It is also surprisingly protective for a set of Light Arma, particularly one that is just hide, and without metal inserts.

-Arma-Breaka Smasha: Made from the club-tail of a Harmantdo, and enhanced by the residual WAAAGH energies in the area when it was Looted, this weapon makes one better at fighting. It can be activated roughly three times per battle or combat, to shatter, break, or damage a part of an opponent's defense with a successful hit.

-Jagged Bug Choppa: Made from the fore-limbs of a Harmantdo, and incredibly sharp after being enhanced slightly by residual WAAAGH energy in the area as it was being Looted, this weapon still has the metaphysical "space" to be enhanced further by WAAAGH energies.

-Bandolier of Holding: This enhanced armored bandolier can hold up to fifteen types of consumables at a time, in portions of five of a type in one of the bandolier's five pockets. Only the wearer of the bandolier can take out the items properly, and it is always the item that the wearer wants. It can contain things it shouldn't be able to, either by size of the item, or space in the pockets.


Consumables

-'Ard Shroom: The chemicals and proteins in this mushroom, when mixed with Orkiod adrenaline, can actually toughen the already tough hides of Orks, for a limited amount of time.

-'Zerker Shroom: This mushroom contains a potent form of an adrenal cocktail, one that causes Orks to go into a frothing rage when eaten, and even sharpens their skill with weaponry somehow.

-Lucky Shroom: This fungal cap, when eaten by a Weirdboy, bends the WAAAGH to make nearby Orks luckier, but only if the Weirdboy is actively, or just had been, using the WAAAGH.

-Shieldin' Shroom: This mushroom is psyker-active, and can make a Weirdboy not detonate if it overdraws on the WAAAGH, but is also poisonous enough to give a Weirdboy an aneurism if multiple are eaten in quick succession.

-Rage Jerky: Dried flesh taken from a Raging Harmantdo, it contains the enzymes and chemicals to make one more resilient and sharpen reflexes, but also can sap away at the mind, for the time after it has been activated by adrenaline.

-Scaled Saver: This strip of emerald-runed hide can stop a killing blow, a wicked sorcery, a malicious poison, or an erupting working of psykery. If needed, it can put the wearer into a temporary stasis-like state as it removes any negative effects over time. Can also function as a casting aid for protective effects, but not as well as a dedicated one could.



Former Units

4 'Splodin Squigs (Died to Harmantdo in Krumping and Finding the Camp)
-Stats: Green: 10, Black: 10, White: 15, Red: 15, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Detonate (When you hit a foe with a Melee Attack, you may choose to explode as well. If you are hit with enough force from, or a flaming attack, you explode).

1 Evil Sunz Yoof (Armed with Choppa, 1 'Zerker Shroom, and 1 'Ard Shroom) (Died to Harmantdo in Krumping and Finding the Camp)
-Stats: Green: 20, Black: 15, White: 15, Red: 15, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Fast Git (When charging, add half your Red to your Attack Bonus on your first attack against that enemy).
 
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Creatures of Prake IV
These are the creatures of Prake IV. The creatures will be labeled with which chapter/s they appear in, who made them, and other things related to them as things happen in the story. There may be some slight modifications to the original ideas, but I will do my best to keep within the spirit of the idea.

Roka
Made by @Blackangel
Avian Omnivore (But will only eat the meat of a creature if it's decomposing.)

Abnormal Abilities: Incredibly sturdy feathers and talons that have enough bacteria and disease from decomposing bodies that it will kill an average human within the hour if not treated or cleaned out immediately.

The Roka bird is approximately one meter tall at its full height, and has a wing span of 3 meters on average. They travel in flocks of 100-120 and will drop from the sky like rocks, bombarding prey with their own bodies. After the prey dies the Roka will leave it to both attract other predators for them to kill, but to also to decompose so that their talons can regain their horrid toxic effect. They have been spotted bathing in piles of fetid gore, and often build their nests around Rot-flower patches, to accumulate their chicks to the smell of rotten flesh from the moment they hatch.


Shriek-Hawk
Made by @KnightofTempest
Avian Carnivore

Abnormal Abilities: Infrasound Cry, Flight, Sharp Talons and Beak, Night Ambusher

These large birds are nocturnal and can have up to a 12 meter wingspan. They have excellent night vision and claws and beaks sharp enough to tear into the leathery hides of jungle creatures and megafauna with ease. Their distinct shrieking cry uses infrasound waves to stun prey long enough for them to swoop down and snatch them up. Solitary predators, these Avians viciously defend their nests and hunting grounds against potential rivals with cry, claw, and beak.


Greater Antlion
Made by @KnightofTempest
Insectoid Carnivore

Abnormal Abilities: Tough Carapace, Sharp Mandibles, Paralyzing Venom, Burrowing, Tremorsense (15 m)

These burrowing creatures are about the size of an Attack Squig. They nest in burrows underground, generally containing a mated pair and between four to eight larvae at a time in a burrow. Their banded, segmented, carapace is steel-hard and can deflect blows, and their razor-sharp mandibles drip with a potent paralyzing venom. Their somewhat unique senses allow them to sense tremors in the ground up to fifteen meters in any direction, but they are almost blind without it. They tend to attack by exploding out of the ground suddenly, latching on with their mandibles, injecting the venom, then dragging the now paralyzed prey back to their nest.


Hysenk
Made by @VoidofEyes
Reptilian Carnivore
Appears in Awakening and Looking and Looting

Abnormal Abilities: Sharp Claws, Powerful Kicks, Strong Jaws

This common predator or scavenger is seen all throughout the jungles of Prake IV. It is a generalist in its niche, but is well-rounded and smart enough to either win most fights it gets in, or retreat from ones it cannot win. If it cannot hunt down enough food for itself, it will steal from other predator's kills, or wait around a Roka flock's hunting ground to scavenge from theirs. Its claws and teeth are sharp enough to cut through steel, and its kicks can dent ceramite on their own. Its jaws are strong enough to cut through Harmantdo bones, and one particularly large specimen was spotted chewing on a Chaos Space Marine helmet, with evidence that it had bitten through the helmet's horns.


Riverstone Lizard
Made by @VoidofEyes
Piscine-Reptilian Carnivore
Appears in Awakening and Looking and Looting

Abnormal Abilities: Rock-like Hide, Large Clutches of Offspring, Partial Gills

This river-side predator seems to be a hybrid of a fish and a reptile, with different sub-species favoring one side or the other. Depending on the sub-species, the eggs of this creature can either be fish or amphibian-like, or can have tougher shells like a reptile. They favor waterways or marshes, but can range out surprisingly far in search of food. Their scales and hides appear like the bottoms of their habitats, and even change color gradually to match new ones.


Harmantdo
Made by @VoidofEyes
Insectoid-Reptilian Carnivore
Appears in Gathering and Equipping and Krumping and Finding the Camp

Abnormal Abilities: Tough Hide, Extremely Tough Bones, Massive Size, Sharp Claws, Powerful Limbs, Potent Regeneration, Earth-shaking Stomps

This Mega-predator of Prake IV is a prized combatant in nearby arenas, for its ornery temper, incredible survivability, and vicious attacks. If it loses one of its eight limbs, it can regain it in full in under a year. Its massive club-tail, when swung, can send an Ogryn flying over 20 meters back, and kill the abhuman instantly on occasion. Its spear-like forelimbs have pierced through regular power armor on many an occasion, to the surprise and demise of many a foppish Rogue Trader. It can cause nearby ground to turn into a morass with carefully timed stomps in quick succession, limiting mobility and allowing the beast to escape pursuers.

Leaping Fang-Beast
Made by @VoidofEyes
Amphibian Carnivore
Appears in Gathering and Equipping

Abnormal Abilities: Quick Reflexes, Powerful Legs, Dagger-like Fangs

This opportunistic hunter bounds through the jungle, latching onto trees only to leap off a moment later. It hunts by picking off smaller members of groups when they don't expect it. Its teeth, when propelled by its jumps, can slice through flesh and bone with surprising ease. After Orks arrived to Prake IV, this beast has found a particular taste for Snotlings.

Bigsunds
Made by @CrabTravelLLC
Insectiod-Mammalian Herbivore

Abnormal Abilities: Self-sharpening Horns, Tough Fur, Extreme Strength

These large, horned and furry striped herbivores travel in large groups. Their horns are sharp enough to cut through plasteel with moderate effort, and their hair is a form of flexible, but highly durable silk. Even juvenile specimens are able to stomp a human adult into the dirt with little effort. They travel in herds of ten to thirty adults, and roughly half that in juveniles at a time. They are matriarchal, with the eldest females in charge of a herd, as they know the paths and directions to watering holes, safe places to rest, and other such necessary areas the best. When a herd grows to a size that they cannot stay together sustainably, the second eldest female will split off to find the new herd an area of its own, slowly wandering off from familiar territory to keep the herd sustained and safe.

Titanic Sauroclaw
Made by @VoidofEyes
Reptilian Omnivore

Abnormal Abilities: Immense Size, Rudimentary Hands, Tough Hide, Unending Growth, Untouched by Time's Ravages, Natural Psykery, Extremely Potent Regeneration

These absolutely immense creatures are one of the Apex Predators of the world of Prake IV, and one of their eldest specimens was able to take down multiple Starships from different Rogue Trader Dynasties. It only perished after a sustained bombardment broke through its planetary-level Void Shield equivalent made by its Alpha Class Psykery. Similarly-sized specimens of this species have been found sleeping in mountain ranges, and have been deemed too costly to awaken or kill unless there is a nearby Titan detachment able and willing to help. The relatively smaller specimens have been seen using entire Hunger-Trees to clean themselves of parasites or unwanted passengers, after uprooting the carnivorous flora with their long arms and vicious claws. A few mutated ones have been spotted, with one called The Walking Mountain dwelling nearby the secondary Spaceport of Quarelins Landing. The Walking Mountain appears to be made of living stone, and has picked up a colony of primitive reptilian xenos upon and in its back hump, who have somehow managed to use Orkiod weaponry with equal or better ability than the weaponry's creators.
 
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