Off-Spawn of the Steel Realms are part of the degenerate Orrish genus, these creatures have changed over thousands of years to reflect the general “Darkspawn” degeneration/adaptations.
@RP Impact: Constrained by the Sun-Bane; PCs of this species typically (or at least eventually) fall outside the normal Point of View of typical species members, and the Species Lore. As such, generally, they cannot be the target of Studied Adversary. The life-blessing of Elancil has worked against the forces of darkness over time. The breeding experiments of the priests of darkness have begun to weaken the bloodlines – more Orrish are manifesting as Off-Spawn. This is countering the Sun-Bane, but it creates a race of degenerates that are hardly the warriors for the Unholy Trio that for thousands of years they have been developing into a war machine.
The Off-Spawn of the Steel Realms are part of the Orrish Genus, and conform to the standard crossbreed Orrish profile. They are the lowest of Orrish, ruled and brutalized by their larger Orks and smarter Goblins. The Off-spawn have no standard form, and instead evince traits mixed from all Orrish creatures. Often times they have limited genetic diversity – bred for slaves until their blood line is so weak it is exterminated. Very few actually possess an ear that can be matched for the Bounty on the Orrish. Some Off-Spawn are born immune or with a seriously reduced affect of the Sun Bane. These are typically gathered into a horde and used as expendable canon fodder operating along side other more militarized Orrish units in the day or as a distraction. Only the fear of a Black Herald can keep a horde focused, otherwise a priest of the Unholy Trio can keep small groups in line.
The Off-Spawn are prone to genetic abnormalities that cause both lesser brain development and physical mutations. Most mutations are not reliable usable even though they may offer additional physical capabilities. These include: Patches of fur, patches of scales, massive calluses and tumors, cyclopean eyesight, added arm(s), tails, added leg(s), additional eyes/ears/nose and mouth(s), a second head, etc.
Confused, starved, angered… the Off-Spawn are technically not tribal members and are the lowest of the low. They are the first to be cannibalized. They have no tribal markings or identity. A few, born with enough intelligence, and if they live long enough, will try and flee their fate. The entire world is a threat to them, and they have nothing to lose.
This represents a general bias based on typical POV. Pcs and NPCs may be able to change the Reactions through hard work and example… but face a major battle to change people’s biased opinion.
Unwelcome:
Accepted
Welcomed:
Shrieking Horde: If a group of Off-Spawn try and overwhelm a smaller group using horde tactics, it takes 5 Off-Spawn to grant a horde advantage over a single target of average sizes.
In addition to all the normal racial features, all Off-Spawn gain the Savage Attacks (extra damage dice on a critical) feature of the Ork/Half Ork due to their perpetual anger and fear.
About half will have stone weapons – hammer-mace like rolls that do d6/4 [hvy]. Others will have flint daggers, and some sharpened sticks (d6/3) spears and slings (d4/2 stones); edged/pointed weapons will be “poisoned” per standard Orrish tactics.
Shrieking Horde: Using 5:1 vs Size Large or smaller, the target loses any Dexterity bonuses, their Bonus Action, and cannot Disengage per standard Orrish tactics.