Core Rulebook by Wild Hunt StudiosORX is the role-playing game about...orcs. Oh no, not another game about the most over-used bad-guy in all fantasy! Yep. But this isn?t your typical "let?s play the bad guys who aren?t so bad" or "hey, look, a detailed non-human culture" game. Heck no, this is about getting down, dirty and humorously nasty. And it isn't your father's RPG.
ORX is about tragedy, willpower, inevitability, strength, and the dark comedy of existance. Seriously. You play orcs. Orcs are doomed from the moment they are born. Fated to die. Hated by the gods. On the wrong end of everyone's shit-kickers. Can you stay one step ahead of fate and death, and for how long? Whether you explore it through slapstick humor or gothic drear, these primary ideas are built right into the central mechanics of the system.
ORX is quick and intuitive to pick up and start playing in five minutes, and comes complete with a bad sense of humor. Yet the game is robust enough to easily handle long-term play...it was designed for it, in fact! This isn't just a "when we're not in the mood to play something else" one-shot comedy game. Many of the finer (and funer) points of the system don't kick in until there has been some long-term play, and a more serious game of Orx has its own benefits to offer.
ORX mechanics are unique, developed over four years of playtesting. They allow you to give your character anything as a skill or trait without having to worry about game balance, because the rules balance it for you. Likewise, you can use Stat and any Skill in any situation without disrupting the balance of play. Oh sure, I know you've heard that before, but such systems usually fall back on gamemaster fiat or situational concerns to decide whether it is allowable. We don't.