TEXT: The Interlock Beastiary 
  Ork's and Their Kin 
   
  No creature is more prevalent and associated with fantasy 
  bad guys then the Ork. Or's are the eternal grunts and 
  flunkies of fantasy fiction and are often regulated to the 
  roll of cannon fodder and comedy in fantasy role playing 
  games. In a sense the Ork has become a Joke. 
  But as any fan of the Writing of JRR. Tolkien or the 
  Record of Loodos War saga knows. Ork's are not a joke 
  and it is about time they be presented as the fearful, foul 
  abomination that they were meant to be. 
  Ork's are evil,vile and tough. They are trained for war 
  almost since birth, a average Ork soldier is the equivalent 
  to two normal men in strength, combat abilities and skills. 
  And the High Ork's are even worse. 
  Here then are the Ork's and their foul brotherhood for the 
  Interlock© System. Enjoy and may once again the word 
  Ork be associated with terror and not comedy. 
   
   
  General Information on Ork's and their Kin. 
  Ork's and...Sunlight. Ork's and their Kin turn to stone 
  when they are exposed to sunlight. WRONG! Although 
  Ork's and their Kin are not as effective in Sunlight they 
  can still operate in sunlight. They dislike the sun but if 
  forced to they will go out in it. 
  They are -4 to all roles while in sunlight. 
  Ork's and....Fire. Ork's and their kin are destroyed by 
  fire. Wrong! 
  Ork's and their kin dislike fire and avoid it but they are not 
  destroyed by fire, they take as much damage from fire then 
  any one else but they dislike it more then most. 
  Ork's and... The Dark. Ork's can see in the dark as if it 
  was a cloudy day, they can see objects clearly up to almost 
  a mile. In daylight on the other hand they can only see 
  objects that are about fifty feet away. 
  Ork's and...Smell. The Ork's sense of smell is it's 
  strongest sense, like any other predator an Ork can track an 
  opponent simply by his odor.They can smell fear, they can 
  smell changes in the weather and like a shark they can 
  smell blood. 
  Ork's and...Poison. Ork's are a foul, evil race. Everything 
  about them is filthy including their vile black weapons. 
  Almost all Ork weapons are poisoned and even those that 
  are not will be so dirty that there is a risk of infection 
  should you get hit by one. Ork's themselves are highly 
  resistant to poisons and disease, they receive a +4 to all 
  rolls when dealing with poison and resisting the effects of 
  toxins of any kind. 
  Ork's and...Combat. The word honor and fair do not exist 
  in the Ork language. They are dirty fighters. They will 
  cheat in combat every chance they get, they prefer to 
  ambush their opponents and sue hit and run gorilla tactics. 
  They will run from a fight if things are going badly and 
  then come back when you least expect them to. 
  Ork's love to play dead, taking a wound and then falling as 
  if slain. they will wait to your guard is down then jump up 
  again. 
  In a stand up fight a Ork is a strong and savage opponent, 
  they are equal to two men in strength and cunning and are 
  bread for war almost since birth. They will press any 
  advantage they have and use their foul weapons to 
  handicap you and then kill you slowly latter, 
  Ork's do not take prisoners, any one captured by an Ork 
  will be tortured and killed slowly and the fate of females 
  captured by Ork's is far, far worse. 
  Ork's and..Evil Masters. Thankfully on their own Ork's 
  are a lazy race. They do not like to do work but the will do 
  it if the have to.Ork's are the perfect servant race, they are 
  bread to serve their evil masters. In the mythology of 
  Middle Earth Ork's were elves that Morgoth was able to 
  corrupt and turn in to his servants. So almost from their 
  very beginning the Ork's exist to serve evil. 
  If Ork's are in the area then chances are there is something 
  far worse behind them. 
  Ork's and...Elves and Dwarves. Ork's are servants of the 
  Shadow and are the natural enemy of Elves and Dwarves.  
  Dwarves and Ork's have a long feud as not only do they 
  both like to live underground, but Ork's have taken over 
  and slain many Dwarves kingdoms and it is the Ork's fault 
  that the Dwarves are a fading race. 
  No creature hates an Ork more then a Dwarf, except 
  perhaps for the elves. 
  
  The war between the Ork's and the Elves is legendary and 
  dates back almost to the dawn of both species existences. 
  Elves represent everything that is good and fair in the 
  world while Ork's are the embodiment of all that is foul 
  and corrupt. Ork's destroy everything they come across 
  including the forests that the Elves love so much, and even 
  worse is the fact that..At least according to JRR 
  Tolkien...Is the fact the Ork's were in fact bread from 
  Elves that had been corrupted by the shadow. 
  Ork's and...Water. Ork's dislike water. They never bathe 
  and they tend to avoid streams and lakes unless they can 
  be corrupted by the Ork's. 
  Many are the tales of those fleeing Ork pursuit who were 
  saved by hiding in a large lake or under a waterfall. 
  Those were the lucky ones, Ork's dislike water but they 
  will cross it and enter it if the want to. 
  There are even rumors of a few Ork's that actually like to 
  bathe and be clean. 
  Ork's and...Holly Ground. Like all creatures of shadow, 
  Ork's can not eneter or cross Holy ground. 
  Ork's and...The Goop. Ork's are famous for the foul 
  smelling "Black Goop" they carry as a alcohol. Although 
  no one other then the Ork's know's what is in the Goop it is 
  a strong , foul , thick liquid that if drunk tastes like the 
  most disgusting drink you have ever had but will remove 
  fatigue and give a false sense of warmth. 
  This goop can also be applied to open wounds and will 
  double the healing rate of any wound it is applied to, but 
  that wound will become an ugly scar. 
  Ork's and...The cold: Ork's are highly resistant to Cold 
  and Heat. The strong, sturdy race gets +3 to all die rolls to 
  resist the effects of heat and cold. 
   
   
  Ork's - General. 
  As a species Ork's are short and squat with long powerful 
  arms and legs. They are a foul looking race of humanoids 
  with elongated snouts and huge fangs. Their eyes are small 
  and beady and are almost always Red or sickly yellow. 
  Their ears are long like an Elves but are covered with 
  scabs and thick coarse hair. 
  The body of an Ork is covered with a thin coarse dark fur 
  and their skin is a pale green, they smell rank and their is a 
  foul aura about them. 
   
  Ork's will always be in armor of some sort, most often 
  Leather or chain and they will always have three weapons 
  on their person. They favor Scimitars and short swords as 
  they are cheep weapons and are easy to make. They also 
  like to carry long daggers and their favorite weapons are 
  their black bows and barbed arrows. 
   
  Ork's are tireless trackers and hunters and the almost 
  prefect soldier, they live for war and although fat and 
  stupid when it comes to combat there are none better. 
  To Generate an Ork, roll it as a normal character in 
  interlock but add the following. 
  BOD:+2 MA:+2 REF:+2 TECH:+1. EMP:-3 CL:-1. 
  INT:-2. +2 to hit vs all opponents. 
  Tracking 6<. Hunting 6< Brawling 6<. Bush Craft 6<. 
  Poisons 5<. Dirty Infighting 6<. Running 6< . Strategy 
  and Tactics 3<.  
  Armor: SP 5. Sword: 1d6+2 Bow:1d10 Knife:1d6/2 
  Ork - Trackers 
  As if a normal Ork is not bad enough.Ork trackers are the 
  "rangers" of the Ork society. Bread from birth to be 
  hunters and trackers they are a faster, more cunning breed 
  of Ork. Armed with well made Orkish black bows and 
  barbed arrows they are as good a hunter and tracker as any 
  human "Woodsman" and can even give an Elf a run for 
  their money. 
  BOD:+2 MA:+3. REF:+3 TECH:+2 EMP:-3 CL:-1. 
  INT:-1. +2 to hit vs all opponents. 
  Archery 7<. Tracking 7<. Smell track 6< Hunting 7<. 
  Brawling 5<. Bush Craft 7<. Poisons 6<. Dirty 
  Infighting 5< Running 7<. Tactics 4< 
  Armor SP:5. Sword 1d6+2. Bow 1d10 Knife 1d6/2 
  Ork's- Black 
  The dreaded "High Ork's" or Black Ork's come from a 
  ancient breeding stock of the Orkish blood and are 
  believed to still carry a trace of Elf's and Human in their 
  blood line. They are far stronger and smarter then the 
  normal Ork's and are the natural leaders of Orkish society. 
  Their skin and hair is a dark gray or black and they are 
  almost always found in their trade mark black chain mail 
  wielding Long Swords and Long bows.Few creatures are 
  more respected and feared then a Black Ork and One High 
  Ork is equal to three men. 
  BOD:+4. MA:+4. REF:+4. TECH:+3. CL:-2. EMP:-4. . 
  +3 to hit vs all opponents. 
  Archery 5<. Sword 6<. Tracking 6<. Hunting 6<. 
  Brawling 8<. Bush craft 8<. Poisons 8<. Dirty 
  Infighting 7<. Running 6< Tactics 5<. Leadership 4< 
  Armor SP: 7. Sword 1d10. Bow 2d10 Knife 1d6 
  Ork's - Half. 
  No human female raped by an Ork would ever allow her 
  child to come to term, and normally any 1/2 Ork that is 
  born in an Ork society is instantly killed as they are seen as 
  an abomination and week. 
  
  So where do 1/2 Ork's come from. In most cases they 
  come from breeding programs conducted by evil men to 
  create a better Ork. Saurmen from the "Lord of the Rings" 
  bread 1/2 Ork's as they were smarter then Normal Ork's 
  and were not effected by sunlight and perhaps other evil 
  men have followed in this idea and bread 1/2 Ork's for the 
  same reason. 
  1/2 Ork's are seen as abominations and outcasts by all 
  other species, even other Ork's hate them and will not 
  willingly allow them to exist unless their master says 
  otherwise.  
  A 1/2 Ork is larger then a normal Ork and a lot smarter, 
  they can infiltrate human society a lot easier then normal 
  Ork's as they can appear to just be very ugly and foul 
  humans. 
  BOD:+1. REF:+1. MA:+1 TECH:+1. CL:-1 . EMP:-3. 
  INT:+1. +1 to hit all opponents 
  Sword 6<. Archery 6<. Tracking 4<. Hunting 4<> 
  Brawling 5<. Bush Craft 6<. Poisons 4<. Dirty 
  Infighting 4<. Running 4< Strategy and tactics 
  6<.General Education and Trivia 4<. Disguise 5< 
  Armor SP:4 Sword 1d6+1. Knife 1d6/2 Bow:1d10 
  Ogres 
  These huge, dumb inbreed hill men are a member of the 
  Ork race though obviously not as smart or dangerous as 
  their Ork cousins. Ogres are big, lumbering brutes good 
  only for their strength and courage in battle. Totally 
  fearless an Oger will charge any foe and keep pounding on 
  that foe until they are down or the O'er has been slain. 
  Huge,fat and ugly they have thick brown skin and huge 
  mops of black hair and facile hair. They usually just wear 
  skins and tunics as their natural armor protects them from 
  most things. their favorite tactic is to throw huge boulders 
  at their opponents or hit them over the head with a tree 
  trunk 
  BOD:8. REF:4. MA:4. TECH:3.CL:3 EMP:3 INT:2 +3 
  vs all opponents 
  Brawling 6< Throwing 5<.Smell tracking 4<. 
  Natural Armor SP:5 Boulder:1d10. Big Club:2d6. 
  Trolls 
  In the mythology of Middle Earth, the Trolls were made as 
  a Mockery of the Ent's. In other mythologies, Trolls are 
  descended from the Giants that once ruled the Earth or are 
  the spawn of some foul demon. 
  Whatever the truth their are few creatures in the world of 
  fantasy more dangerous then the Troll, although not very 
  smart the troll is a cunning and relentless predator. Able to 
  see in the dark and smell track as good as any bloodhound 
  they are hug and unbelievably strong . Their natural armor 
  makes them almost invulnerable and even worse they can 
  regenerate from most wounds give enough time. 
  While their are tales of armored Trolls that have been 
  employed by the forces of evil, these are just rumors so 
  far. Trolls do not work well with others, they are loners by 
  nature and see everything else as food. 
  They are huge, fat green creatures with long powerful arms 
  and legs and huge gapping mouths. They are armed with 
  thick sharp claws and teeth capable of biting through 
  stone. 
  A trolls body is covered with a thin oil that makes them 
  water proof like a duck and insulates them from cold like a 
  penguin, many think this oil is flammable and that trolls 
  take extra damage from flame. This is untrue. 
  BOD:10 REF:4. MA:4 TECH:2 CL:3 EMP:3 INT:2. +4 
  vs all. 
  Brwaling 7<. Smell Track 7< 
  Natural armor SP:12. Claws:1d10 Bite:2d10. 
  Regenerate 1d6 points of damage a round. 
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Interlock Beastiary Orks by Michael Straus.pdf