Login or register. (You can now login/register with your social networks.)

3 Votes


Hits: 3800
Comments: 4
Ideas: 0
Rating: 2.8333
Condition: Normal
ID: 1610


November 15, 2005, 10:26 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status


Print Friendly and PDF



Crunk is a typical sailor aboard the privateer Blue Raider.  The ship sails from Formour, but like most of its crew, Crunk is from Osterre.  As a Half-Orck, Crunk always has something to prove, and a chip on his shoulder large enough to throw his posture off.

Crunk is short and stocky, with short-cropped hair.  He’s physically unappealing, with numerous scars and a face pocked from a childhood illness.  Crunk preferrs sleeveless shirts, and short pants, and usually goes barefoot especially when aboard ship. 

Until signing on the Blue Raider, Crunk has never felt wanted.  He’s never met his Ogre father, and his Orckish mother never had time for the youngest of her seven children.  As a Half-Orck, and a Runt as well, Crunk never fit in well with his clan’s society.  Desiring to get away and find his place in the world, Crunk became a crewman onboard a pirate ship working for the Scourge.  However, he was still the lowest rung on the ladder, abeit a ladder with a higher chance for fatality.  With the death of that leader, and the invasion of the Orckish Highlands, Crunk was now out of the only job he knew, and stranded in distant Byzant, with no home, no income, and he didn’t even speak the language.  Fate finally smiled on this miscreant, and he finally found work aboard the Blue Raider, captained by a Human woman who would take anyone willing to work hard and earn their place on the crew. With such a merit-based setup, Crunk was able to overcome his cultural limitations, and become an effective privateer and respected member of the crew. 

Roleplaying notes:
Crunk is an obnoxious little Runt, and still very conscious of his Half-Orck status.  When he’s placed in charge of a detail, he becomes very brash. loud, and demanding. Crunk is a hard worker, and never questions an order… mumbles obsenities under his breath when he thinks no one can hear him, but never directly questions or refuses.  When he is angry or frustrated, Crunk’s voice rapidly rises from his normal almost-whispering growl to a high pitched whining tone.  Due to a lifetime of being at the bottom of every pecking order, Crunk still flinches alot, but has not yet backed down from a fight—and won’t as he still has to perpetually prove his courage to himself.

Special Equipment
If he had special equipment, he would not be part of the Horde.

Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!

Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 4 )
Commenters gain extra XP from Author votes.

Voted Scrasamax
November 16, 2005, 15:26
The biggest concern that comes to mind is that Crunk is half ogre, and half orck. Now mind you I have no problem with this combination as I imagine it would produce one heck of a monster. Combining the general intelligence of the typical orck with the size and strength of the substancially less intelligent ogre. Unfortunately, the fact that Crunk is a runt, and a perpetual omega wolf. He makes me think more of a goblin that anything else.
January 25, 2006, 11:41
'D&D-style Goblin' would be a good mental image of Crunk: little, ugly, and tenacious.
Voted valadaar
November 27, 2007, 14:00
Okay, a somewhat detailed little hordling. I think this would best fit in a 30 of Sidekicks perhaps. As it stands, the idea might be there, but needs a LOT of work.
Voted MoonHunter
November 28, 2007, 0:37
Did people miss the fact that this is an EXTRA? (Look up in the upper left box people). This is not a full character, this is just a little detail added to one of the thugs/ mooks in the back. He is like "The Mook with the Big Knife", or the one special mook in the mook/ extra/ horde crowd. He just has one tiny bit of chrome that expands him from "another faceless mook". This gives you a chance to make a scene more than PCs fighting a horde of dice (how we tend to mark large numbers of things of the same type on a board). It gives it a bit of variety and geography. "Okay, I will take on those, the Mook with the Big Knife and the three guys with him." Since he is a bit different than the horde, you might actually have him fight with some real tactics rather than just pushing him towards the PCs to be chopped up to his doom.

This is why people don't like posting up extras and minor characters, the kind of things that would relieve some of the GM's creative burden in any campaign. The little things allow you to just drop it in and you don't have to waste your own creative time on the little things: allowing you to concentrate on more important elements, but still have those great details that help make the game more interesting real.

People want full characters from people who are one descriptive trait away from a "2 hit die opponent" or "generic soldier stats". They are minor characters and extras, and should be rated on that scale. They should not be chewed on because they are not full characters.

Link Backs

Random Idea Seed View All Idea Seeds

       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 1xp

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.