Portrait of Rekzor
Name: Rekzor
Rank: First Mate (former)
Heritage: Orc
Birthplace: {$birthplace}
Occupation: Pirate
Affiliation: Crew of the Chainbreaker (former)


Rekzor was a much younger orc when a party of Kal slavers fell upon his gather. They were preparing for a grand festival, and needed fodder for the Blood Pits. The goblinesh homes were burned, and many of his kin died that day. Rekzor was among those orcs that put up a mighty defense, but it wasn't enough to stand against the forces of Kal-A-Nar. It was only because the Kal commander ordered him taken alive that he survived the raid.

Taken prisoner, Rekzor's wounds were tended, but only to get him in shape to enter the Blood Pits. He was expected to die for the entertainment and glory of the Kal-A-Nar Empire, but fate had other plans. When all others in the arena had been vanquished, Rekzor found himself pitted against the last opponent standing: a human male. The two clashed in a fierce battle, and Rekzor realized that this human was his equal in combat. Looking around the arena, the bodies of the fallen reminded him of the carnage he saw at his gather, the limp forms of his family at the feel of Kal soldiers. Rekzor longed to join his kin, and resolved to lose this duel. But the human could see that his orc opponent was deliberately lowering his guard. He recognized the defeat in his fellow slave's eyes. The man dropped his sword, refusing to kill a combatant so obviously already defeated.

The Kal did not respond well to this turn of events. The two gladiators were subjected to cruel discipline for their defiance. But the human, Idris, had a will of pure iron. Rekzor, on the other hand, had nothing to lose, and only his growing hatred of the Kal to fuel him. If he could not have a quick death, he would have a slow revenge. Rekzor and Idris became friends, often training together…and secretly conspiring. One day, they vowed, they would escape and exact a terrible vengeance on the Kal.

That day finally came aboard a slave ship transporting the duo. They had already gathered other allies among the slaves, and they managed to escape their bonds and take the ship themselves. Fleeing to the Pirate Archipelagos, the ragtag group of ex-slaves managed to attract a few more high-minded sailors to their crew. They rechristened the ship Chainbreaker, and began a decades-long campaign of terror against the Kal-A-Nar and any other slavers they came across.





Former Captain (Deceased)

The greatest human I've ever known.



Idris's Daughter

She saved my life, so I saved her place on the ship. She's been punishing me for it ever since, the little runt.




Agility: Dice_Fill-ins_d8.png
Smarts: Dice_Fill-ins_d8.png
Spirit: Dice_Fill-ins_d10.png
Strength: Dice_Fill-ins_d8.png
Vigor: Dice_Fill-ins_d6.png


  • Goblinesh
  • Kalinesh
  • Galean

Secondary Statistics

Add to Persuasion and Streetwise rolls
Run: +d6; -2 on other actions this round
2 + half Fighting die type
2 + half Vigor die type
6/8* (1)
Modified by Value and Availability

*With shield

Permanent Injuries

  • Left hand is missing, cut off a few inches below the wrist. He wears a steel prosthetic, permanently in the shape of a fist.


Athletics (Agility): Dice_Fill-ins_d8.png
Boating (Agility): Dice_Fill-ins_d8.png
Fighting (Agility): Dice_Fill-ins_d10.png
Healing (Smarts): Dice_Fill-ins_d0.png
Intimidation (Spirit): Dice_Fill-ins_d6.png
Investigation (Smarts): Dice_Fill-ins_d0.png
Knowledge (Battle) (Smarts): Dice_Fill-ins_d8.png
Knowledge (Navigation) (Smarts): Dice_Fill-ins_d6.png
Notice (Smarts): Dice_Fill-ins_d6.png -
Perform (Spirit): Dice_Fill-ins_d0.png
Persuasion (Spirit): Dice_Fill-ins_d6.png
Repair (Smarts): Dice_Fill-ins_d0.png
Riding (Agility): Dice_Fill-ins_d0.png
Shooting (Agility): Dice_Fill-ins_d8.png
Stealth (Agility): Dice_Fill-ins_d4.png
Streetwise (Smarts): Dice_Fill-ins_d0.png
Survival (Smarts): Dice_Fill-ins_d6.png
Taunt (Smarts): Dice_Fill-ins_d6.png
Thievery (Agility): Dice_Fill-ins_d0.png
Tracking (Smarts): Dice_Fill-ins_d0.png

Defining Interests

Interest Modifier
Fishing +1
The Sea +1
Language: Galean
Astronomy +1

Orc Racial Abilities

  • Bestial Appearance: Orcs suffer a -2 Charisma due to their appearance and bearing.
  • Dim: Orcs must spend double points in raising Smarts during character creation. Furthermore, they must use two Advances to raise Smarts thereafter.
  • Keen Sense of Smell: Orcs begin with Notice d4 and +2 to Notice rolls related to smell.
  • Outsider: All goblinesh face some social stigmas, no matter how progressive the society they are in.
  • Strong and Tough: Orcs begin with a starting Strength of d8 and Vigor of d6. Furthermore, their natural maximum Strength is d12+2 and they can reach this rating with normal Advances without applying the Professional or Legendary Edges.
  • Thermal Vision: Orcs have the Infravision Monstrous Ability.


Hindrance Type Description
Outsider Minor Rekzor is goblinesh. Locals are likely to raise prices on Outsiders, ignore pleas for help, and generally treat them as if they are of a lower class than the rest of their society. In addition to the roleplaying effects above, an Outsider's Charisma suffers a –2 modifier among all but their own people.
Animosity Minor The character has a great deal of anger, angst, or need for justice against the Kal-A-Nar Empire, due to the raiding of his gather, the murder of his kin, and his enslavement at the hands of the Kal. This animosity is an integral part of the character's thinking, and they will certainly act in accordance with it should an opportunity to strike against the Kal-A-Nar Empire.
Loyal Minor Loyal characters would give their lives for their friends. They can never leave a man behind if there’s any chance at all they could help.
Elderly Major The character is getting on in years. Pace is reduced by 1. Strength and Vigor drop a die type (minimum d4) and cannot be raised thereafter. Gain 5 extra skill points that may be used for any skills linked to Smarts.
One Arm Major The character has only one arm. Tasks that require two hands, such as climbing, suffer a –4 modifier.


Edge Type Description
Canny Racial A Canny orc does not have to pay double to raise Smarts, either at character creation or any time after that.
Training Background The character has a great deal of training under their belt, due to serving as a defender of his gather and his time as a gladiatior. Training confers 4 additional skill points that can be spent on any skill except Healing, Investigation, and Knowledge. The Hero gains one additional Defining Interest as well (though this cannot be used for a new Language).
Brave Background Those with this Edge have learned to master their fear, or perhaps are so jaded or emotionally distant they’ve just lost their normal “fight or flight” responses. Add +2 to Fear tests.
Shield Expertise Combat A character with Shield Expertise increases the Parry value of any shield (but not bracers) by +1.
Hard to Kill Combat Gain +2 to Vigor rolls made to resist Incapacitation or death.
One Against Many Combat Opponents gain no Gang Up bonus against the character.
Seafarer Professional Seafarers get +2 to Boating, as well as Athletics, Survival, or Knowledge checks made in relation to a ship.


Weapon Range Damage RoF AP Shots Weight Notes
Battle Axe - Str+d8 - - - 10 lb. -
Dagger 3/6/12 Str+d4 1 - - 1 lb. -
Crossbow 15/30/60 2d6 1 2 1 10 lb. 1 action to reload


Armor Type Armor Bonus Weight Notes
Partial Leather +1 10 lb. Coverage: –2
Medium Shield +2 10 lb. +1 Parry



Total XP: 60 Rank: Veteran
XP Rank Advance
5 Novice Agility d8
10 Novice Training
15 Novice Brave
20 Novice Fighting d10
25 Seasoned Smarts d8
30 Seasoned Shield Expertise
35 Seasoned Knowledge (Battle) d8, Knowledge (Navigation) d4
40 Seasoned Knowledge (Navigation) d6, Persuasion d6
45 Seasoned Hard to Kill
50 Veteran One Against Many
55 Veteran Seafarer
60 Veteran Spirit d10


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