Sunday, November 16, 2008

Ogres

Again, directly from the books, so all rights reserved Palladium Books and Kevin Siembieda...

Ogres resemble giant, neanderthal cousins to humans. In fact, some scholars believe ogres do share the same ancestral lineage as humans and may be mutants. This belief is given credence by the fact that ogres can, and do, successfully mate with humans producing healthy off- spring (such offspring are always considered ogres). While humans and ogres may share a common ancestry the similarity ends there. Ogres are giant-sized compared to most humanoids, powerful in limb, and wicked in temperament. These misanthropes distrust all humanoid life, even the other sub-human races, including trolls, goblins, and kobolds. They loathe the more handsome races, such as humans, elves, dwarves, gnomes and faerie folk. Of course, these races all hold a special place on the ogre's menu, as these vicious predators love raw humanoid flesh.
Ogres are quite primal, driven by passion, love, anger, and hate. They delight in hand to hand combat to prove their superiority, and sel- dom refuse such a challenge even under the least favorable conditions. They always fight to win, battling without mercy or honor and usually till death - even if an opponent begs for mercy, an ogre is likely to slay him. Whether armed with the large blade weapons that ogres love or simply fang and claw, they are deadly foes.
Ogre tribes are quite small, rarely exceeding one hundred members, although they are likely to have other non-human lackeys like goblins and orcs, who will outnumber the ogres two to one. An ogre tribe is usually established at or near some form of natural fortification or sturdy ancient ruin. Ogres are also known to take over castles and vil- lages of those they conquer, as well as build large, simple stone huts. A typical tribe will contain a ratio of 40% female (one-half human cap- tives), 45% male, and 15% young. Many female ogres are sterile (possi- bly the result of mutant genes), prompting the males to kidnap and hold captive human females for breeding purposes. A coward or weakling has no place among ogres and will be driven from the tribe or killed.
Orcs, being slow-witted and impressed by the size, strength, and stamina of ogres, are often found living with or near an ogre tribe. They present no threat to the ogre's fragile ego and paranoia, so they are the most common minions and are always subservient to their ogre betters.
Unlike some of the other monster races, ogres have developed skills other than fighting and bickering. They are excellent hunters of game and superb trainers of animals. Consequently, there are few lairs which do not have an array of trained animals. Most are animals used for hunt- ing and protection, such as wolves, coyotes, bears, hawks, and falcons. At the domestic spectrum: goats, wild boars, pigs, stolen cattle and some fowl are stocked.
The ogre as a player character. An ogre can be any alignment as a player character, however, most humans and their allies regard ogres as dangerous monsters not to be trusted. Although scholars point to a he- reditary link between humans and ogres, most humans deny any rela- tion to these horrible giants and many hate them with a vengeance. Likewise, ogres have no love for little, humans or their elven buddies. This means drunken warriors, bullies @nd the racially prejudiced will frequently harass, challenge and attack ogres with little or no provoca- tion. Likewise, many human, elven and dwarven towns and people won't serve ogres (or other monster races). On the other hand, goblins, orcs, kobolds and other non-humans like ogres and treat them well (while humans and elves are treated like dirt).
Another problem will be the character's immense size. Ogres are typically 50%-100% bigger than an average human, so finding giant- sized accommodations, other than a bam or the back porch, can be a problem. Ogres also consume about three times the food of a typical, healthy, husky human warrior, which means higher expenses than a hu- man-sized character. Likewise, finding ogre-sized clothing, weapons and equipment can also be a problem, requiring double to quadruple the normal human cost and may require custom-made items - ogres are in an awkward position in that they are considerably larger than humans but smaller than most true giants. As giants with a reputation, as a race, for being ferocious, powerful warriors, the ogre is likely to be targeted by attackers as the first guy to be brought down. Ogres who associate with humans stand head and shoulders above, and like the saying goes, "he who sticks his head above the crowd is likely to get a brick thrown at it."
Ogres
Alignment: Typically anarchist or evil, but most player characters are likely to be unprincipled, anarchist, aberrant or even good.
Attributes: The number of six-sided dice to be rolled is as designated. I.Q. 3D6, M.E. 3D6, M.A. 2D6, P.S. 4D6+4, P.P. 3D6, P.E. 3D6+6, P.B. 2D6, Spd 3D6
Hit Points: P.E. +I D6 per level of experience.
S.D.C.: 20 plus those gained from O.C.C.s and physical skills. Average P.P.E.: 3D6 for the typical ogre.
O.C.C.s Available to Ogres: Any, without restriction.
O.C.C. Skill Notes: In addition to other O.C.C. and related skills, the character automatically gets the following skills: recognize weapon quality (+ 15 %), falconry (+ 10%) and animal husbandry (+ 10%).
Horror Factor: 10
Phvsical ADDearance: Huee. hairv. muscular humanoids soortina

O.C.C. Skill Notes: In addition to other O.C.C. and related skills, the character automatically gets the following skills: recognize weapon quality (+15%), falconry (+10%) and animal husbandry (+10%).
Horror Factor: 10
Physical Appearance: Huge, hairy, muscular humanoids sporting wicked canine teeth and sharp claws. Their complexion is a warm grey to tan color; thick hide, sometimes scaling or flaking. Small round ears, dark eyes, dark hair.
Size: 7-12 feet tall (2.1 to 3.6 m); 6 feet plus I D6 additional feet. Weight: 250 to 500 pounds (112.5 to 226 kg).
Average Life Span: 90+ years; some have lived up to 130.
Natural Abilities: In addition to the ogre's great strength and size, the character also has nightvision 40 ft (12.2 m) and excellent day vision (equal to a human).
Bonuses: +2 to save vs horror factor. Clawed hands inflict 2134 damage +P.S. bonus, kick 3136 +P.S. bonus, and bite 2134 damage but no P.S. bonus is applicable.
Magic: By O.C.C. only (any) Psionics: None.
Enemies: Hate humans, elves, dwarves, gnomes, changelings and faerie folk. However, an ogre will occasionally serve a powerful warlord or mage of these races.
Allies: Regularly befriends, works and lives with orcs. Dislikes goblins, hob-goblins, kobolds, wolfen, trolls, giants and most other races, but will consider working with them if the ogre is the leader and/or the reward is great enough. Indifferent towards troglodytes.
Habitat: Ogres are found in small clans and clusters throughout the world, except the Western Empire (unless a slave or gladiator). The largest known communities are found in the Old Kingdom and southwestern Yin-Sloth Jungles.
Favorite Weapons: Any. Although terrible craftsmen, ogres recognize and appreciate well-crafted weapons and armor. Among their favor- ite are large swords, axes, and blunt weapons (mace, morning star, cudgel). Many also seem adept with the sling and ball and chain. Items created from precious metals, gem encrusted, or endowed with magic properties are also coveted by ogres.
Other Notes:
1. Worship evil gods, devils, and demons.
2. Often sell their services as mercenaries, thugs and assassins.
3. Can wear any type of armor, but most prefer splint, scale and plate armor, or nothing more than a loincloth; usually one extreme or the other.
4. These creatures can leam and master any skill a human can, but most prefer to fight and conquer others rather than leam a trade.
5. Tends to view all races other than the orc with suspicion and con- tempt.
6. Don't work well in large groups; very competitive.

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