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Ogre


Creature Name

Young

Normal

Champion

Shaman

Level

1

4

8

9

Attributes

 

 

 

 

AGL

40 + 1d10

41 + 1d10

43 + 1d10

44 + 1d10

AWA

45 + 1d10

46 + 1d10

48 + 1d10

49 + 1d10

BEA

25 + 1d10

25 + 1d10

25 + 1d10

25 + 1d10

CHA

25 + 1d10

26 + 1d10

28 + 1d10

34 + 1d10

DEX

45 + 1d10

48 + 1d10

64 + 1d10

49 + 1d10

HEA

80 + 1d10

83 + 1d10

89 + 1d10

84 + 1d10

INT

35 + 1d10

36 + 1d10

38 + 1d10

59 + 1d10

LUC

50

50

50

50

STR

80 + 1d10

85 + 1d10

95 + 1d10

84 + 1d10

WIL

45 + 1d10

46 + 1d10

48 + 1d10

67 + 1d10

IP

HEA

HEA + 2d10

HEA + 4d10

HEA + 4d10

PV

2 or by Armor

2 or by Armor

2 or by Armor

2 or by Armor

Actions

1

1

2

2

Movement

Run 65

Run 67

Run 71

Run 69

Injury Dealt

1d10 or by weapon

1d10 or by weapon

1d10 or by weapon

1d10 or by weapon

Spell Type

C

C

C

B

Treasure

Low

Medium

Medium

Medium


Ogres are large sentient humanoid creatures that possess great strength. Standing 8 to 9 feet tall, they loom over even the tallest motul. With their dislike of general grooming habits, love of combat, and great strength most mercenary companies will pay dearly to hire one.

 

Their culture is very clannish and tribal. Fear and contempt from other races have forced the ogres to continually move and relocate. They have learned to fear and fight the outsiders who have constantly pushed them off of their hunting lands with superior numbers. Few tribes still remain within the civilized lands, choosing to venture deeper into the wilderness, but those who stay have ever smaller and more violent ways.

 

Ogres prefer the use of the blunt and axe weapons, and can wield two-handed weapons with one hand. Many disdain the use of a shield, but those who do tend to prefer the legion shield as it covers more of their body. Armor is often a piecemeal affair with large sections of chain or plate strapped together with chunks of worn leather.

 

Young ogres have either just left their tribe or are still there acting as hunter or warrior. They are often the most violent and ill tempered of the race. They have the following skills: Brawling 37%, Two Handed Misc. Weapons (or other combat skill) 38%, Defensive Tactics 31%, Orienteering 27%, Notice Ambush 23%.

 

Most Normal ogres have traveled the world seeking their fortune and have been kicked in the head a few times. Cautious enough to avoid a fight they cant win, ogres will acquire every advantage and then strike. They have the following skills: Brawling 47%, Two Handed Misc. Weapons (or other combat skill) 48%, Defensive Tactics 39%, Orienteering 35%, Notice Ambush 31%.

 

Champion ogres are often those ogres who have seen the world, survived living in a mercenary company and have returned to their tribe as chief. These ogres have seen enough fights, and shed enough blood to be very cautious and canny. They have the following skills: Brawling 74%, Two Handed Misc. Weapons (or other combat skill) 75%, Defensive Tactics 61%, Orienteering 59%, Notice Ambush 55%.

 

Shamans have been trained since adolescence to be part tactician, part diplomat, part physician, and part spell caster. They are more likely to be hospitable to outsiders, but are just as distrustful. Most ogre shamans learn the physical arkana. Shamans have the following skills: Cast Spells 80%, Learn Spells 79%, Defensive Tactics 64%, Concentration 62%, Negotiation 55%, Sense Aura 52%, Herbalism 26%, First Aid 42%, Sense injury 25%, Sense disease 25%.

 

 


 

2000 J. K. Wykowski & T. Coonrod