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		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=User:Matt&amp;diff=4783</id>
		<title>User:Matt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=User:Matt&amp;diff=4783"/>
		<updated>2022-04-02T08:07:56Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Prejudice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Prejudice==&lt;br /&gt;
Every year we use the winter break to look at aspects of the Empire game, with a view to trying to update things. We understand that changing things comes with a cost - people have to learn new rules or game elements and it can affect what people have roleplayed - but we want to ensure that we can continue to enjoy running Empire and people continue to enjoy playing it for years to come. Because we&#039;ve all had such a long break from Empire, we&#039;ve tried to use that time as an opportunity to change some really important parts of the game that either required major work or involved changes to the core setting. Hence major updates to things like the conduct process, costume and the armour rules.&lt;br /&gt;
&lt;br /&gt;
The final major change that we are making is to revamp some key elements of prejudice in the setting. Altough Empire is a fantasy setting it is deliberately intended to have a more realistic feel to it, it&#039;s a game of politics and messy compromises more like Game of Thrones than the heroic ideals of Lord of the Rings. As a consequence many of the kind of conflicts that happen frequently in the real world crop up periodically in Empire, and players have noted times in the past like when we have plots that involved refugees or similar. We&#039;ve tried to be open about the fact that a setting that aims to play with ideas that drive realistic conflicts in the real world will produce things that can make people uncomfortable.&lt;br /&gt;
&lt;br /&gt;
However, we&#039;ve also deliberately shied away from some forms of conflict that we are not interested in including in our game, no matter how unrealistic that makes the setting. Our setting explicitly tries to exclude misogyny, homophobia and similar kinds of prejudice because those are not themes we think are worth exploring in a game like Empire. For a host of reasons we don&#039;t think explicit references to them or including them as themes in plot would add anything to the game. Conflict is an inevitable part of Empire, the game simply would not work without it, but we wanted to exclude ideas like misogyny that were felt were inseperable from their real world analogues.&lt;br /&gt;
&lt;br /&gt;
One of the elements we did include in the original setting was widespread prejudice against briars. This was an explicit design choice, we wanted to create a character choice that people could take that would allow them to encounter discrimination and prejudice in the game. It&#039;s clear that some people have leaned into that element of the setting and enjoyed the roleplaying that comes from it. However after several years of running the game, it&#039;s increasingly clear that the inclusion of this prejudice makes the game less enjoyable for a significant number of players.&lt;br /&gt;
&lt;br /&gt;
As designers we thought the distinctions between race in the real world and lineage in our fantasy setting were distinct enough that the comparisons (and there are clear comparisons) didn&#039;t matter. That was a mistake on our part. There are elements of lineage that are fundamentally different to racism in the real world, but the similiarities are still too close. That leads to situations where people sometimes adopt the language that accompany real world racism and transplant them into the setting which only heightens those similarities. Given our design decisions to exclude elements like misogyny or homophobia it makes no sense to include a theme that is acting as a translation of real world racism. It&#039;s not a defence to say &amp;quot;that wasn&#039;t what we intended&amp;quot; when it is increasingly clear that it is what we ended up with.&lt;br /&gt;
&lt;br /&gt;
So we&#039;ve taken the decision to change the Empire setting and retire all overt prejudice against lineage and the Imperial Orcs. For a number of reasons, including continuity with recorded player actions, we&#039;ve chosen to imeplement this change as a development that has occurred on the run up to the Winter Solstice. We are asking people to update their characterisation to reflect the changes in the setting, and we&#039;ve changed the emphasis on some elements in the setting, but everything that characters did at recent events still happened. Current plots, like the one involving flowers growing from briar bark will continue, but we&#039;ll try to be clearer on the themes of those plots to reduce parallels with real world racism. &lt;br /&gt;
&lt;br /&gt;
Obviously it is patently ridiculous that a society of millions of people could stop being prejudiced over night - no change like that has ever occurred on such time-scales in the real world. But we are doing this because we want to focus the game on politics, economics, war, intrigue and similar themes - the only way to change the setting is to update the wiki and ask people to change the way they play their characters going forwards. It&#039;s not practical or even desirable to play that out over a series of events, so we&#039;ve taken advantage of this long period when everyone has not been playing Empire to change how they play their characters when the game resumes. Between the fact that this is an in-character evolution - and the strange mists that have taken people&#039;s memories - we hope that that will be sufficient explanation for most people to justify any changes to the way they play their characters.&lt;br /&gt;
&lt;br /&gt;
Although we&#039;ve removed the explicit prejudice we have deliberately not made lineage irrelevant in the setting. It is still meant to be very important to your characterisation - and we&#039;ve maintained some positive distinctions towards the lineaged. We&#039;ve also remodelled the Highborn view of lineage in a way that is meant to remove the overt prejudice but replace it with a different approach that keeps lineage unique in that nation. It is important to stress that we know we haven&#039;t removed all prejudice or discrimination from the setting. Empire is a game of conflict between individuals, groups and societies - and there will always be parallels with real world prejudices and conflicts in that. Our goal here is to remove the explicit exhortation towards overt prejudice towards briars and Imperial Orcs that produces language and interactions on the field that are too close to real world racism for us and some of our players.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t the first time we&#039;ve made changes like this - we rewrote the Brass Coast background in 2019 to remove the matrilineal elements because of the clear problems they had. To their credit, the Freeborn players responded overwhelmingly positively to that and took the significant changes to their backstory and roleplaying in their stride because they understood why it would make a better game. The changes we are making here affect every nation in the game, and we know they won&#039;t suit everyone, some people will have chosen to play a briar or Imperial Orc character because they wanted to play with those themes of prejudice and discrimination, so this is a loss to them. But we are confident that these changes will produce a better game, there is still a vast range of themes that Empire can explore but with a setting that is accessible to more people than previously.&lt;br /&gt;
&lt;br /&gt;
===IC Justification===&lt;br /&gt;
We&#039;ve chosen a handful of characterful Synod statements of principle as the in-character justification for this change. Normally we would respond to a statement in the general assembly that achieved a greater majority with a wind of fortune, some plot and some possible mandates. On this occasion we&#039;ve skipped those steps and gone straight to the in-character consequences. We hope the players-characters who put those judgements forward are happy for their characters to take credit for this change in the Empire, but obviously this is an out-of-character decision that Profound Decisions have taken, it&#039;s not appropriate to criticise them for these changes in anyway. Nor is this something that could be reversed by in-character action.&lt;br /&gt;
&lt;br /&gt;
===Key Changes===&lt;br /&gt;
We&#039;ve removed every single nation page discussing lineage and orcs. We&#039;ve made a handful of changes to appropriate nation pages to reference the old prejudices that existed previously. We&#039;ve also updated some pages to contain details of the positive ways in which people view the lineaged that were on the removed pages previously. Finally we&#039;ve updated the religious beliefs page for Highguard to make clear the unique challenges that Highborn lineaged face that flows from their commitment to the Way. It&#039;s useful to read the parts of the linked pages for your nation that have been changed and the update to the language section of the conduct rules if at all possible.&lt;br /&gt;
&lt;br /&gt;
===Conduct===&lt;br /&gt;
* [[Language]]&lt;br /&gt;
&lt;br /&gt;
===The Brass Coast===&lt;br /&gt;
* [[The_Brass_Coast_economic_interests#Scriveners|Scriveners]]&lt;br /&gt;
* [[The_Brass_Coast_culture_and_customs#The_Gift|The Gift]]&lt;br /&gt;
&lt;br /&gt;
===Dawn===&lt;br /&gt;
* [[Dawn people]]&lt;br /&gt;
* [[Dawn history#The_Freedom_Heresy|History of Briar Prejudice]]&lt;br /&gt;
* [[Troubadour]]&lt;br /&gt;
* [[The Freedom Heresy]]&lt;br /&gt;
&lt;br /&gt;
===Highguard===&lt;br /&gt;
* [[Highguard_culture_and_customs|Briar Bodies Burned Line Removed]]&lt;br /&gt;
* [[Casinea|Line About Draughir Pool Removed]]&lt;br /&gt;
* [[Nursery_Rhyme_about_Lineage|This nursery rhyme page needs to be deleted]]&lt;br /&gt;
* [[Highguard magical traditions]]&lt;br /&gt;
* [[Highguard religious beliefs]]&lt;br /&gt;
&lt;br /&gt;
===Imperial Orcs===&lt;br /&gt;
* [[Imperial Orcs people]]&lt;br /&gt;
&lt;br /&gt;
===The League===&lt;br /&gt;
* [[Reckoners|New Page for Reckoners]]&lt;br /&gt;
* [[The League religious beliefs]]&lt;br /&gt;
* [[The_League_look_and_feel#Bishops|Bishops Look and Feel]]&lt;br /&gt;
&lt;br /&gt;
===The Marches===&lt;br /&gt;
* [[The Marches culture and customs#Funerals|Funerals]]&lt;br /&gt;
&lt;br /&gt;
===Navarr===&lt;br /&gt;
* [[Navarr_culture_and_customs#The_Vallorn|Vallorn and Briars added]]&lt;br /&gt;
&lt;br /&gt;
===Urizen===&lt;br /&gt;
* [[Urizen_people#Overview|Paragraph on the Gift Added]]&lt;br /&gt;
* [[Urizen culture and customs#Poise|Final Paragraph Added to Poise]]&lt;br /&gt;
* [[Spiral#Recent_History|Paragraph Added to Recent History of Spiral]]&lt;br /&gt;
&lt;br /&gt;
===Varushka===&lt;br /&gt;
* [[Varushka people|Second and Fourth Paragraphs Relevant]]&lt;br /&gt;
* [[Varushka military concerns]]&lt;br /&gt;
* [[Varushka magical traditions#Volhov|Last Paragraph from Lineage]]&lt;br /&gt;
* [[Varushka history]]&lt;br /&gt;
&lt;br /&gt;
===Wintermark===&lt;br /&gt;
* [[Wintermark culture and customs|Skars and Birds]]&lt;br /&gt;
* [[Wintermark_history#The_Relinquishment_of_Skarsind|The Relinquishment of Skarsind]]&lt;br /&gt;
* [[Kallevesi]]&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=2716</id>
		<title>Time off</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=2716"/>
		<updated>2019-12-06T14:32:48Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Differentiation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DeadEgregore.jpg|align=right|width=300px}}&lt;br /&gt;
==Overview==&lt;br /&gt;
All crew will receive some time-off during the event to allow them to relax and take a break. You are welcome to use use this time to play a character, but we ask all crew who are playing the game to follow the simple guidelines laid out below. These principles are designed to ensure that you can roleplay without worrying that anything you are doing might undermine the event for other participants. If you think anything you are doing is likely to be a concern, then check the issue with Matt Pennington for further guidance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:450px; float: right; margin-left:10px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Event Crew&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Game Team&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Camp Planner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Academy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Crew Welfare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Driver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battle Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;First Aid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Civil Service&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gate Crew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Costume&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Infrastructure&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Egregore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IT&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Encounter Tents&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moderator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;GOD&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Participant Welfare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Magistrate&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Photography&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Makeup&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Player Ref&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;NPC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Security&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Plot Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Set Dressing&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Plot Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Site Crew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Props&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sparky&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ref - Field&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tavern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ref - Skirmish&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Toilet Team&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SFX&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Traffic Management&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Skirmish Team&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapons Check&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Workshop&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
==Hours==&lt;br /&gt;
The amount of time-off that crew get is primarily determined by the area they are working in. Each member of crew is assigned to a team, as laid out in the [[crew organization]] - your team leader will be able to let you know what hours they will need you and what time-off you can expect.&lt;br /&gt;
&lt;br /&gt;
In general, if you&#039;re carrying out your crew responsibilities during the event, such as a member of the NPC team or the GOD team then there will be only limited opportunities for you to take time-off while the game is running. Where possible we employ a planned rota of shifts for people who are working logistical jobs during the event - like the refs and the god team - so that you can have a break every day and potentially enjoy a little of the event. There is less time-off for those who are working in the plot department - but most crew can take an evening off to see friends.&lt;br /&gt;
&lt;br /&gt;
If your job entails work before and after the event, such as the site set-up team, or the traffic or gate team, then you are welcome to join in with other crewing activities once the site work is complete, but you are also welcome to play most of the event if you wish to. However please do not assume you will be able to begin playing as soon as the event begins, site work is often not complete until a few hours after time-in. And bear in mind that we might need to call on you at any point if there is an emergency.&lt;br /&gt;
&lt;br /&gt;
==Differentiation==&lt;br /&gt;
One of the goals is - as far as possible - to operate a standard setting of crewing guidelines across our crew. The ideal is to have the same rules for everyone. However in drawing up the rules, it is very clear that all our crew fall in to one of two categories. The first category are those crew who spend large amounts of time crewing &#039;&#039;during&#039;&#039; the event - doing very visible roles involved with &#039;&#039;&#039;managing&#039;&#039;&#039; and &#039;&#039;&#039;running&#039;&#039;&#039; the game. We call these crew the game team - because they run the game itself. The game team can take time-off and roleplay during the event, but they can&#039;t play a prominent role in the game because that is incompatible with be part of the team who are running the game.&lt;br /&gt;
&lt;br /&gt;
The second category are those who often do most of the work before time-in or after time-out - mostly doing roles involved with the logistics of the event, handling things like electrics, site set-up, and so on. This includes the weapon check team dealing with weapon safety. We call these crew the event crew - because their role is focussed on the physical logistics of the event - rather than anything to do with the in-character side of Empire. The crew working in this department are playing their character through-out the majority of time-in - as such they are playing the game just as any other player might.&lt;br /&gt;
&lt;br /&gt;
To try and keep things as simple as possible - we have created a single page to cover the guidelines for crew. The first section on the basic principles applies to all crew. The second section describes the restrictions on what you can do with your character if you&#039;re a member of the game team taking time off.&lt;br /&gt;
&lt;br /&gt;
==Basic Principles For All Crew==&lt;br /&gt;
* No spoilers&lt;br /&gt;
* Crewing comes first&lt;br /&gt;
* Check in and out with your team leader&lt;br /&gt;
* Support the Game&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;An event is like a magicians trick - &#039;&#039;&#039;never&#039;&#039;&#039; pull back the curtain to show them how the trick is done&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===No Spoilers===&lt;br /&gt;
As a member of crew, you may well be privy to information some or all of the players do not have. It is vital that you firewall this information appropriately and do not mention it to other players at any time. Doing so spoils the event for the players and leads to accusations that damage the reputation of all the crew. We appreciate that this rule is very obvious to most people who have been crewing for any length of time, but as the most vital rule of crewing, it is important to spell it out explicitly. Spoiling the plot is more than just leaking plot details - it can includes simple things like warning players that a particular battle will be harder or that it contains a lot of a specific monster or call for example.&lt;br /&gt;
&lt;br /&gt;
In fact no spoilers is &#039;&#039;so important&#039;&#039; that you should bear this mind in rule at all times. Sensitive game information that you learn while crewing should never be divulged to players - before, during or after an event.&lt;br /&gt;
&lt;br /&gt;
In practice, this rule isn&#039;t really that different for players. It&#039;s bad form generally to spill important in-character information to other players unless you&#039;re in-character and roleplaying. But it&#039;s important for our crew to be responsible Empire participants and obviously you&#039;re much more likely to know important information than many players are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;The real difference between crewing and playing is that crew put the event first&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Crewing Comes First===&lt;br /&gt;
We’d like to avoid any situations where we are short on crew – we depend on everyone to be available when they are needed if they have come to Empire on a crew ticket. What we’re asking here is that you always put your responsibilities as crew first, rather than your character’s development or goals. If there is a specific IC event that you wish to attend, then we will accommodate this if we can, but ultimately if you are crewing then you are expected to be available to crew at the times you are needed. Sometimes that is going to mean that you miss out on bits of the game because we need you to help run it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;We have given you a place on the crew because we need you&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Check In/Out===&lt;br /&gt;
Each department will manage this differently, but the basic expectation is that people will check verbally with their team leader before taking time-off. The goal is to allow team leaders to manage their teams, without having to annoy everyone with the hassle of formally signing in and out. Most event crew or plot crew will be asked to take a break of a few hours before returning to crewing; the site crew are more likely to be asked to be on call if they are needed or to check back in at a certain time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;Nobody expects the Spanish Inquisition&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Support the Game===&lt;br /&gt;
* Play the brief&lt;br /&gt;
* Avoid comedy characters&lt;br /&gt;
* Don&#039;t play a stab-monkey&lt;br /&gt;
* Treat money and materials as if they were valuable&lt;br /&gt;
It is important that our crew are seen to be responsible participants in the game, many players will look at how crew play the game as an example of how it should be done. As such it is important that when you play a character, that character conforms to the brief. Obviously every character should be an individual, but don&#039;t play a Dawnish yeoman who despises the nobility - or a League citizen who wants to return to an agrarian lifestyle. Our characters should embody and personify the brief in a way that enriches and deepens the setting for everyone.&lt;br /&gt;
&lt;br /&gt;
Empire is designed to be a very serious political game in which there is a large amount of PvP politics, but murder is the last resort of the truly desperate. As such we discourage players from playing comedy characters with stupid names, and also encourage them not to play stab-monkeys who just want to hang round at night and murder people. There are great games that allow for both these styles of play - they&#039;re just not something we want in Empire. Consequently it&#039;s &#039;&#039;really&#039;&#039; important for our crew to avoid both of these play-styles.&lt;br /&gt;
&lt;br /&gt;
Finally, it is really important for crew who are taking in-character resources for their character to treat them as valuable. Much like a battle, the economy is a finely balanced thing - throwing money around as if it has no value damages that subtle balance in the same way that a monster taking too many hits damages the play balance of a fight. So please treat your resources as if they have real value to you. If you have money, spend it - but spend it carefully and don&#039;t flash your money around. If you have items to sell, spend some time roleplaying to extract the best price you can for them. If you don&#039;t want to be bothered haggling, don&#039;t take items to sell! You can get by perfectly adequately in Anvil with a dozen rings in your pocket for an evening&#039;s roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;It&#039;s a player-led game&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Restrictions for Game Crew==&lt;br /&gt;
* &#039;&#039;&#039;Don’t take on Imperial titles&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t get rich&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Don’t take a congregation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Past Life visions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Don’t break Imperial laws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve laid our five specific restrictions for game crew, but it&#039;s important to appreciate that the general principle here is that you are free to play Empire provided that you take a minor role in the game and don&#039;t become an active player in the politics or the economics of the game. You can take ritual magic and support your group doing rituals - but don&#039;t be the go-to character for people looking to parley the ritual ability for influence. You can vote for a senator or a cardinal - but don&#039;t stand for the position yourself. You can buy crafting resources to make items for your character or your group - but don&#039;t buy and sell bourse resources for profit - all of these things are activities that push your character into the foreground of the story - they&#039;re things for the players to do.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Abraham Lincoln&amp;quot;&amp;gt;To test a man&#039;s character, given&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===No Imperial Titles===&lt;br /&gt;
We very publicly promote Empire that as a player-led game. The players portray all the most important characters of the Empire, the senators, the generals, the archmages, etc. This is fundamental to the design of the game and is also one of its big selling points. If crew accept an Imperial title it undermines one of the selling points of the game and can lead to the same questions about fairness that affect in-character crimes. It is also undeniable that characters with titled positions have significant duties attached to them in the setting. Characters with an Imperial title have commitments on their time that are incompatible with the need for crew to be available when we need them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Mason Cooley&amp;quot;&amp;gt;Money: power at it&#039;s most liquid&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Don&#039;t Get Rich===&lt;br /&gt;
Wealth is just another form of power so it follows the same restrictions that Imperial titles do because the same philosophy applies - this is another area set aside for the players to lead the game in. If crew get rich it undermines the essential player-led nature of the game and it can also lead them to question how trustworthy the game team are if the people with access to the money out-of-character play rich characters.&lt;br /&gt;
&lt;br /&gt;
We want to avoid these pitfalls - so members of the game team should avoid getting involved in buying and selling bourse resources for profit, nor be part of the bourse syndicates. It&#039;s ok to buy crafting materials to make items if your character is a crafter - or even to buy a few wains to upgrade your personal resource, but please don&#039;t upgrade your personal resource beyond level three.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t take a Congregation===&lt;br /&gt;
Because of how Synod voting works, if you&#039;re not on the field for a considerable amount of the event, you&#039;re likely to mess up the voting game for people trying to get a Greater Majority - your votes will count against the motion even though you couldn&#039;t have cast them, and people will get upset trying to find you when you&#039;re not around.&lt;br /&gt;
&lt;br /&gt;
For this reason, unless you can expect to be on the field for the majority of the event, we&#039;d rather you didn&#039;t take the Congregation resource with your character.&lt;br /&gt;
&lt;br /&gt;
===No Past Life Visions===&lt;br /&gt;
Crew cannot be either the recipient or the guide priest for a past life vision.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;You can&#039;t do the time - so don&#039;t do the crime!&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Don’t break Imperial laws===&lt;br /&gt;
The Anvil setting in Empire is designed to be a law-abiding location - at least compared to most LRP settings. We work hard to encourage the majority of players that this is a game about political interaction, it&#039;s not about murdering people outside toilets or turning their tents over for their stuff. By not breaking the law, you are helping to reinforce the setting for everyone. Crew are allowed to play controversial characters, you are welcome to have a strong political agenda - provided you stay legal when pursuing your goals.&lt;br /&gt;
&lt;br /&gt;
Following the laws isn&#039;t just about sticking to the setting, there are issues involving &#039;&#039;perceptions&#039;&#039; of fairness; regardless of the actual facts it is hard for players to maintain trust in the game organizers if their characters have been done over by the people running the game. There are also genuine play-balance problems, with potential issues of crew characters getting away scott-free by leaving the field and returning to crew roles for the rest of the weekend- while players struggle in vain to hunt down the thief/murderer/arsonist/conclave streaker. That creates an element of disparity between players committing crimes and crew characters committing crimes – and we need to avoid these situations.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2702</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2702"/>
		<updated>2019-09-20T09:53:29Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Existing Plot Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A summary of the processes needed to get downtime live - in no particular order.&lt;br /&gt;
&lt;br /&gt;
==Guerdon==&lt;br /&gt;
* Clear the Guerdon from armies, forts, spy networks and military actions and trading ports&lt;br /&gt;
* Set the Guerdon for all areas based on announcement by Quartermaster General.&lt;br /&gt;
&lt;br /&gt;
==Imperial Army Orders==&lt;br /&gt;
* Get the list of Imperial Army orders from Graeme and enter onto the system.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* Check all mandates that passed.&lt;br /&gt;
* Remove the liao from the character&#039;s inventory.&lt;br /&gt;
* Apply any downtime effects as appropriate.&lt;br /&gt;
&lt;br /&gt;
==Plot Team==&lt;br /&gt;
* Check with plot team for any new downtime plot effects.&lt;br /&gt;
&lt;br /&gt;
==Existing Plot Effects==&lt;br /&gt;
* Check the existing report of Active Plot Effects in the database reports.&lt;br /&gt;
* Remove any that are no longer valid.&lt;br /&gt;
* &#039;&#039;&#039;Temp:&#039;&#039;&#039; After processing Autumn 383YE downtime, turn off the bonus track for the Cinderpath Exchange&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Check &#039;&#039;region&#039;&#039;, &#039;&#039;territory&#039;&#039; &#039;&#039;&#039;and&#039;&#039;&#039; &#039;&#039;nation&#039;&#039; level rituals on the ritual processor&lt;br /&gt;
&lt;br /&gt;
==Military Actions==&lt;br /&gt;
* Remove any expired military actions, forts, spy networks and armies&lt;br /&gt;
* Add any new military actions, forts, spy networks and armies&lt;br /&gt;
==Ports==&lt;br /&gt;
* Remove any expired fleet actions or trading ports&lt;br /&gt;
* Add any new fleet actions or trading ports&lt;br /&gt;
&lt;br /&gt;
==Treasure Types==&lt;br /&gt;
* Clear existing treasure types from spy networks, armies and forts&lt;br /&gt;
* Set new plot rewards for any spy networks, armies and forts&lt;br /&gt;
==Great Works==&lt;br /&gt;
* Check that great works completed before the event are activated&lt;br /&gt;
==Wiki Pages==&lt;br /&gt;
* Run the &amp;quot;Current Imperial Titles&amp;quot; Wiki Page and amend Current Titles to point to it:&lt;br /&gt;
* Run the &amp;quot;Elections Results&amp;quot; Wiki Page and over-write the pre-event page.&lt;br /&gt;
&lt;br /&gt;
==Bourse Seats==&lt;br /&gt;
* Run the &amp;quot;Bourse Pre-Processor&amp;quot; report to move Bourse Seats to Elinor ahead of election next event&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Edit and fix all Secrets of Skilfull Artifice rituals&lt;br /&gt;
* Check for any old style Arcane Projections submitted.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2694</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2694"/>
		<updated>2019-08-11T10:29:06Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Rituals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A summary of the processes needed to get downtime live - in no particular order.&lt;br /&gt;
&lt;br /&gt;
==Guerdon==&lt;br /&gt;
* Clear the Guerdon from armies, forts, spy networks and military actions and trading ports&lt;br /&gt;
* Set the Guerdon for all areas based on announcement by Quartermaster General.&lt;br /&gt;
&lt;br /&gt;
==Imperial Army Orders==&lt;br /&gt;
* Get the list of Imperial Army orders from Graeme and enter onto the system.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* Check all mandates that passed.&lt;br /&gt;
* Remove the liao from the character&#039;s inventory.&lt;br /&gt;
* Apply any downtime effects as appropriate.&lt;br /&gt;
&lt;br /&gt;
==Plot Team==&lt;br /&gt;
* Check with plot team for any new downtime plot effects.&lt;br /&gt;
&lt;br /&gt;
==Existing Plot Effects==&lt;br /&gt;
* Check the existing report of Active Plot Effects in the database reports.&lt;br /&gt;
* Remove any that are no longer valid.&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Check &#039;&#039;region&#039;&#039;, &#039;&#039;territory&#039;&#039; &#039;&#039;&#039;and&#039;&#039;&#039; &#039;&#039;nation&#039;&#039; level rituals on the ritual processor&lt;br /&gt;
&lt;br /&gt;
==Military Actions==&lt;br /&gt;
* Remove any expired military actions, forts, spy networks and armies&lt;br /&gt;
* Add any new military actions, forts, spy networks and armies&lt;br /&gt;
==Ports==&lt;br /&gt;
* Remove any expired fleet actions or trading ports&lt;br /&gt;
* Add any new fleet actions or trading ports&lt;br /&gt;
&lt;br /&gt;
==Treasure Types==&lt;br /&gt;
* Clear existing treasure types from spy networks, armies and forts&lt;br /&gt;
* Set new plot rewards for any spy networks, armies and forts&lt;br /&gt;
==Great Works==&lt;br /&gt;
* Check that great works completed before the event are activated&lt;br /&gt;
==Wiki Pages==&lt;br /&gt;
* Run the &amp;quot;Current Imperial Titles&amp;quot; Wiki Page and amend Current Titles to point to it:&lt;br /&gt;
* Run the &amp;quot;Elections Results&amp;quot; Wiki Page and over-write the pre-event page.&lt;br /&gt;
&lt;br /&gt;
==Bourse Seats==&lt;br /&gt;
* Run the &amp;quot;Bourse Pre-Processor&amp;quot; report to move Bourse Seats to Elinor ahead of election next event&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Edit and fix all Secrets of Skilfull Artifice rituals&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2693</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2693"/>
		<updated>2019-08-10T14:58:28Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Existing Plot Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A summary of the processes needed to get downtime live - in no particular order.&lt;br /&gt;
&lt;br /&gt;
==Guerdon==&lt;br /&gt;
* Clear the Guerdon from armies, forts, spy networks and military actions and trading ports&lt;br /&gt;
* Set the Guerdon for all areas based on announcement by Quartermaster General.&lt;br /&gt;
&lt;br /&gt;
==Imperial Army Orders==&lt;br /&gt;
* Get the list of Imperial Army orders from Graeme and enter onto the system.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* Check all mandates that passed.&lt;br /&gt;
* Remove the liao from the character&#039;s inventory.&lt;br /&gt;
* Apply any downtime effects as appropriate.&lt;br /&gt;
&lt;br /&gt;
==Plot Team==&lt;br /&gt;
* Check with plot team for any new downtime plot effects.&lt;br /&gt;
&lt;br /&gt;
==Existing Plot Effects==&lt;br /&gt;
* Check the existing report of Active Plot Effects in the database reports.&lt;br /&gt;
* Remove any that are no longer valid.&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Check region and territory level rituals on the ritual processor&lt;br /&gt;
&lt;br /&gt;
==Military Actions==&lt;br /&gt;
* Remove any expired military actions, forts, spy networks and armies&lt;br /&gt;
* Add any new military actions, forts, spy networks and armies&lt;br /&gt;
==Ports==&lt;br /&gt;
* Remove any expired fleet actions or trading ports&lt;br /&gt;
* Add any new fleet actions or trading ports&lt;br /&gt;
&lt;br /&gt;
==Treasure Types==&lt;br /&gt;
* Clear existing treasure types from spy networks, armies and forts&lt;br /&gt;
* Set new plot rewards for any spy networks, armies and forts&lt;br /&gt;
==Great Works==&lt;br /&gt;
* Check that great works completed before the event are activated&lt;br /&gt;
==Wiki Pages==&lt;br /&gt;
* Run the &amp;quot;Current Imperial Titles&amp;quot; Wiki Page and amend Current Titles to point to it:&lt;br /&gt;
* Run the &amp;quot;Elections Results&amp;quot; Wiki Page and over-write the pre-event page.&lt;br /&gt;
&lt;br /&gt;
==Bourse Seats==&lt;br /&gt;
* Run the &amp;quot;Bourse Pre-Processor&amp;quot; report to move Bourse Seats to Elinor ahead of election next event&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Edit and fix all Secrets of Skilfull Artifice rituals&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2690</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2690"/>
		<updated>2019-08-01T13:24:30Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Great Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A summary of the processes needed to get downtime live - in no particular order.&lt;br /&gt;
&lt;br /&gt;
==Guerdon==&lt;br /&gt;
* Clear the Guerdon from armies, forts, spy networks and military actions and trading ports&lt;br /&gt;
* Set the Guerdon for all areas based on announcement by Quartermaster General.&lt;br /&gt;
&lt;br /&gt;
==Imperial Army Orders==&lt;br /&gt;
* Get the list of Imperial Army orders from Graeme and enter onto the system.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* Check all mandates that passed.&lt;br /&gt;
* Remove the liao from the character&#039;s inventory.&lt;br /&gt;
* Apply any downtime effects as appropriate.&lt;br /&gt;
&lt;br /&gt;
==Plot Team==&lt;br /&gt;
* Check with plot team for any new downtime plot effects.&lt;br /&gt;
&lt;br /&gt;
==Existing Plot Effects==&lt;br /&gt;
* Check the existing report of Active Plot Effects in the database reports.&lt;br /&gt;
* Remove any that are no longer valid.&lt;br /&gt;
&lt;br /&gt;
==Military Actions==&lt;br /&gt;
* Remove any expired military actions, forts, spy networks and armies&lt;br /&gt;
* Add any new military actions, forts, spy networks and armies&lt;br /&gt;
==Ports==&lt;br /&gt;
* Remove any expired fleet actions or trading ports&lt;br /&gt;
* Add any new fleet actions or trading ports&lt;br /&gt;
&lt;br /&gt;
==Treasure Types==&lt;br /&gt;
* Clear existing treasure types from spy networks, armies and forts&lt;br /&gt;
* Set new plot rewards for any spy networks, armies and forts&lt;br /&gt;
==Great Works==&lt;br /&gt;
* Check that great works completed before the event are activated&lt;br /&gt;
==Run Reports==&lt;br /&gt;
* Run the &amp;quot;Bourse Pre-Processor&amp;quot; report to remove Bourse Seats ahead of next event&lt;br /&gt;
* Run the &amp;quot;Current Imperial Titles&amp;quot; page producer&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2688</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2688"/>
		<updated>2019-08-01T13:14:39Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Military Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A summary of the processes needed to get downtime live - in no particular order.&lt;br /&gt;
&lt;br /&gt;
==Guerdon==&lt;br /&gt;
* Clear the Guerdon from armies, forts, spy networks and military actions.&lt;br /&gt;
* Set the Guerdon for all areas based on announcement by Quartermaster General.&lt;br /&gt;
&lt;br /&gt;
==Imperial Army Orders==&lt;br /&gt;
* Get the list of Imperial Army orders from Graeme and enter onto the system.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* Check all mandates that passed.&lt;br /&gt;
* Remove the liao from the character&#039;s inventory.&lt;br /&gt;
* Apply any downtime effects as appropriate.&lt;br /&gt;
&lt;br /&gt;
==Plot Team==&lt;br /&gt;
* Check with plot team for any new downtime plot effects.&lt;br /&gt;
&lt;br /&gt;
==Existing Plot Effects==&lt;br /&gt;
* Check the existing report of Active Plot Effects in the database reports.&lt;br /&gt;
* Remove any that are no longer valid.&lt;br /&gt;
&lt;br /&gt;
==Military Actions==&lt;br /&gt;
* Remove any expired military actions, forts, spy networks and armies&lt;br /&gt;
* Add any new military actions, forts, spy networks and armies&lt;br /&gt;
==Ports==&lt;br /&gt;
* Remove any expired fleet actions or trading ports&lt;br /&gt;
* Add any new fleet actions or trading ports&lt;br /&gt;
&lt;br /&gt;
==Treasure Types==&lt;br /&gt;
* Clear existing treasure types from spy networks, armies and forts&lt;br /&gt;
* Set new plot rewards for any spy networks, armies and forts&lt;br /&gt;
==Great Works==&lt;br /&gt;
* Check that great works completed before the event are activated&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2687</id>
		<title>Downtime</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Downtime&amp;diff=2687"/>
		<updated>2019-08-01T11:37:09Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Treasure Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A summary of the processes needed to get downtime live - in no particular order.&lt;br /&gt;
&lt;br /&gt;
==Guerdon==&lt;br /&gt;
* Clear the Guerdon from armies, forts, spy networks and military actions.&lt;br /&gt;
* Set the Guerdon for all areas based on announcement by Quartermaster General.&lt;br /&gt;
&lt;br /&gt;
==Imperial Army Orders==&lt;br /&gt;
* Get the list of Imperial Army orders from Graeme and enter onto the system.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* Check all mandates that passed.&lt;br /&gt;
* Remove the liao from the character&#039;s inventory.&lt;br /&gt;
* Apply any downtime effects as appropriate.&lt;br /&gt;
&lt;br /&gt;
==Plot Team==&lt;br /&gt;
* Check with plot team for any new downtime plot effects.&lt;br /&gt;
&lt;br /&gt;
==Existing Plot Effects==&lt;br /&gt;
* Check the existing report of Active Plot Effects in the database reports.&lt;br /&gt;
* Remove any that are no longer valid.&lt;br /&gt;
&lt;br /&gt;
==Military Actions==&lt;br /&gt;
* Remove any expired military actions, forts, spy networks and armies&lt;br /&gt;
* Add any new military actions, forts, spy networks and armies&lt;br /&gt;
&lt;br /&gt;
==Treasure Types==&lt;br /&gt;
* Clear existing treasure types from spy networks, armies and forts&lt;br /&gt;
* Set new plot rewards for any spy networks, armies and forts&lt;br /&gt;
==Great Works==&lt;br /&gt;
* Check that great works completed before the event are activated&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=2589</id>
		<title>Time off</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=2589"/>
		<updated>2019-03-25T15:48:23Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Basic Principles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DeadEgregore.jpg|align=right|width=300px}}&lt;br /&gt;
==Overview==&lt;br /&gt;
All crew will receive some time-off during the event to allow them to relax and take a break. You are welcome to use use this time to play a character, but we ask all crew who are playing the game to follow the simple guidelines laid out below. These principles are designed to ensure that you can roleplay without worrying that anything you are doing might undermine the event for other participants. If you think anything you are doing is likely to be a concern, then check the issue with Matt Pennington for further guidance.&lt;br /&gt;
&lt;br /&gt;
==Hours==&lt;br /&gt;
The amount of time-off that crew get is primarily determined by the area they are working in. Each member of crew is assigned to a team, as laid out in the [[crew organization]] - your team leader will be able to let you know what hours they will need you and what time-off you can expect.&lt;br /&gt;
&lt;br /&gt;
===Plot Crew===&lt;br /&gt;
If you are a member of the plot crew then you are likely to be kept busy for &#039;&#039;most&#039;&#039; of the event - please do not anticipate that you will get more than a few hours off during time-in. As most plot crew get a chance to enjoy roleplaying many different roles throughout the event, they do not get the same options for taking time off to roleplay that other members of crew get, so you will not get long periods off to play your own character. &lt;br /&gt;
&lt;br /&gt;
===Event Crew===&lt;br /&gt;
We encourage the event crew team leaders to try, as far as possible, to rota their crew, so that you are able to take regular breaks. You are encouraged to use these breaks to play a character if you want - so that you can get a chance to experience the roleplaying at the event. &lt;br /&gt;
&lt;br /&gt;
===Site and Safety Crew===&lt;br /&gt;
You are very welcome to join in with other crewing activities once the site work is complete, but as site crew work flat out before and after the event, you are welcome to play most of the event if you wish to. However please do not assume you will be able to begin playing as soon as the event begins, site work is often not complete until a few hours after time-in. &lt;br /&gt;
&lt;br /&gt;
==Differentiation==&lt;br /&gt;
One of the goals is - as far as possible - to operate a standard setting of crewing guidelines across our crew. The ideal is to have the same rules for everyone. However in drawing up the rules, it is very clear that all our crew fall in to one of two categories. The first category are those crew who spend large amounts of time crewing &#039;&#039;during&#039;&#039; the event - doing very visible roles involved with &#039;&#039;&#039;managing&#039;&#039;&#039; and &#039;&#039;&#039;running&#039;&#039;&#039; the game. We have grouped these teams together in two departments, the event crew and the plot crew. &lt;br /&gt;
&lt;br /&gt;
The second category are those who often do most of the work before time-in or after time-out - mostly doing roles involved with &#039;&#039;&#039;supporting&#039;&#039;&#039; the game, handling things like electrics, site set-up, and so on. This are primarily involved with the site, but it also includes the weapon check team dealing with weapon safety. We&#039;ve brought these teams together under one department - the site crew. The crew working in this department are playing their character through-out the majority of time-in - as such they are playing the game just as any other player might.&lt;br /&gt;
&lt;br /&gt;
To try and keep things as simple as possible - we have created a single page to cover the guidelines for crew - but please note that the final three principles do not apply if you only crew as a member of one or more of the teams in the site crew. If you are &#039;&#039;not&#039;&#039; a member of one of the teams in the plot crew or the event crew, then &#039;&#039;the last three principles on avoiding crimes, Imperial titles and congregations do not apply to you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Basic Principles==&lt;br /&gt;
* No spoilers&lt;br /&gt;
* Crewing comes first&lt;br /&gt;
* Check in and out with your team leader&lt;br /&gt;
* Support the Game&lt;br /&gt;
* Don’t break Imperial laws&lt;br /&gt;
* Don’t take on Imperial titles&lt;br /&gt;
* Don’t take a congregation&lt;br /&gt;
* No Past Life visions&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;An event is like a magicians trick - &#039;&#039;&#039;never&#039;&#039;&#039; pull back the curtain to show them how the trick is done&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Spoilers===&lt;br /&gt;
As a member of crew, you may well be privy to information some or all of the players do not have. It is vital that you firewall this information appropriately and do not mention it to other players at any time. Doing so spoils the event for the players and leads to accusations that damage the reputation of all the crew. We appreciate that this rule is very obvious to most people who have been crewing for any length of time, but as the most vital rule of crewing, it is important to spell it out explicitly. Spoiling the plot is more than just leaking plot details - it can includes simple things like warning players that a particular battle will be harder or that it contains a lot of a specific monster or call for example.&lt;br /&gt;
&lt;br /&gt;
In fact no spoilers is &#039;&#039;so important&#039;&#039; that you should bear this mind in rule at all times. Sensitive game information that you learn while crewing should never be divulged to players - before, during or after an event.&lt;br /&gt;
&lt;br /&gt;
In practice, this rule isn&#039;t really that different for players. It&#039;s bad form generally to spill important in-character information to other players unless you&#039;re in-character and roleplaying. But it&#039;s important for our crew to be responsible Empire participants and obviously you&#039;re much more likely to know important information than many players are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;The real difference between crewing and playing is that crew put the event first&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Crewing Comes First===&lt;br /&gt;
We’d like to avoid any situations where we are short on crew – we depend on everyone to be available when they are needed if they have come to Empire on a crew ticket. What we’re asking here is that you always put your responsibilities as crew first, rather than your character’s development or goals. If there is a specific IC event that you wish to attend, then we will accommodate this if we can, but ultimately if you are crewing then you are expected to be available to crew at the times you are needed. Sometimes that is going to mean that you miss out on bits of the game because we need you to help run it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;We have given you a place on the crew because we need you&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Check In/Out===&lt;br /&gt;
Each department will manage this differently, but the basic expectation is that people will check verbally with their team leader before taking time-off. The goal is to allow team leaders to manage their teams, without having to annoy everyone with the hassle of formally signing in and out. Most event crew or plot crew will be asked to take a break of a few hours before returning to crewing; the site crew are more likely to be asked to be on call if they are needed or to check back in at a certain time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Nobody &#039;&#039;wants&#039;&#039; the Spanish Inquisition&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Support the Game===&lt;br /&gt;
* Play the brief&lt;br /&gt;
* Avoid comedy characters&lt;br /&gt;
* Don&#039;t play a stab-monkey&lt;br /&gt;
* Treat money and materials as if they were valuable&lt;br /&gt;
It is important that our crew are seen to be responsible participants in the game, many players will look at how crew play the game as an example of how it should be done. As such it is important that when you play a character, that character conforms to the brief. Obviously every character should be an individual, but don&#039;t play a Dawnish yeoman who despises the nobility - or a League citizen who wants to return to an agrarian lifestyle. Our characters should embody and personify the brief in a way that enriches and deepens the setting for everyone.&lt;br /&gt;
&lt;br /&gt;
Empire is designed to be a very serious political game in which there is a large amount of PvP politics, but murder is the last resort of the truly desperate. As such we discourage players from playing comedy characters with stupid names, and also encourage them not to play stab-monkeys who just want to hang round at night and murder people. There are great games that allow for both these styles of play - they&#039;re just not something we want in Empire. Consequently it&#039;s &#039;&#039;really&#039;&#039; important for our crew to avoid both of these play-styles.&lt;br /&gt;
&lt;br /&gt;
Finally, it is really important for crew who are taking in-character resources for their character to treat them as valuable. Much like a battle, the economy is a finely balanced thing - throwing money around as if it has no value damages that subtle balance in the same way that a monster taking too many hits damages the play balance of a fight. So please treat your resources as if they have real value to you. If you have money, spend it - but spend it carefully and don&#039;t flash your money around. If you have items to sell, spend some time roleplaying to extract the best price you can for them. If you don&#039;t want to be bothered haggling, don&#039;t take items to sell! You can get by perfectly adequately in Anvil with a dozen rings in your pocket for an evening&#039;s roleplay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;You can&#039;t do the time - so don&#039;t do the crime!&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Don’t break Imperial laws===&lt;br /&gt;
The Anvil setting in Empire is designed to be a law-abiding location - at least compared to most LRP settings. We work hard to encourage the majority of players that this is a game about political interaction, it&#039;s not about murdering people outside toilets or turning their tents over for their stuff. By not breaking the law, you are helping to reinforce the setting for everyone. Crew are allowed to play controversial characters, you are welcome to have a strong political agenda - provided you stay legal when pursuing your goals.&lt;br /&gt;
&lt;br /&gt;
Following the laws isn&#039;t just about sticking to the setting, there are issues involving &#039;&#039;perceptions&#039;&#039; of fairness; regardless of the actual facts it is hard for players to maintain trust in the game organizers if their characters have been done over by the people running the game. There are also genuine play-balance problems, with potential issues of crew characters getting away scott-free by leaving the field and returning to crew roles for the rest of the weekend- while players struggle in vain to hunt down the thief/murderer/arsonist/conclave streaker. That creates an element of disparity between players committing crimes and crew characters committing crimes – and we need to avoid these situations.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is for members of the crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;It&#039;s a player-led game&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Imperial Titles===&lt;br /&gt;
We very publicly promote Empire that as a player-led game. The players portray all the most important characters of the Empire, the senators, the generals, the archmages, etc. This is fundamental to the design of the game and is also one of its big selling points. If crew accept an Imperial title it undermines one of the selling points of the game and can lead to the same questions about fairness that affect in-character crimes. It is also undeniable that characters with titled positions have significant duties attached to them in the setting. Characters with an Imperial title have commitments on their time that are incompatible with the need for crew to be available when we need them.&lt;br /&gt;
&lt;br /&gt;
The exception to this rule is for members of the crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t take a Congregation===&lt;br /&gt;
&lt;br /&gt;
Because of how Synod voting works, if you&#039;re not on the field for a considerable amount of the event, you&#039;re likely to mess up the voting game for people trying to get a Greater Majority - your votes will count against the motion even though you couldn&#039;t have cast them, and people will get upset trying to find you when you&#039;re not around.&lt;br /&gt;
&lt;br /&gt;
For this reason, unless you can expect to be on the field for the majority of the event, we&#039;d rather you didn&#039;t take the Congregation resource with your character.&lt;br /&gt;
&lt;br /&gt;
===No Past Life Visions===&lt;br /&gt;
Crew cannot be either the recipient or the guide priest for a past life vision.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Skirmish_style_guide&amp;diff=2101</id>
		<title>Skirmish style guide</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Skirmish_style_guide&amp;diff=2101"/>
		<updated>2017-02-01T15:13:23Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Vision */ extremely important Oxford comma insertion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Carl von Clausewitz&amp;quot;&amp;gt;War is the continuation of plot by other means&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Skirmishes - which includes battles, quests, and encounters - are an essential part of Empire. Although most fights take place away from the safety of Anvil, the consequences of conflict and war are critical for the economics and politics that takes place on the field. As they are a key part of the game for many of our players, we need to aim to deliver the best possible experience for those players, in a [[style guide|style consistent with the remainder of the game]]. This page is an adjunct to the more general guide, describing additional elements pertinent to skirmishes.&lt;br /&gt;
&lt;br /&gt;
Skirmishes should be viewed as scenarios in a wargame campaign. We will provide information on what may or may not happen as a result of player interaction. It is by choosing a conjunction, venturing to the battle location, and achieving objectives that players will achieve their preferred outcomes.&lt;br /&gt;
&lt;br /&gt;
==Vision==&lt;br /&gt;
Skirmishes are ultimately just an extension of plot. As such they adhere to the same [[style guide#vision|vision laid out for the rest of the game]].&lt;br /&gt;
&amp;lt;ic&amp;gt;Empire is intended to be a sandbox game - a world the players can observe and explore, can influence and control through a combination of their hard skills, their character’s skills and most importantly through the choices they make. The actions and choices of the players are what our game is about. That means we need to deliver a setting where the choices the characters make trump all other considerations, so we can&#039;t have those choices constrained or overridden by our writers or our referees to meet some other criteria.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The plots and encounters we run are not about telling stories, rather they should create opportunities for players to take advantage of new developments to tell stories of their own. Our plots should be moments where the actions the players take will create stories that perpetuate in the game world, and be remembered in the community for years to come. Our plots are a crucible for character stories to emerge from, they are not a story in and of themselves.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We want all the encounters we run through the Sentinel Gate to be about roleplaying, the game world, the plot, and the action. Regardless of the size, they should be a chance for a player to roleplay as their character going into battle, on mysterious journeys, or on a daring missions. They are there to provide epic roleplaying moments, whether characters are alone or part of a large force of heroes fighting against the odds.&lt;br /&gt;
&lt;br /&gt;
Battles mustn&#039;t be just an opportunity for fighting and engaging in combat. That is not compatible with the approach above. Because the actions of the players are what our game is about, we have to deliver a setting where the choices the characters make trump all other considerations, we can&#039;t have those choices constrained or overridden by our writers or our referees. At no point should we be stopping players from influencing the game. Skills, combat and roleplay need to be the critical elements that determine what happens in a battle, because they are the levers with which players, and their characters, can alter the game world. That experience - of altering the game world through your actions - is what our game is about.&lt;br /&gt;
&lt;br /&gt;
==Importance==&lt;br /&gt;
The encounters and roleplaying that takes place on the field on the skirmish field are every bit as valid as the roleplaying and encounters that take place in Anvil. Everything that happens in Empire is a canvas for player choices - everywhere that players are in-character, roleplaying and making decisions is equally important - no one part of the game exists to support another. That means that skirmishes must be seen as an important field of roleplaying in their own right, they must not be subordinated to other plots for the Anvil field or anywhere else.&lt;br /&gt;
&lt;br /&gt;
This means that we must not use skirmishes purely as set-up for other plots. Writing a plot which starts with the assumption that players retrieve an item from a quest is problematic - because &#039;&#039;it precludes the possibility that the players will fail&#039;&#039;. It also runs the risk of putting too much emphasis on the writing for the field plot and not enough for the quest. A quest to retrieve an item should exist because the writer has a good idea for a good quest - not as set-up to start a plot about the item in the field.&lt;br /&gt;
&lt;br /&gt;
Creating skirmishes is a significant logistical challenge - the writing that supports them should reflect that challenge and the pay-offs it produces - it should not be done simply to lead-in to other plots.&lt;br /&gt;
&lt;br /&gt;
==Motivation==&lt;br /&gt;
Skirmishes should motivate players to engage with it - not by forcing them - but rather by creating opportunities for their characters to prosper and advance their own objectives by getting involved. This is true of all plot, but is particularly important for skirmishes because of the immense logistical exercise in arranging them and the player expectation that accompanies them.&lt;br /&gt;
&lt;br /&gt;
If the players work away from a plot - that is a perfectly reasonable outcome. We can&#039;t prevent the players from opting out of battles altogether - they control what their characters do. But if they walk away from a skirmish or battle and as a result they of that choice they don&#039;t fight at all - that is a massive waste of resources and will lead to a lot of player disappointment. In a setting where we should be ready to run with any legitimate choice the characters make - this is one we never want them to make.&lt;br /&gt;
&lt;br /&gt;
Consequently we absolutely must avoid plots and scenarios that encourage inaction. We must not offer levers that allow players to remove a battle, or render their own actions pointless. Players can alter battle outcomes, but we must avoid giving them a skirmish or battle in which the most favourable outcome is achieved through not fighting.&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
Easy victories undermine the challenge involved in playing Empire. We&#039;re striving to present a game in which the choices the characters make have real meaning - they affect who lives and dies, who prospers and who suffers. Easy victories - for any reason - fundamentally undermine that approach.&lt;br /&gt;
&lt;br /&gt;
One consequence of this is that we must not creative narrative safety nets for the players. If the players fail to complete their objectives in a battle or skirmish then we must not write another opportunity for them to rest that experience by having another try. Likewise, we will not provide ‘gimmies’ to the players by forcing a story or objective on them, resetting an experience they have missed, or contriving a solution to resolve player misaction. Quite apart from the fact that this does not create appealing narratives - it diminishes the impact of failure and reduces their motivation to try.&lt;br /&gt;
&lt;br /&gt;
Failure often makes the players keen to immediately request a chance for another attempt. We must resist that siren lure and instead force the characters to live with the consequences of their failure. The possibility of failure should be part of the design of any skirmish we run - and it should lead to &#039;&#039;new&#039;&#039; opportunities that present the characters with different options for where they go next. Where we can we should plan contingencies for the unexpected, or accept that players will redirect events through their actions. That is the right way to handle failure on a skirmish in Empire. &lt;br /&gt;
&lt;br /&gt;
Impossible victories are just as bad. We must do everything possible to avoid a skirmish where it is not possible to succeed. Quite apart from the metaphysics of the Sentinel Gate ?(which literally prohibit opening a gate to a skirmish that the players cannot succeed) - it damages the fabric of the game to give players battles they cannot win.&lt;br /&gt;
&lt;br /&gt;
==Hard Choices==&lt;br /&gt;
Like any plot, combat should force the characters to make hard choices. Rather than a Hollywood style environment where the point of the fight is to give the character the opportunity to demonstrate their heroism, our fights should be awkward bloody affairs where the players face difficult choices. When to fight, when to give ground, when to retreat, when to talk, should all be valid choices that the characters can make.&lt;br /&gt;
&lt;br /&gt;
To ensure that those decisions remain meaningful we must have the courage of our convictions and follow through on our own plot briefs. If the players have thrown extra resources and people at an encounter, then they should find that those resources allow them to win that fight more easily.  If we re-balance a fight to compensate for their efforts, then we nullify the impact of those efforts, effectively rendering their choices moot. Likewise, if the players have not provided the skill, strength, or resources to win a battle, then they must suffer the consequences accordingly.&lt;br /&gt;
&lt;br /&gt;
Running a game with hard choices for characters is not easy. Sometimes that will mean that players will experience an unusually easy battle - because of their own character actions. Sometimes it will be exceptionally difficult. Neither is popular with players at the moment it happens - nobody likes to lose or to win easily for that matter. Nobody should be writing a battle or a quest that aims to produce high casualties or a total wipe but it is critical to the style of the game we want that if the players mess up then they should suffer the natural consequences of their actions.&lt;br /&gt;
&lt;br /&gt;
==Different Sides, Same Setting==&lt;br /&gt;
The monsters categorically do not have to follow the same rules as the players. That idea is already inherent in the definition of monstrous creatures, something the players cannot field. More critically, the monsters simply do not need to operate using the exact same skills and abilities that the players have. They can have unusual abilities, or use existing abilities in unique ways. They may even be able to do things the players cannot.&lt;br /&gt;
&lt;br /&gt;
That said, there are two major caveats. The monsters must use the same &#039;&#039;&#039;call system&#039;&#039;&#039; and &#039;&#039;&#039;rules framework&#039;&#039;&#039; as the players. For instance, it is a fundamental design consideration that in Empire there are no resists, no character who would normally be affected by something can &amp;quot;resist&amp;quot; it. The bestiary might contain a unit of monsters that gains more than 3 hits from wearing medium armour - but it will never allow them to use medium armour to &amp;quot;resist&amp;quot; the Impale call.&lt;br /&gt;
&lt;br /&gt;
The other issue is that the abilities of the monsters must reflect the setting. Casting a high level ritual is expensive and difficult in Empire, so it should be expensive and difficult for their orc opponents. Monsters on a battlefield should be the peers of the Imperials and their abilities, skills and powers should reflect that.&lt;br /&gt;
&lt;br /&gt;
If a writer wants to create a new bestiary entry that departs from the rules then it should be designed to capture the flavour of the creature, not to circumvent the limitations that the rules impose and they should make sure they check it carefully with the ref team first.&lt;br /&gt;
&lt;br /&gt;
==Peer vs Peer==&lt;br /&gt;
The ideal style of combat is one that feels structurally similar to a PvP fight. The players should feel like their opponents are characters who are operating on a similar set of rules (albeit not identical) to themselves. While we can&#039;t control the numbers of volunteers that we have we should aim to minimize respawning and instead use healing magic, herbs and potions, to make a fight last longer.&lt;br /&gt;
&lt;br /&gt;
Individual battle briefs will of course vary, but most opponents that players face should feel like capable opponents, they should not be mooks to be waded through, but nor should they be death knights who can wade through the players. Mooks make poor opponents for PCs; expensive abilities like venom, weakness, impale, strikedown and shatter are useless against an opponent that is quickly dispatched by normal blows, so generally speaking mooks rob the players of a worthy opponent they can feel like a hero when they fight and they rob them of difficult choices to make (like should I use this heroic attack now?).&lt;br /&gt;
&lt;br /&gt;
On the other hand a Death Knight makes the players feel like mooks. As they fall like chaff before the Death Knight&#039;s mighty blows, the characters significance in the setting is reduced. Most of their special abilities are inherently useless against a monstrous opponent and by definition a Death Knight requires hundreds of blows to drop, if it can be dropped at all. Like fighting mooks, this makes the actions of the players meaningless as they lack decisions to make and their actions become insignificant.&lt;br /&gt;
&lt;br /&gt;
The ideal opponents are the players peers on the other side. Elite combatants with abilities and skills similar to the player base and with attitudes and approaches to match. They should make use of intelligent plans, strategies and tactics. When the players make a mistake they should look to exploit it. We don&#039;t want to try our hardest to outwit the players, we will always be armed with more intelligence than them, but we do want to give them a fight that challenges their abilities as commanders as well as warriors.&lt;br /&gt;
&lt;br /&gt;
==Fun For Everyone==&lt;br /&gt;
It is blatantly obvious that battles, skirmishes, and quests should be fun for the players. Writers and skirmish organizers should keep in mind however that as with any plot we create, &#039;&#039;skirmishes should be just as much fun for those who are monstering&#039;&#039;. There are a great many reasons for this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Crew retention:&#039;&#039;&#039; - if crew are enjoying what they are doing they will come back.&lt;br /&gt;
* &#039;&#039;&#039;Player retention:&#039;&#039;&#039; - if good crew are enjoying themselves, then players will find it more fun to interact with them.&lt;br /&gt;
* &#039;&#039;&#039;Part of the game:&#039;&#039;&#039; - players have to come and monster the big battle if they want to play the other one. We want that experience to be as cool as possible because it is part of their event. &lt;br /&gt;
&lt;br /&gt;
Monstering is not a chore to be endured, it should be part of the game they have paid to enjoy. It&#039;s our job to make it fun.&lt;br /&gt;
&lt;br /&gt;
It is important to appreciate that &amp;quot;fun&amp;quot; means being able to roleplay a cool, interesting, enjoyable role, one with some basic characterisation and purpose. It means feeling like you are a challenge for the players and giving roleplayers something that they can get their teeth into to portray. It categorically does not mean lording it over the PCs or PC body counts. There are some roleplayers who enjoy one or both of these activities, but that isn&#039;t the fun we are interested in offering.&lt;br /&gt;
&lt;br /&gt;
In practical terms this means trying as far as possible to avoid roles such as playing dead bodies, monsters that cannot speak, not having any background or &#039;charge the enemy for no reason&#039; briefs. Roles don&#039;t have to demand an Oscar winning performance but should give those who want to roleplay as they fight something to work with. The battlefield should feel like an environment filled with characters.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=1825</id>
		<title>Time off</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Time_off&amp;diff=1825"/>
		<updated>2016-01-31T21:34:52Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Support the economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=DeadEgregore.jpg|align=left|width=300px}}&lt;br /&gt;
==Overview==&lt;br /&gt;
All crew will receive some time-off during the event to allow them to relax and take a break. You are welcome to use use this time to play a character, but we ask all crew who are playing the game to follow the simple guidelines laid out below. These principles are designed to ensure that you can roleplay without worrying that anything you are doing might undermine the event for other participants. If you think anything you are doing is likely to be a concern, then check the issue with Matt Pennington for further guidance.&lt;br /&gt;
&lt;br /&gt;
==Hours==&lt;br /&gt;
The amount of time-off that crew get is primarily determined by the area they are working in. Each member of crew is assigned to a team, as laid out in the [[crew organization]] - your team leader will be able to let you know what hours they will need you and what time-off you can expect. &lt;br /&gt;
&lt;br /&gt;
===Plot Crew===&lt;br /&gt;
If you are a member of the plot crew then you are likely to be kept busy for &#039;&#039;most&#039;&#039; of the event - please do not anticipate that you will get more than a few hours off during time-in. As most plot crew get a chance to enjoy roleplaying many different roles throughout the event, they do not get the same options for taking time off to roleplay that other members of crew get, so you will not get long periods off to play your own character. &lt;br /&gt;
&lt;br /&gt;
===Site Crew===&lt;br /&gt;
You are very welcome to join in with other crewing activities once the site work is complete, but as site crew work flat out before and after the event, you are welcome to play most of the event if you wish to. However please do not assume you will be able to being playing as soon as the event begins, site work is often not complete until a few hours after time-in. &lt;br /&gt;
&lt;br /&gt;
===Event Crew===&lt;br /&gt;
We encourage the event crew team leaders to try, as far as possible, to rota their crew, so that you are able to take regular breaks. You are encouraged to use these breaks to play a character if you want - so that you can get a chance to experience the roleplaying at the event. &lt;br /&gt;
&lt;br /&gt;
==Principles==&lt;br /&gt;
* No spoilers&lt;br /&gt;
* Crewing comes first&lt;br /&gt;
* Check in and out with your team leader&lt;br /&gt;
* Don’t break Imperial laws&lt;br /&gt;
* Don’t take on Imperial titles&lt;br /&gt;
* Support the economy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;An event is like a magicians trick - &#039;&#039;&#039;never&#039;&#039;&#039; pull back the curtain to show them how the trick is done&amp;lt;/ic&amp;gt;&lt;br /&gt;
===No Spoilers===&lt;br /&gt;
As a member of crew, you may well be privy to information some or all of the players do not have. It is vital that you firewall this information appropriately and do not mention it to other players at any time. Doing so spoils the event for the players and leads to accusations that damage the reputation of all the crew. We appreciate that this rule is very obvious to most people who have been crewing for any length of time, but as the most vital rule of crewing, it is important to spell it out explicitly. Spoiling the plot is more than just leaking plot details - it can includes simple things like warning players that a particular battle will be harder or that it contains a lot of a specific monster or call for example.&lt;br /&gt;
&lt;br /&gt;
In fact no spoilers is &#039;&#039;so important&#039;&#039; that you should bear this mind in rule at all times. Sensitive game information that you learn while crewing should never be divulged to players - before, during or after an event.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;The real difference between crewing and playing is that crew put the event first&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Crewing Comes First===&lt;br /&gt;
We’d like to avoid any situations where we are short on crew – we depend on everyone to be available when they are needed if they have come to Empire on a crew ticket. What we’re asking here is that you always put your responsibilities as crew first, rather than your character’s development or goals. If there is a specific IC event that you wish to attend, then we will try to accommodate this, but ultimately if you are crewing then you are expected to be available to crew at the times you are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;We have given you a place on the crew because we need you&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Check In/Out===&lt;br /&gt;
Each department will manage this differently, but the basic expectation is that people will check verbally with their team leader before taking time-off. The goal is to allow team leaders to manage their teams, without having to annoy everyone with the hassle of formally signing in and out. Most event crew or plot crew will be asked to take a break of a few hours before returning to crewing; the site crew are more likely to be asked to be on call if they are needed or to check back in at a certain time.&lt;br /&gt;
&amp;lt;ic&amp;gt;You can&#039;t do the time - so don&#039;t do the crime!&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Don’t break Imperial laws===&lt;br /&gt;
The Anvil setting in Empire is designed to be a law-abiding location - at least compared to most LRP settings. We work hard to encourage the majority of players that this is a game about political interaction, it&#039;s not about murdering people outside toilets or turning their tents over for their stuff. By not breaking the law, you are helping to reinforce the setting for everyone. Crew are allowed to play controversial characters, you are welcome to have a strong political agenda - provided you stay legal when pursuing your goals.&lt;br /&gt;
&lt;br /&gt;
Following the laws isn&#039;t just about sticking to the setting, there are issues involving &#039;&#039;perceptions&#039;&#039; of fairness; regardless of the actual facts it is hard for players to maintain trust in the game organizers if their characters have been done over by the event crew. There are also genuine play-balance problems, with potential issues of crew characters getting away scott-free by leaving the field and returning to crew roles for the rest of the weekend- while players struggle in vain to hunt down the thief/murderer/arsonist/conclave streaker. That creates an element of disparity between players committing crimes and crew characters committing crimes – and we need to avoid these situations.&lt;br /&gt;
&amp;lt;ic&amp;gt;It&#039;s a player-led game&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No Imperial Titles===&lt;br /&gt;
We very publicly promote Empire that as a player-led game. The players portray all the most important characters of the Empire, the senators, the generals, the archmages, etc. This is fundamental to the design of the game and is also one of its big selling points. If crew accept an Imperial title it undermines one of the selling points of the game and can lead to the same questions about fairness that affect in-character crimes. It is also undeniable that characters with titled positions have significant duties attached to them in the setting. Characters with an Imperial title have commitments on their time that are incompatible with the need for crew to be available when we need them.&lt;br /&gt;
&lt;br /&gt;
The only exception to this rule is for site crew who are playing full time throughout the majority of the event. Most players understand that these crew are &amp;quot;players&amp;quot; for the duration of the event, and as they are playing throughout the event they do not have the same conflict over their in-character time that other crew have.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Free things make the Baby Jesus cry&amp;lt;/ic&amp;gt;&lt;br /&gt;
===Support the economy===&lt;br /&gt;
It is really important for crew who are taking in-character resources for their character to treat them as valuable. While we appreciate that many crew do not appreciate or care for this part of the game, it is every bit as important in Empire as plot or the battles. Much like a battle, the economy is a finely balanced thing - throwing money around as if it has no value damages that subtle balance in the same way that a monster taking too many hits damages the play balance of a fight.&lt;br /&gt;
&lt;br /&gt;
So please treat your resources as if they have real value to you. If you have money, spend it - but spend it carefully and don&#039;t flash your money around. If you have items to sell, spend some time roleplaying to extract the best price you can for them. If you don&#039;t want to be bothered haggling, don&#039;t take items to sell! You can get by perfectly adequately in Anvil with a dozen rings in your pocket for an evening&#039;s roleplay.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1684</id>
		<title>Photography</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1684"/>
		<updated>2015-10-06T16:02:42Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Copyrighted Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Guidelines for non-photography crew==&lt;br /&gt;
&lt;br /&gt;
Crew members are still subject to the [http://www.profounddecisions.co.uk/empire-wiki/Photography#Rules_for_Photographers general photography rules] as can be found on the main wiki. If you have committed to a role within another department then you must fulfil all expectations of that department before taking time off to shoot. If you would like to shoot some pictures, please follow the usual procedure of emailing to request a place shooting a battle.&lt;br /&gt;
&lt;br /&gt;
If your role allows you access to places, situations or players that you would otherwise not have access to as a regular player, please consider if it is appropriate to put images of those situations onto the internet. An example of this situation would be the World Forge at Odyssey, which crew have more access to than many of the players. Please help ensure that special parts of the game world like this do still remain a mystery!&lt;br /&gt;
&lt;br /&gt;
==Wiki Imagery==&lt;br /&gt;
&lt;br /&gt;
===Copyrighted Material===&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we do not want imagery on the wiki that we do not have permission to use. The default assumption should be that you cannot use an image unless you explicitly have evidence to show that you can. Merely being available on the internet does not make an image &#039;fair game&#039; for use on the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are several ways that you can ensure an image is ok for use on the wiki:&#039;&#039;&#039;&lt;br /&gt;
# Use an image from a crew photographer. Anyone who edits the wiki can email photography crew to get access to a library of images suitable for wiki use. This has the benefit of filling the wiki full of images from the game world.&lt;br /&gt;
# Obtain permission from the photographer and display their information within a special category page on the wiki. All images from that photographer should then have the standard accreditation template inserted.&lt;br /&gt;
# Use an image with the correct [http://creativecommons.org creative commons] license. Crucially we must use creative commons licenses that allow for commercial use. In addition all images with creative commons licenses must be attributed properly. Some websites have the ability to search images tagged with creative commons licenses - [https://www.flickr.com/search/advanced/ Flickr is particularly good for this]. Make sure you also tick the &#039;find content to use commercially&#039; box. However a little common sense is required here - not all images tagged with a creative commons license will have been done so legally. Just because you take a picture of something in a museum for example, does not mean that you can distribute it for commercial use (check the individual terms of the entrance ticket).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Images that are not ok to use on the wiki:&#039;&#039;&#039; &lt;br /&gt;
# Images where you have no idea of the author.&lt;br /&gt;
# Images taken as screenshots from film and TV.&lt;br /&gt;
# Creative Commons images that display the icon showing a dollar sign with a line through. These images are not ok for commercial use.&lt;br /&gt;
&lt;br /&gt;
Crew Photographers:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:CharlotteMoss Charlotte Moss]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaPointeau Rebecca Pointeau]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Image Creators:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:OliverFacey Oliver Facey]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:TomGarnett Tom Garnett]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:PaulBaker Paul Baker]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:JoPerridge Jo Perridge]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:AgenaDaliman Agena Daliman]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:GaryCrook Gary Crook]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaWaring Rebecca Waring]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:DaisyAbbott Daisy Abbott]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:BethDooner Beth Dooner]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:DaveWetherall Dave Wetherall]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:StephMorris Steph Morris]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
&lt;br /&gt;
Following best practices for attribution are important. If you cannot give all the following information then it&#039;s possible that the image shouldn&#039;t be used on the wiki:&lt;br /&gt;
* Title&lt;br /&gt;
* Author&lt;br /&gt;
* Source&lt;br /&gt;
* License&lt;br /&gt;
&lt;br /&gt;
====Known photographers====&lt;br /&gt;
&lt;br /&gt;
====Creative Commons====&lt;br /&gt;
&lt;br /&gt;
Images licensed under creative commons need to be [http://wiki.creativecommons.org/Marking/Users attributed in a particular way]. Here&#039;s an example:&lt;br /&gt;
{{CaptionedImage|file=2922935829 79a1e52fac z.jpg|title=Medieval Beekeeper|caption=A Medieval Beekeeper|centre|width=600}}&lt;br /&gt;
If you check the file page the following attribution is included:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[https://www.flickr.com/photos/archeon/2922935829/in/photolist-5shNZk-75SYPY-fb4DT6-EDHab-4LkcDB-ewFAGj-tVQXC-6kwEoz-5yswsU-7VuHoM-6dCbgW-5spvNA-bBzKPJ-4XmgRj-6EJ5Xi-8ELZZg-gbXRR-7c5yBQ-Rr28y-4MdQkS-fpreTN-9hCqvc-7roNkF-e8CEiC-fL2D5Z-9xmQgw-abHh8M-5Rvpfj-bw9umB-3ssCj-8kGgbB-dgMMve-kqY4sC-4MVVUf-dZBPk-5nYUXr-4FGoSS-4XGveX-3iXBoa-5nPfh8-cBBecC-4S6S8S-fHDVLC-6f4wYM-Q7pSd-4v24sY-kAvqBV-a1m2Xv-eJTA4P-6THox Medieval Beekeeper]&amp;quot; by [https://www.flickr.com/photos/archeon/ Hans Splinter] is licensed under [https://creativecommons.org/licenses/by-nd/2.0/ CC BY-ND 2.0].&lt;br /&gt;
&lt;br /&gt;
Or in other words: &#039;&#039;&#039;&amp;quot;TITLE&amp;quot; by ARTIST is licensed under LICENSE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Including these details allow the content creators to find where their work is being used on the internet, as well as to fulfil the terms of the license that we are using the images under.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1683</id>
		<title>Photography</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1683"/>
		<updated>2015-10-02T09:53:29Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Copyrighted Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Guidelines for non-photography crew==&lt;br /&gt;
&lt;br /&gt;
Crew members are still subject to the [http://www.profounddecisions.co.uk/empire-wiki/Photography#Rules_for_Photographers general photography rules] as can be found on the main wiki. If you have committed to a role within another department then you must fulfil all expectations of that department before taking time off to shoot. If you would like to shoot some pictures, please follow the usual procedure of emailing to request a place shooting a battle.&lt;br /&gt;
&lt;br /&gt;
If your role allows you access to places, situations or players that you would otherwise not have access to as a regular player, please consider if it is appropriate to put images of those situations onto the internet. An example of this situation would be the World Forge at Odyssey, which crew have more access to than many of the players. Please help ensure that special parts of the game world like this do still remain a mystery!&lt;br /&gt;
&lt;br /&gt;
==Wiki Imagery==&lt;br /&gt;
&lt;br /&gt;
===Copyrighted Material===&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we do not want imagery on the wiki that we do not have permission to use. The default assumption should be that you cannot use an image unless you explicitly have evidence to show that you can. Merely being available on the internet does not make an image &#039;fair game&#039; for use on the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are several ways that you can ensure an image is ok for use on the wiki:&#039;&#039;&#039;&lt;br /&gt;
# Use an image from a crew photographer. Anyone who edits the wiki can email photography crew to get access to a library of images suitable for wiki use. This has the benefit of filling the wiki full of images from the game world.&lt;br /&gt;
# Obtain permission from the photographer and display their information within a special category page on the wiki. All images from that photographer should then have the standard accreditation template inserted.&lt;br /&gt;
# Use an image with the correct [http://creativecommons.org creative commons] license. Crucially we must use creative commons licenses that allow for commercial use. In addition all images with creative commons licenses must be attributed properly. Some websites have the ability to search images tagged with creative commons licenses - [https://www.flickr.com/search/advanced/ Flickr is particularly good for this]. Make sure you also tick the &#039;find content to use commercially&#039; box. However a little common sense is required here - not all images tagged with a creative commons license will have been done so legally. Just because you take a picture of something in a museum for example, does not mean that you can distribute it for commercial use (check the individual terms of the entrance ticket).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Images that are not ok to use on the wiki:&#039;&#039;&#039; &lt;br /&gt;
# Images where you have no idea of the author.&lt;br /&gt;
# Images taken as screenshots from film and TV.&lt;br /&gt;
# Creative Commons images that display the icon showing a dollar sign with a line through. These images are not ok for commercial use.&lt;br /&gt;
&lt;br /&gt;
Crew Photographers:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:CharlotteMoss Charlotte Moss]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaPointeau Rebecca Pointeau]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Image Creators:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:OliverFacey Oliver Facey]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:TomGarnett Tom Garnett]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:PaulBaker Paul Baker]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:JoPerridge Jo Perridge]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:AgenaDaliman Agena Daliman]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:GaryCrook Gary Crook]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaWaring Rebecca Waring]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:DaisyAbbott Daisy Abbott]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:BethDooner Beth Dooner]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:DaveWetherall Dave Wetherall]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
&lt;br /&gt;
Following best practices for attribution are important. If you cannot give all the following information then it&#039;s possible that the image shouldn&#039;t be used on the wiki:&lt;br /&gt;
* Title&lt;br /&gt;
* Author&lt;br /&gt;
* Source&lt;br /&gt;
* License&lt;br /&gt;
&lt;br /&gt;
====Known photographers====&lt;br /&gt;
&lt;br /&gt;
====Creative Commons====&lt;br /&gt;
&lt;br /&gt;
Images licensed under creative commons need to be [http://wiki.creativecommons.org/Marking/Users attributed in a particular way]. Here&#039;s an example:&lt;br /&gt;
{{CaptionedImage|file=2922935829 79a1e52fac z.jpg|title=Medieval Beekeeper|caption=A Medieval Beekeeper|centre|width=600}}&lt;br /&gt;
If you check the file page the following attribution is included:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[https://www.flickr.com/photos/archeon/2922935829/in/photolist-5shNZk-75SYPY-fb4DT6-EDHab-4LkcDB-ewFAGj-tVQXC-6kwEoz-5yswsU-7VuHoM-6dCbgW-5spvNA-bBzKPJ-4XmgRj-6EJ5Xi-8ELZZg-gbXRR-7c5yBQ-Rr28y-4MdQkS-fpreTN-9hCqvc-7roNkF-e8CEiC-fL2D5Z-9xmQgw-abHh8M-5Rvpfj-bw9umB-3ssCj-8kGgbB-dgMMve-kqY4sC-4MVVUf-dZBPk-5nYUXr-4FGoSS-4XGveX-3iXBoa-5nPfh8-cBBecC-4S6S8S-fHDVLC-6f4wYM-Q7pSd-4v24sY-kAvqBV-a1m2Xv-eJTA4P-6THox Medieval Beekeeper]&amp;quot; by [https://www.flickr.com/photos/archeon/ Hans Splinter] is licensed under [https://creativecommons.org/licenses/by-nd/2.0/ CC BY-ND 2.0].&lt;br /&gt;
&lt;br /&gt;
Or in other words: &#039;&#039;&#039;&amp;quot;TITLE&amp;quot; by ARTIST is licensed under LICENSE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Including these details allow the content creators to find where their work is being used on the internet, as well as to fulfil the terms of the license that we are using the images under.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1682</id>
		<title>Photography</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1682"/>
		<updated>2015-10-02T09:50:58Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Copyrighted Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Guidelines for non-photography crew==&lt;br /&gt;
&lt;br /&gt;
Crew members are still subject to the [http://www.profounddecisions.co.uk/empire-wiki/Photography#Rules_for_Photographers general photography rules] as can be found on the main wiki. If you have committed to a role within another department then you must fulfil all expectations of that department before taking time off to shoot. If you would like to shoot some pictures, please follow the usual procedure of emailing to request a place shooting a battle.&lt;br /&gt;
&lt;br /&gt;
If your role allows you access to places, situations or players that you would otherwise not have access to as a regular player, please consider if it is appropriate to put images of those situations onto the internet. An example of this situation would be the World Forge at Odyssey, which crew have more access to than many of the players. Please help ensure that special parts of the game world like this do still remain a mystery!&lt;br /&gt;
&lt;br /&gt;
==Wiki Imagery==&lt;br /&gt;
&lt;br /&gt;
===Copyrighted Material===&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we do not want imagery on the wiki that we do not have permission to use. The default assumption should be that you cannot use an image unless you explicitly have evidence to show that you can. Merely being available on the internet does not make an image &#039;fair game&#039; for use on the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are several ways that you can ensure an image is ok for use on the wiki:&#039;&#039;&#039;&lt;br /&gt;
# Use an image from a crew photographer. Anyone who edits the wiki can email photography crew to get access to a library of images suitable for wiki use. This has the benefit of filling the wiki full of images from the game world.&lt;br /&gt;
# Obtain permission from the photographer and display their information within a special category page on the wiki. All images from that photographer should then have the standard accreditation template inserted.&lt;br /&gt;
# Use an image with the correct [http://creativecommons.org creative commons] license. Crucially we must use creative commons licenses that allow for commercial use. In addition all images with creative commons licenses must be attributed properly. Some websites have the ability to search images tagged with creative commons licenses - [https://www.flickr.com/search/advanced/ Flickr is particularly good for this]. Make sure you also tick the &#039;find content to use commercially&#039; box. However a little common sense is required here - not all images tagged with a creative commons license will have been done so legally. Just because you take a picture of something in a museum for example, does not mean that you can distribute it for commercial use (check the individual terms of the entrance ticket).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Images that are not ok to use on the wiki:&#039;&#039;&#039; &lt;br /&gt;
# Images where you have no idea of the author.&lt;br /&gt;
# Images taken as screenshots from film and TV.&lt;br /&gt;
# Creative Commons images that display the icon showing a dollar sign with a line through. These images are not ok for commercial use.&lt;br /&gt;
&lt;br /&gt;
Crew Photographers:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:CharlotteMoss Charlotte Moss]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaPointeau Rebecca Pointeau]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Image Creators:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:OliverFacey Oliver Facey]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:TomGarnett Tom Garnett]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:PaulBaker Paul Baker]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:JoPerridge Jo Perridge]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:AgenaDaliman Agena Daliman]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:GaryCrook Gary Crook]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaWaring Rebecca Waring]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:DaisyAbbott Daisy Abbott]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:BethDooner Beth Dooner]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:Dave_Wetherall Dave Wetherall]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
&lt;br /&gt;
Following best practices for attribution are important. If you cannot give all the following information then it&#039;s possible that the image shouldn&#039;t be used on the wiki:&lt;br /&gt;
* Title&lt;br /&gt;
* Author&lt;br /&gt;
* Source&lt;br /&gt;
* License&lt;br /&gt;
&lt;br /&gt;
====Known photographers====&lt;br /&gt;
&lt;br /&gt;
====Creative Commons====&lt;br /&gt;
&lt;br /&gt;
Images licensed under creative commons need to be [http://wiki.creativecommons.org/Marking/Users attributed in a particular way]. Here&#039;s an example:&lt;br /&gt;
{{CaptionedImage|file=2922935829 79a1e52fac z.jpg|title=Medieval Beekeeper|caption=A Medieval Beekeeper|centre|width=600}}&lt;br /&gt;
If you check the file page the following attribution is included:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[https://www.flickr.com/photos/archeon/2922935829/in/photolist-5shNZk-75SYPY-fb4DT6-EDHab-4LkcDB-ewFAGj-tVQXC-6kwEoz-5yswsU-7VuHoM-6dCbgW-5spvNA-bBzKPJ-4XmgRj-6EJ5Xi-8ELZZg-gbXRR-7c5yBQ-Rr28y-4MdQkS-fpreTN-9hCqvc-7roNkF-e8CEiC-fL2D5Z-9xmQgw-abHh8M-5Rvpfj-bw9umB-3ssCj-8kGgbB-dgMMve-kqY4sC-4MVVUf-dZBPk-5nYUXr-4FGoSS-4XGveX-3iXBoa-5nPfh8-cBBecC-4S6S8S-fHDVLC-6f4wYM-Q7pSd-4v24sY-kAvqBV-a1m2Xv-eJTA4P-6THox Medieval Beekeeper]&amp;quot; by [https://www.flickr.com/photos/archeon/ Hans Splinter] is licensed under [https://creativecommons.org/licenses/by-nd/2.0/ CC BY-ND 2.0].&lt;br /&gt;
&lt;br /&gt;
Or in other words: &#039;&#039;&#039;&amp;quot;TITLE&amp;quot; by ARTIST is licensed under LICENSE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Including these details allow the content creators to find where their work is being used on the internet, as well as to fulfil the terms of the license that we are using the images under.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1628</id>
		<title>Photography</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Photography&amp;diff=1628"/>
		<updated>2015-08-25T10:00:26Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Copyrighted Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==Guidelines for non-photography crew==&lt;br /&gt;
&lt;br /&gt;
Crew members are still subject to the [http://www.profounddecisions.co.uk/empire-wiki/Photography#Rules_for_Photographers general photography rules] as can be found on the main wiki. If you have committed to a role within another department then you must fulfil all expectations of that department before taking time off to shoot. If you would like to shoot some pictures, please follow the usual procedure of emailing to request a place shooting a battle.&lt;br /&gt;
&lt;br /&gt;
If your role allows you access to places, situations or players that you would otherwise not have access to as a regular player, please consider if it is appropriate to put images of those situations onto the internet. An example of this situation would be the World Forge at Odyssey, which crew have more access to than many of the players. Please help ensure that special parts of the game world like this do still remain a mystery!&lt;br /&gt;
&lt;br /&gt;
==Wiki Imagery==&lt;br /&gt;
&lt;br /&gt;
===Copyrighted Material===&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we do not want imagery on the wiki that we do not have permission to use. The default assumption should be that you cannot use an image unless you explicitly have evidence to show that you can. Merely being available on the internet does not make an image &#039;fair game&#039; for use on the wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are several ways that you can ensure an image is ok for use on the wiki:&#039;&#039;&#039;&lt;br /&gt;
# Use an image from a crew photographer. Anyone who edits the wiki can email photography crew to get access to a library of images suitable for wiki use. This has the benefit of filling the wiki full of images from the game world.&lt;br /&gt;
# Obtain permission from the photographer and display their information within a special category page on the wiki. All images from that photographer should then have the standard accreditation template inserted.&lt;br /&gt;
# Use an image with the correct [http://creativecommons.org creative commons] license. Crucially we must use creative commons licenses that allow for commercial use. In addition all images with creative commons licenses must be attributed properly. Some websites have the ability to search images tagged with creative commons licenses - [https://www.flickr.com/search/advanced/ Flickr is particularly good for this]. Make sure you also tick the &#039;find content to use commercially&#039; box. However a little common sense is required here - not all images tagged with a creative commons license will have been done so legally. Just because you take a picture of something in a museum for example, does not mean that you can distribute it for commercial use (check the individual terms of the entrance ticket).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Images that are not ok to use on the wiki:&#039;&#039;&#039; &lt;br /&gt;
# Images where you have no idea of the author.&lt;br /&gt;
# Images taken as screenshots from film and TV.&lt;br /&gt;
# Creative Commons images that display the icon showing a dollar sign with a line through. These images are not ok for commercial use.&lt;br /&gt;
&lt;br /&gt;
Crew Photographers:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:CharlotteMoss Charlotte Moss]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaPointeau Rebecca Pointeau]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Image Creators:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:OliverFacey Oliver Facey]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:TomGarnett Tom Garnett]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:PaulBaker Paul Baker]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:JoPerridge Jo Perridge]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:AgenaDaliman Agena Daliman]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:GaryCrook Gary Crook]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:RebeccaWaring Rebecca Waring]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:DaisyAbbott Daisy Abbott]&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Category:Photos:BethDooner Beth Dooner]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attribution===&lt;br /&gt;
&lt;br /&gt;
Following best practices for attribution are important. If you cannot give all the following information then it&#039;s possible that the image shouldn&#039;t be used on the wiki:&lt;br /&gt;
* Title&lt;br /&gt;
* Author&lt;br /&gt;
* Source&lt;br /&gt;
* License&lt;br /&gt;
&lt;br /&gt;
====Known photographers====&lt;br /&gt;
&lt;br /&gt;
====Creative Commons====&lt;br /&gt;
&lt;br /&gt;
Images licensed under creative commons need to be [http://wiki.creativecommons.org/Marking/Users attributed in a particular way]. Here&#039;s an example:&lt;br /&gt;
{{CaptionedImage|file=2922935829 79a1e52fac z.jpg|title=Medieval Beekeeper|caption=A Medieval Beekeeper|centre|width=600}}&lt;br /&gt;
If you check the file page the following attribution is included:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[https://www.flickr.com/photos/archeon/2922935829/in/photolist-5shNZk-75SYPY-fb4DT6-EDHab-4LkcDB-ewFAGj-tVQXC-6kwEoz-5yswsU-7VuHoM-6dCbgW-5spvNA-bBzKPJ-4XmgRj-6EJ5Xi-8ELZZg-gbXRR-7c5yBQ-Rr28y-4MdQkS-fpreTN-9hCqvc-7roNkF-e8CEiC-fL2D5Z-9xmQgw-abHh8M-5Rvpfj-bw9umB-3ssCj-8kGgbB-dgMMve-kqY4sC-4MVVUf-dZBPk-5nYUXr-4FGoSS-4XGveX-3iXBoa-5nPfh8-cBBecC-4S6S8S-fHDVLC-6f4wYM-Q7pSd-4v24sY-kAvqBV-a1m2Xv-eJTA4P-6THox Medieval Beekeeper]&amp;quot; by [https://www.flickr.com/photos/archeon/ Hans Splinter] is licensed under [https://creativecommons.org/licenses/by-nd/2.0/ CC BY-ND 2.0].&lt;br /&gt;
&lt;br /&gt;
Or in other words: &#039;&#039;&#039;&amp;quot;TITLE&amp;quot; by ARTIST is licensed under LICENSE.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Including these details allow the content creators to find where their work is being used on the internet, as well as to fulfil the terms of the license that we are using the images under.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_Timetable_Instructions&amp;diff=1538</id>
		<title>Plot Timetable Instructions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_Timetable_Instructions&amp;diff=1538"/>
		<updated>2015-03-23T11:36:41Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Plot_creation_process]]&lt;br /&gt;
&lt;br /&gt;
The timetable for E1-2015 is [https://docs.google.com/spreadsheets/d/1bQKfU1S39NZMh65QfmHamXSqZpLnmyCnrcP4uNcuQPw/edit#gid=92115586 here].&lt;br /&gt;
&lt;br /&gt;
The current plot spreadsheet will be available as a link from the Plot FB group.&lt;br /&gt;
&lt;br /&gt;
TL;DR: Add your plot link, in hyperlink format - that&#039;s &amp;lt;pre&amp;gt;=HYPERLINK(&amp;quot;http://www.profounddecisions.co.uk/empireplotwiki/Plot:Your_Plot_Name&amp;quot;,&amp;quot;Your Plot Name&amp;quot;)&amp;lt;/pre&amp;gt; - to whichever slot you want to book; if you want field (non-fighty) NPCs, add a number of field NPCs in the box under that. Book skirmish teams by picking a slot out of the Skirmish columns and sticking your plot link in that slot, then doing the same for a physical location and a Gate time if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More details:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Anvil&#039; slots&#039;&#039;&#039; are for sending field-NPC crew out onto the main field. If these columns have all filled up but there are still field NPCs available, please ask ChessyPig / Michelle Taylor for a new column to be added - I&#039;m just trying to avoid massive side-scrolling death for everyone, there isn&#039;t a magic number of columns here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Skirmish&#039; slots&#039;&#039;&#039; are for booking groups of Skirmish crew (plus player monsters, for daylight slots) who can fight and come with their own skirmish ref. &lt;br /&gt;
&lt;br /&gt;
Each slot has its NPC information already filled in:&lt;br /&gt;
&lt;br /&gt;
&#039;Battle&#039; is the battle slot for the day - all teams are involved in the same battle.&lt;br /&gt;
&lt;br /&gt;
&#039;Small Q&#039; is enough skirmish team for about 20 players.&lt;br /&gt;
&lt;br /&gt;
&#039;Large Q&#039; is enough skirmish team for about 40-50 players - you have to book both teams involved in a Large Q.&lt;br /&gt;
&lt;br /&gt;
&#039;RCA&#039; is a Reverse Camp Attack slot - the NPCs will stay in the &#039;orc camp&#039; area and we&#039;ll run a set of plots back to back, all of which use the same kit and setup. These are suitable for ~25 PCs.&lt;br /&gt;
&lt;br /&gt;
&#039;Night Q&#039; is enough skirmish team for about 10 players doing a sneaky/scouty activity.&lt;br /&gt;
&lt;br /&gt;
For non-RCA slots, you will also want to book a physical location - see below.&lt;br /&gt;
&lt;br /&gt;
If you are going through the Sentinel Gate to get to your plot, please also book a Sentinel Gate time - see below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Forest 1&#039;, &#039;Forest 2&#039; and &#039;Back Field&#039;&#039;&#039;&#039; are OOC physical locations you can book for use with either skirmish teams or field NPCs (or on their own, if you&#039;re using a civil servant or just players). If you want to use them with skirmish teams, just book the skirmish teams separately and don&#039;t put in an NPC number. If you want to use them with field NPCs (e.g. you&#039;ve got a purely talky plot and the skirmish teams are busy / too big / just not appropriate in this case) then put an NPC number for the number of field NPCs you require.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;PLV Tent&#039; and &#039;Env Tent&#039;&#039;&#039;&#039; are also OOC physical locations you can book. You should talk to their organisers about your requirements before booking them! Add a number of field NPCs or a skirmish team as above (although they&#039;re a bit small for full-on fighty encounters!).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Makeup&#039;&#039;&#039;&#039; is for booking makeup jobs that you&#039;ll need the attention of the makeup team for - this is an attempt to make sure we don&#039;t have e.g. two Eternals in prep at the same time :-). Don&#039;t put an NPC number here, just make sure the makeup requirements are very clear on your plot wiki page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Sentinel Gate&#039;&#039;&#039;&#039; is for booking a time for people to leave Anvil through the Sentinel Gate. This will go on the conjunctions list that the plot desk will use to answer Detect Magic requests from the portal. Don&#039;t put an NPC number here - book a skirmish team or a number of field NPCs under the physical location you&#039;re using at the other end of the gate.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve booked a Gate slot, you must have at the top of your plot wiki page the Sentinel Gate details: the IC location the Gate is pointing to (preferably in the format Specific Location, Region, Territory) and the type of gate (Quest gate, player limit N; Skirmish gate, character nationality X; Battle gate). &lt;br /&gt;
&lt;br /&gt;
If you&#039;re planning a fighty encounter using a skirmish team, please abide by their advice on gate numbers :-).&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1537</id>
		<title>Plot creation process</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Plot_creation_process&amp;diff=1537"/>
		<updated>2015-03-23T11:36:25Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Stage 6 - Timetabling your Plot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This page is designed to help the writers - and everyone involved with creating and running plot at Empire understand what the process is and how it works.&lt;br /&gt;
&lt;br /&gt;
Producing plot for a large game is a difficult process. With thirty writers and 2000 participants, we need to have a single process for organizing costume, NPCs, props, ribbons for items, debriefs for NPCs. Ultimately the process is designed to help writers; otherwise when you come to run your plot requiring 40 NPCs to dress in Brass Coast costume for a quest - you will discover that all the NPCs are out, all the Brass Coast costume is out and all the quest slots are filled.&lt;br /&gt;
&lt;br /&gt;
==Ethos==&lt;br /&gt;
The writer is central to the ethos for the writing and running plot at events. The [[plot support]] team are here to help, but the default assumption is that the writer will carry out all the steps needed to write and run their plot. As a writer, the responsibility for ensuring that your plot has been approved and timetabled and the right costume, props, and ribbons are ready lies with you. We don&#039;t necessarily expect one person to do all these things, we are here to help and we encourage writers to work together in teams - but the responsibility to ensure that it is done lies with the writer.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve chosen this approach for several reasons. This approach will allow us to scale what we do to run more plot by adding more writers to our team over time. However it should also ensure that the key decisions taken about a plot, timing, budget, briefing, etc - are made by the writer who created it rather than by someone else. And finally it should mean that the writer is able to drive the plot process to ensure that their plot gets approved and run at events.&lt;br /&gt;
&lt;br /&gt;
==Teams==&lt;br /&gt;
We encourage all Empire plot writers to get a team together if they can. There are many advantages to writing plot as part of a team - you have like-minded friends that you can discuss the plot with as you create it. If you can&#039;t make an event, or you&#039;re busy at an event when a question about your plot comes in, then a fellow team member can cover for you.&lt;br /&gt;
&lt;br /&gt;
More importantly, running plot at an Empire event requires a wide range of skills. We don&#039;t assume that a single writer has all those skills, but if you have a team of people then they can cover the skills needed between them. Actually &#039;&#039;writing&#039;&#039; plot is just one part of what is needed to get your plot to run. The best teams will include people who are good with costume, props, briefing and debriefing, time-tabling and logistics, even if some of those people don&#039;t actually &#039;&#039;write&#039;&#039; the plot your team runs.&lt;br /&gt;
&lt;br /&gt;
Wherever we talk about a plot writer on this page, we&#039;re also referring to their team if they are part of one. &lt;br /&gt;
&lt;br /&gt;
==Plot Support==&lt;br /&gt;
The [[plot support]] team is a central team whose core job is to help the writers run the plot they have created. There are several steps involved in producing plot at an event and we realize that some writers or teams will not feel enthusiastic or capable of doing them all.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t divulge the responsibility for a plot - it&#039;s still down to the writer to ensure that their plot runs, but you can get help with any stage of the process. The plot support team includes people who are experienced with costume and props and can help advise you how to source the things you need for your plot. They are familiar with our IT systems and can help you get the ribbons and items your plot needs as well as brief and debrief your plot. Some members of the team may be able to brief a plot for you - or just help you find NPCs to play the roles.&lt;br /&gt;
&lt;br /&gt;
Whatever you need to do to get your plot to run, then the plot support team are here to help.&lt;br /&gt;
&lt;br /&gt;
==Ten Steps==&lt;br /&gt;
We&#039;ve divided the plot creation process into ten steps and laid them out in a rough sequential order for ease of reading. All writers need to follow the process, but individual writers can work through the steps in the order that suits them best. Some writers like to buy a beautiful prop and create a plot around that; some writers will want to get the basics of their plot approved before spending time putting it on the wiki.&lt;br /&gt;
&lt;br /&gt;
==Stage 1 - Write Some Plot==&lt;br /&gt;
Any member of crew who wants to get involved in writing plot for Empire events is welcome to do so. Experience can help, but it is far from essential and a good knowledge of the setting is likely to be just as useful as a decade of experience writing plot for other games. What is essential is to make sure that you read the [[plot style guide]] first. We hope that you will also find the [[plot tools]] invaluable for giving you ideas and showing you elements of the setting you can use to turn those ideas into plots.&lt;br /&gt;
&lt;br /&gt;
The best members of the plot support team to talk to about your plot are Andy Rafferty and Matt Pennington. Both have lots of experience creating plot for large events and Andy is the ultimate authority for questions about the Empire setting. &lt;br /&gt;
&lt;br /&gt;
==Stage 2 - Put it on the Wiki==&lt;br /&gt;
We have a single central platform for plot - the [http://www.profounddecisions.co.uk/empireplotwiki/Main_Page plot wiki]. Before you can attempt to run your plot at an event, you must have documented the plot on its own page on the plot wiki. You can&#039;t get final approval for any plot until this is done.&lt;br /&gt;
&lt;br /&gt;
Most members of the plot support team will be able to help you use the plot wiki. If you are having a specific problem then Aquarion (Nicholas Avenell) is the best person to talk to.&lt;br /&gt;
&lt;br /&gt;
===NPC Stats===&lt;br /&gt;
You need to include stats for any NPCs or monsters that are needed for your plot. You can specify the individual skills an NPC has or just give a general description (e.g. 8 pt magician) to indicate the rough things you want. It is very rare in Empire for a plot to need an NPC to be particularly powerful but if it is essential then you must itemize their individual skills.&lt;br /&gt;
&lt;br /&gt;
If you need stats for a monster for a quest or battle, then the best thing to do is to choose a standard creature from the bestiary on the plot wiki. If there is nothing on the wiki that suits your purpose then you can create a new creature, but if you do this then we will need to check it for consistency with the setting and to ensure the creature&#039;s stats are play balanced.&lt;br /&gt;
&lt;br /&gt;
===Ribbons, Rituals and Items===&lt;br /&gt;
If your plot requires any game items, like magical items, potions, herbs, mana crystals, coins, resources or bourse resources, then you need to specify these on the page for your plot on the wiki. A sensible amount of resources to include for a small plot is equivalent to the amount of resources a player would get after one downtime; 10 ingots, 7 mana crytals, 14 herbs or 9 crowns. A bigger plot might include twice as many resources or substitute some resources for potions and magical items.&lt;br /&gt;
&lt;br /&gt;
If your plot needs one or more magical items then the best thing to do is to pick suitable items from the [http://www.profounddecisions.co.uk/empire-wiki/Magic_Items standard list] on the player wiki. If there is nothing on the wiki that suits your purpose then you can create a rare or unique item, but if you do this then you will have to specify clearly what you want the item to do. We cannot check, approve, and produce a magical item unless we know what you are proposing.&lt;br /&gt;
&lt;br /&gt;
There is a similar process to go through if your plot involves one or more [http://www.profounddecisions.co.uk/empire-wiki/Ritual_list rituals]. If the NPCs are performing a ritual, or have already done so, then the best thing to do is to pick suitable rituals from the standard list on the player wiki. If there is nothing suitable then you can create a new ritual, but as with magical items, you must specify clearly what the ritual will do.&lt;br /&gt;
&lt;br /&gt;
===Divination Responses===&lt;br /&gt;
When your plot is in the field, it will be interrogated by the players. They will use the tools at their disposal, usually divination rituals, to find out more information about your plot. Players ritual are handled by the field refs - who will process it and then radio the plot support team for an answer.&lt;br /&gt;
&lt;br /&gt;
If you are available (in the plot room or on a radio) - then the plot support team will pass the request to you. If you are not available then the team will create a response to the ritual using the details provided in your plot brief. The more detail here - the easier it will be for them to create the response you would want. &lt;br /&gt;
&lt;br /&gt;
Common Rituals that the players will cast to find out more are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Swim_Leviathan&#039;s_Depth Swim Leviathan&#039;s Depth] - Allows them to ask Leviathan why something is happening.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Bright_Lantern_of_Ophis Bright Lantern of Ophis] - Allows them to analyze a magical effect.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/The_Eye_of_the_High_Places The Eye of the High Places] - Allows them to analyze magical effects in a large area.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Eyes_of_the_Sun_and_Moon Eyes of the Sun and Moon] - Tells them about military forces in a territory.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Shadowed_Glass_of_Sung Shadowed Glass of Sung] and [http://www.profounddecisions.co.uk/empire-wiki/Clear_Lens_of_the_Eternal_River Clear Lens of the Eternal River] - Analyze an area for clues. These rituals are most useful on a quest but might be used to explore any location or &#039;scene&#039; where something has happened.&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Skein_of_Years Skein of Years] - Explores the past history of a ribboned item.&lt;br /&gt;
&lt;br /&gt;
==Stage 3 - Get it Approved==&lt;br /&gt;
Your plot &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the plot support team before it can run at an event. To approve a plot we need to check that it is consistent with the existing setting - the campaign &#039;&#039;and&#039;&#039; the rules, and that it follows the plot style guidelines. It is good practice to chat to the plot support team about any unusual elements, new parts of the setting, new rules, etc as soon as possible. The earlier that we can give you feedback on your plot, the easier it will be to make sure that it is approved without any problems.&lt;br /&gt;
&lt;br /&gt;
Although you can get a green light from the plot support team to develop a plot we can&#039;t provide final approval until we all the details are fully documented on the wiki. To get your plot approved you &#039;&#039;must&#039;&#039; proactively approach the plot support team and ask them to approve your plot for you. You may need to speak to multiple depending on what elements you have included in your plot.&lt;br /&gt;
&lt;br /&gt;
===The Setting===&lt;br /&gt;
The members of the team to talk to about the setting are Andy Raff and Matt Pennington. The best way to get Matt is to email him, the best way to get Andy is to PM him or post on the [https://www.facebook.com/groups/EmpirePlot/ Empire plot Facebook group]. If you have a skype account (or can make one) then you can grab both Matt and Andy on skype and discuss your plot with them. It is much quicker to get plot approved this way, as you can quickly explain your plot and talk through any difficult elements. It is also much easier to provide feedback this way.&lt;br /&gt;
&lt;br /&gt;
===The Rules===&lt;br /&gt;
Graeme Jamieson and Nicholas Taylor are the best people to talk to about any part of your plot that involves unusual rules such as non-standard magical items, rituals or creatures that are not in the bestiary on the wiki. You can contact them both by [mailto:empire.rules@profounddecisions.co.uk email] or by posting on the Empire plot facebook group.&lt;br /&gt;
&lt;br /&gt;
==Stage 4 - Costume and Props==&lt;br /&gt;
Profound Decisions have a large wardrobe of basic costume, including weapons and armour. If your plot needs specific costume or props then you will need to source these. The best place to try and do this is on the [https://www.facebook.com/groups/243111769153902/ Empire sewing circle Facebook group]. This group contains capable volunteers who make costume for Profound Decisions as well as helping us source new items.&lt;br /&gt;
&lt;br /&gt;
If we need to pay a professional to make an item then the starting point is to see if one of the existing professionals who work with Profound Decisions can do the job for you. Folks like Sean Maguire, Darren Stocker, Andy Rimmer, and Mandala all make weapons, Doug Strand makes leather goods and Rosemary Warner and Esther Reeves both make costume. If these people can&#039;t help then consider the traders who trade at our events, all of whom are likely to be helpful.&lt;br /&gt;
&lt;br /&gt;
Each writer, or writing team, will be allocated their own budget by Matt Pennington. This budget is for the four Empire events for that year and it is up to you how you allocate it for the plots you are developing and running for that year. It will be allocated based on your track record of running plot at Empire - the more plot you run, the more budget you&#039;ll get. If you don&#039;t spend all your budget then you can carry it over to the next year.&lt;br /&gt;
&lt;br /&gt;
The best people from plot support to talk to about our existing costume stores are Vicky (Victoria O&#039;connell) or Leah Tardival. Both will also be able to give advice on what sort of costumes and props you might need, what they might need to look like and where to go to order them.&lt;br /&gt;
&lt;br /&gt;
==Stage 5 - Makeup and Prosthetics==&lt;br /&gt;
Empire has a dedicated make-up team that is led by Mim (Miriam Nicholas). The team have an existing store of make-up and basic prosthetics and Mim has experience making and ordering new prosthetics. If your plot requires only standard make-up, for example orcs or characters with lineage then Mim&#039;s team will usually be able to handle this for you without much warning provided they are free. If your plot requires new prosthetics or a complex make-up job then it is essential that you talk to Mim early about your needs if you want her team to be able to help you at the event.&lt;br /&gt;
&lt;br /&gt;
With multiple writers, the make-up team are always in demand, but they are especially busy preparing for the big battles on Saturday and Sunday morning. It is essential to avoid time-tabling a complex make-up effect for this time unless you have special dispensation directly from Mim to do so.&lt;br /&gt;
&lt;br /&gt;
==Stage 6 - Timetabling your Plot==&lt;br /&gt;
Once your plot has received final approval, then you need to add it to the plot timetable for an event. The timetable will be a google spreadsheet that all the writers and members of plot support have access to. The critical element when timetabling plot is to ensure that there are sufficient NPCs available.&lt;br /&gt;
&lt;br /&gt;
NPCs on the timetable are allocated on a first come first served basis. It is best to get your plot written and approved early so that you can add it to the timetable. If your plot needs NPCs but the timetable is already full, then you will have to wait until the next event to run the plot. If the plot requires a quest slot then you will need to indicate this by writing the plot against one of the available quest slots on the spreadsheet.&lt;br /&gt;
&lt;br /&gt;
Your plot may not require any NPCs from the pool in the plot room. For example, there are existing NPCs that you may be able to make use of in your plot, such as the bards, civil servants, egregores, and magistrates. If this is the case then you can run your plot at any time, but it must still be timetabled, so that we can see when the plot is running. Please add it to the appropriate column on the spreadsheet and leave the NPC requirement blank.&lt;br /&gt;
&lt;br /&gt;
You will need to make your best estimate of how many hours your NPCs will be out for. If your estimate is too short it will cause problems for other writers, but too long will mean your NPCs have nothing to do once they return to the plot room. Chessy (Michelle Taylor) is the best person from plot support to talk if you need help timetabling your plot.&lt;br /&gt;
&lt;br /&gt;
For more detailed instructions on filling in the plot timetable successfully, see [[Plot Timetable Instructions]].&lt;br /&gt;
&lt;br /&gt;
The timetable for E1-2015 is [https://docs.google.com/spreadsheets/d/1bQKfU1S39NZMh65QfmHamXSqZpLnmyCnrcP4uNcuQPw/edit#gid=92115586 here].&lt;br /&gt;
&lt;br /&gt;
==Stage 7 - Assigning NPCs==&lt;br /&gt;
You can leave assigning NPCs to your plot to the day of the event. If you have timetabled your plot correctly then the NPCs you need should be ready to play the role at the appropriate time in the plot room. You can take them to one side, get them briefed, and then send them out.&lt;br /&gt;
&lt;br /&gt;
If you want specific individuals to play NPC roles for you in one of your plots, then you&#039;ll need to chat to them to arrange that. We have a large pool of volunteers who NPC full time at events who are organized into teams of approximately five. If you need a small group of NPCs then you can chat to the team leader. If you just need one or two people then it is best to speak to them direct. It is wise to check that any individual you speak to has not agreed to be in another plot that is running at the same time.&lt;br /&gt;
&lt;br /&gt;
Assigning NPCs in advance can be very effective. It means you can pick people who are familiar with the role or at least that part of the setting. You can give them the brief before the event, making things much quicker on the day and you may well find your plot benefits from allowing them to have some input and development on the role.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to provide help with assigning NPCs either in advance or on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 8 - Briefing NPCs==&lt;br /&gt;
Your NPCs will need to be briefed before they can enact your plot. Written briefs are incredibly useful, as they provide invaluable documentation and help speed up briefing before the event and on the day. However you don&#039;t need to produce a full written brief if that is not your style, provided that your plot write up includes the essential details.&lt;br /&gt;
&lt;br /&gt;
Fluff (Ben Dixon) or Vicky (Victoria O&#039;Connell) are the best people from the plot support team to help with briefing NPCs on the day.&lt;br /&gt;
&lt;br /&gt;
==Stage 9 - Debriefing NPCs==&lt;br /&gt;
When your NPCs return to the plot room they will be asked by the plot support team to put a debrief of their plot on to the plot wiki. The debriefs are added using the debrief button provided by the plot template which appears on your wiki page. If you need specific questions answered by the NPCs then you will need to ensure that you are there when the NPCs get back and debrief the plot.&lt;br /&gt;
&lt;br /&gt;
For Quests the Skirmish Team will provide an overall Quest debrief in addition to any specific details provided by the NPCs&lt;br /&gt;
&lt;br /&gt;
Debriefing is important because it allows us to track what plots ran and what the outcomes were. It is critically important for game consistency that we get good quality debriefs. Everyone involved in the plot process, writers, plot support, and NPCs should be aware of the importance of getting good debriefs.&lt;br /&gt;
&lt;br /&gt;
==Stage 10 - Player Follow-up==&lt;br /&gt;
The Empire campaign specifically prohibits free text downtime - players are &#039;&#039;prohibited&#039;&#039; from trying to follow up a plot in downtime. It is worth bearing this in mind when writing a plot.&lt;br /&gt;
&lt;br /&gt;
However there are things the players can do to chase a plot has left the field. The most common are:&lt;br /&gt;
&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Call_Winged_Messenger Call Winged Messenger] - Send a message to a named NPC.&lt;br /&gt;
* Create a missive to an Eternal - Send a message to a named Eternal&lt;br /&gt;
&lt;br /&gt;
These requests will come to a field ref - who will process the request and then refer it back to the plot support team.&lt;br /&gt;
&lt;br /&gt;
The plot support team will attempt to identify the plot writer best suited to deal with any player follow-up. Missives sent to eternals and letters sent to NPCs by winged messenger will be put in the post-board in plot. There is a box for each plot team where they can collect their post from. Unidentified plot will be added to a single box marked &amp;quot;unknown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you find a piece of plot follow-up in your box that is nothing to do with any of your plots, then please move it to the &amp;quot;unknown&amp;quot; box. Plot support will empty this box after the event and try to chase it up with the whole plot team using the Facebook writers group.&lt;br /&gt;
&lt;br /&gt;
Players may also commission a [http://www.profounddecisions.co.uk/empire-wiki/Historical_research historical research] request through the Imperial Senate. This results in a report collated by NPC civil servants who spend the period between events trawling archives and libraries all over the Empire. Some research requests will find no useful information, but you may be asked to write a research request result related to one of your plots, or to provide enough details that someone else can write one. A research request is a useful tool because it allows you to help players drive your plot forward, and can be used to reveal additional information about the background; point to a quest or unexpected avenue to pursue the quest; or even provide leads to an entirely new plot, depending on the nature of the research.&lt;br /&gt;
&lt;br /&gt;
==Contact Details==&lt;br /&gt;
* [https://www.facebook.com/Hobbes00uk Facebook Matt Pennington] or [mailto:matt@profounddecisions.co.uk matt@profounddecisions.co.uk] &lt;br /&gt;
* [https://www.facebook.com/andy.raff.1?fref=ts&amp;amp;ref=br_tf Facebook Andy Raff]&lt;br /&gt;
&lt;br /&gt;
{{Plot Further Reading}}&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1424</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1424"/>
		<updated>2015-03-06T11:12:40Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre22.jpg|align=left|caption=An ogre with a back-banner would be a distinctive&amp;lt;br/&amp;gt; battlefield presence, particularly if surrounded by a unit&amp;lt;br/&amp;gt;of elite orcs.|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=400|caption=Ogres can have unique head-shapes or facial features.}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1423</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1423"/>
		<updated>2015-03-06T11:11:46Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre22.jpg|align=left|caption=An ogre with a back-banner would be a distinctive battlefield presence, particularly if surrounded by a unit of elite orcs.|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=400|caption=Ogres can have unique head-shapes or facial features.}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1422</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1422"/>
		<updated>2015-03-06T11:11:22Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre22.jpg|align=left|caption=An ogre with a back-banner would be a distinctive battlefield presence, particularly if surrounded by a unit of elite orcs.|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=400|caption=Ogres can have unique head-shapes or facial features.}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1421</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1421"/>
		<updated>2015-03-06T11:10:59Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre22.png|align=left|caption=An ogre with a back-banner would be a distinctive battlefield presence, particularly if surrounded by a unit of elite orcs.|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=400|caption=Ogres can have unique head-shapes or facial features.}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre22.jpg&amp;diff=1420</id>
		<title>File:Ogre22.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre22.jpg&amp;diff=1420"/>
		<updated>2015-03-06T11:09:52Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1419</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1419"/>
		<updated>2015-03-06T10:31:08Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Physically Diverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=400|caption=Ogres can have unique head-shapes or facial features.}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1418</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1418"/>
		<updated>2015-03-06T10:30:36Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Physically Diverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1417</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1417"/>
		<updated>2015-03-06T10:30:24Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Physically Diverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre21.png|align=left|width=300}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1416</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1416"/>
		<updated>2015-03-06T10:29:57Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Physically Diverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre21.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre21.png&amp;diff=1415</id>
		<title>File:Ogre21.png</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre21.png&amp;diff=1415"/>
		<updated>2015-03-06T10:29:35Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1414</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1414"/>
		<updated>2015-03-06T10:23:45Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1413</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1413"/>
		<updated>2015-03-06T10:23:25Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=500}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1412</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1412"/>
		<updated>2015-03-06T10:23:03Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1411</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1411"/>
		<updated>2015-03-06T10:22:48Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1410</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1410"/>
		<updated>2015-03-06T10:20:53Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.||width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1409</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1409"/>
		<updated>2015-03-06T10:20:20Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|caption=Dual wielding is probably too sophisticated, but the weapons themselves look good|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre20.jpg&amp;diff=1408</id>
		<title>File:Ogre20.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre20.jpg&amp;diff=1408"/>
		<updated>2015-03-06T10:19:13Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1407</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1407"/>
		<updated>2015-03-06T10:18:59Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre20.jpg|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1406</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1406"/>
		<updated>2015-03-06T10:18:42Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1405</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1405"/>
		<updated>2015-03-06T10:18:30Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1404</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1404"/>
		<updated>2015-03-06T10:18:18Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1403</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1403"/>
		<updated>2015-03-06T10:18:03Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1402</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1402"/>
		<updated>2015-03-06T10:17:51Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Giants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=400}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=400}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre19.jpg&amp;diff=1401</id>
		<title>File:Ogre19.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre19.jpg&amp;diff=1401"/>
		<updated>2015-03-06T10:17:05Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1400</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1400"/>
		<updated>2015-03-06T10:15:50Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Physically Diverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
===Giants===&lt;br /&gt;
Massive, physically potent, wall-crushing horrors.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre18.jpg&amp;diff=1399</id>
		<title>File:Ogre18.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=File:Ogre18.jpg&amp;diff=1399"/>
		<updated>2015-03-06T10:15:39Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1398</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1398"/>
		<updated>2015-03-06T09:53:30Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* As Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft or build, but might serve as labourers.&lt;br /&gt;
* Flavour tells PCs: &amp;quot;&#039;&#039;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1397</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1397"/>
		<updated>2015-03-06T09:52:32Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft nor build.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1396</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1396"/>
		<updated>2015-03-06T09:52:09Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft nor build.&lt;br /&gt;
&lt;br /&gt;
==Ogres in play==&lt;br /&gt;
* The flavour tells the PCs that &amp;quot;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1395</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1395"/>
		<updated>2015-03-06T09:51:46Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Physically Diverse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft nor build.&lt;br /&gt;
&lt;br /&gt;
==Ogres in play==&lt;br /&gt;
* The flavour tells the PCs that &amp;quot;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=ogre7.jpg|align=left|width=200px}}&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1394</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1394"/>
		<updated>2015-03-06T09:51:30Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Savage Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft nor build.&lt;br /&gt;
&lt;br /&gt;
==Ogres in play==&lt;br /&gt;
* The flavour tells the PCs that &amp;quot;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=ogre7.jpg|align=left|width=200px}}&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1393</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1393"/>
		<updated>2015-03-06T09:51:14Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft nor build.&lt;br /&gt;
&lt;br /&gt;
==Ogres in play==&lt;br /&gt;
* The flavour tells the PCs that &amp;quot;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=ogre7.jpg|align=left|width=200px}}&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1392</id>
		<title>Ogre pitch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-crew-pd/index.php?title=Ogre_pitch&amp;diff=1392"/>
		<updated>2015-03-06T09:50:59Z</updated>

		<summary type="html">&lt;p&gt;Andy Raff: /* Domesticated Ogres */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head&amp;lt;br/&amp;gt;is iconic for an Empire Ogre|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* An Empire ogre is a creature designed to fill the role of &amp;quot;brute&amp;quot; on a battlefield and on quests.&lt;br /&gt;
** These are meant to be scary - they&#039;re the iconic &#039;&#039;brute&#039;&#039; for Empire, combining elements of traditional roleplaying ogres, trolls and giants.&lt;br /&gt;
** We don&#039;t believe a single ogre is an effective tool; our rules don&#039;t allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.&lt;br /&gt;
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.&lt;br /&gt;
* Empire ogres are combat creatures.&lt;br /&gt;
** The costume must allow enough movement that it can see and fight effectively.&lt;br /&gt;
* They draw on images associated with traditional RPG trolls, cyclopes, fomori and giants as well as obvious ogre imagery; they also have elements of over-sized neanderthal or cave-man about them.&lt;br /&gt;
* Our absolute ideal would be an ogre  costume that had some customizability - hands that can hold a large weapon rather than a built-in weapon; the ability to add or remove costume elements such as armour; possibly a couple of extra heads.&lt;br /&gt;
** We understand that this is aspirational&lt;br /&gt;
* Both &amp;quot;wild&amp;quot; ogres (savages with makeshift weapons and bits of fur, leather or bone) and more &amp;quot;domesticated&amp;quot; ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
* Ogres are larger-than-man-sized creatures&lt;br /&gt;
** Preferably at least seven feet tall or significantly wider than a human being (we imagine that very big shoulders might be effective on the right costume)&lt;br /&gt;
** This allows us to use our Large Creature rules&lt;br /&gt;
** Matt has suggested that ogres with no necks and built-up heads, with the operator seeing through the chest, could make it easier to build larger ogres.&lt;br /&gt;
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being &amp;quot;genetically&amp;quot; unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:&lt;br /&gt;
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.&lt;br /&gt;
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)&lt;br /&gt;
** tusks similar to those of a boar or mammoth&lt;br /&gt;
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls&lt;br /&gt;
** tufts of fur or hair, or entire pelts of long coarse hair&lt;br /&gt;
** mottled or striated marks on the skin, albeit most often in &#039;normal&#039; ogrish skin colours rather than anything more colourful.&lt;br /&gt;
** ape-like facial features, especially the pugnacious jaw and nose &lt;br /&gt;
** &#039;&#039;&#039;Inappropriate Elements:&#039;&#039;&#039; Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don&#039;t have tentacles, insect-like elements, feathers, wings or lizard-like scales)&lt;br /&gt;
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.&lt;br /&gt;
&lt;br /&gt;
* Wild ogres use tree-trunks and rough hides. &lt;br /&gt;
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand&lt;br /&gt;
* They are unlikely to have shields - they don&#039;t usually have the brains or inclination to parry&lt;br /&gt;
&lt;br /&gt;
==Ogre capabilities==&lt;br /&gt;
* They are &#039;&#039;&#039;freakishly strong&#039;&#039;&#039;. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents&lt;br /&gt;
* They have &#039;&#039;&#039;preternatural stamina&#039;&#039;&#039; - this means lots of body hits.&lt;br /&gt;
** I think they can also heal up by eating - if they&#039;re given a bit of time to recover and there is plenty of meat around they can restore themselves to full hits in about five minutes by using one of their Second Wind abilities which is &#039;&#039;much&#039;&#039; more effective for large beasties than just getting 3 hits back I think.&lt;br /&gt;
&lt;br /&gt;
==As Characters==&lt;br /&gt;
* The [[EmpireWiki:Jotun|Jotun]], the [[EmpireWiki:Thule|Thule]] and even the [[EmpireWiki:Druj|Druj]] make use of ogre families in their armies. They give them weapons and armour them up, making them much more dangerous than wild ogres.&lt;br /&gt;
* They have a &#039;&#039;&#039;voracious appetite&#039;&#039;&#039; that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.&lt;br /&gt;
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.&lt;br /&gt;
* There are &#039;&#039;no&#039;&#039; ogre magicians or shaman. All ogres are thugs. They can be the target of [[EmpireWiki:enchantment|enchantments]] just like anyone else however that might give them odd powers.&lt;br /&gt;
* They are intelligent and can speak, but are  incredibly stupid by human and orc standards. Despite their strength they make dreadful labourers and need constant supervision.&lt;br /&gt;
* They don&#039;t create anything - they don&#039;t build, they don&#039;t paint, they don&#039;t even carve wood.They just live to procreate, fight and eat. &lt;br /&gt;
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.&lt;br /&gt;
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate. &lt;br /&gt;
* Ogres don&#039;t craft nor build.&lt;br /&gt;
&lt;br /&gt;
==Ogres in play==&lt;br /&gt;
* The flavour tells the PCs that &amp;quot;A lone character would most likely be able to defeat a lone ogre only with a great deal of luck or a clever plan, and a single ogre is capable of threatening an entire small village. A group of ogres is exponentially more dangerous - they represent a credible threat to an village or an experienced band of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Dragon Age Ogres===&lt;br /&gt;
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature &amp;quot;mutated&amp;quot; from another creature (the Qunari)&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Savage Ogres===&lt;br /&gt;
Makeshiftw weapons and simple fur or untanned leather clothing&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre1.jpg|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}&amp;lt;span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}&amp;lt;span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domesticated Ogres===&lt;br /&gt;
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it&#039;s orc masters|align=left|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Physically Diverse===&lt;br /&gt;
Two ogres can look very different, while remaining mammalian humanoids.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}&amp;lt;span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.profounddecisions.co.uk/empire-wiki/Ogre here] is a link to the Ogre page on our main wiki - this is expanded information for our players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=ogre7.jpg|align=left|width=200px}}&lt;/div&gt;</summary>
		<author><name>Andy Raff</name></author>
	</entry>
</feed>