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{{CaptionedImage|file=ogre16.jpg|align=right|caption=The Harryhausen cyclops is a little scaly, but the head<br/>is iconic for an Empire Ogre|width=250}}
==Overview==
==Overview==
* An Empire ogre is a creature designed to fill the role of "brute" on a battlefield.
* An Empire ogre is a creature designed to fill the role of "brute" on a battlefield and on quests.
** These are meant to be scary - they're the iconic ''brute'' for Empire, combining elements of traditional roleplaying ogres, trolls and giants.
** We don't believe a single ogre is an effective tool; our rules don't allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.
** We don't believe a single ogre is an effective tool; our rules don't allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.
** To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.
* Empire ogres are combat creatures.
* Empire ogres are combat creatures.
** The costume must allow enough movement that it can see and fight effectively.
** The costume must allow enough movement that it can see and fight effectively.
* 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.
* 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.
** We understand that this is aspirational
* Both "wild" ogres (savages with makeshift weapons and bits of fur, leather or bone) and more "domesticated" ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.


==Appearance==
==Appearance==
Line 10: Line 16:
** 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)
** 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)
** This allows us to use our Large Creature rules
** This allows us to use our Large Creature rules
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being unstable and prone to mutation. Some of the examples given to the players are:
** 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.
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.
* They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being "genetically" unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:
** an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)
** curling horns - similar to those of a [[EmpireWiki:cambion|cambion]] or a single horn reminiscent of a rhinocerous)
** tusks similar to those of a boar or [[EmpireWiki:Mundane beasts#Mammoths|mammoth]]
** tusks similar to those of a boar or mammoth
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls
** bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls
** tufts of fur or hair, or entire pelts of long coarse hair
** tufts of fur or hair, or entire pelts of long coarse hair
** mottled or striated marks on the skin, albeit most often in 'normal' ogrish skin colours rather than anything more colourful.  
** mottled or striated marks on the skin, albeit most often in 'normal' ogrish skin colours rather than anything more colourful.
** ape-like facial features, especially the pugnacious jaw and nose
** '''Inappropriate Elements:''' Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don't have tentacles, insect-like elements, feathers, wings or lizard-like scales)
** '''Inappropriate Elements:''' Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don't have tentacles, insect-like elements, feathers, wings or lizard-like scales)
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.
* Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.
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* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand
* Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand
* They are unlikely to have shields - they don't usually have the brains or inclination to parry
* They are unlikely to have shields - they don't usually have the brains or inclination to parry
==Ogre capabilities==
* They are '''freakishly strong'''. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents
* They have '''preternatural stamina''' - this means lots of body hits.
** I think they can also heal up by eating - if they'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 ''much'' more effective for large beasties than just getting 3 hits back I think.


==As Characters==
==As Characters==
* 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.
* 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.
* They are '''stupid''; they can't read and write, don't build or craft, and enjoy smashing stuff.
* They have a '''voracious appetite''' that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.
* They have a '''voracious appetite''' that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.
** If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.
* They're not common in the Empire because they've been hunted to extinction. Sometimes an ogre or a pack of ogres comes in from outside. They present a serious threat to isolated villages, travellers and the like.
* There are ''no'' 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.
* There are ''no'' 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.
* 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.
* They don't create anything - they don't build, they don't paint, they don't even carve wood.They just live to procreate, fight and eat.
* An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate.
* Ogres don't craft or build, but might serve as labourers.
* Flavour tells PCs: "''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.''"


==Ogre capabilities==
==Images==
* They are '''freakishly strong'''. This allows them to batter down gates or light pallisades with their fists. They may be able to call [[EmpireWiki:Combat#STRIKEDOWN|STRIKEDOWN]] with every strike. When equipped with more advanced weapons they are capable of calling [[EmpireWiki:Combat#SHATTER|SHATTER]] especially against shields, they may also be capable of using [[EmpireWiki:Combat#IMPALE|IMPALE]] on melee strikes with hevily roleplayed blows, but the number of times they can do this in a battle is likely to be restricted - which means they are best faced by guys in heavy armour.
===Domesticated Ogres===
 
Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines
* Being '''large''' they are naturally immune to special combat or magic calls. They don't suffer IMPALE from arrows, for example. They can't be WEAKNESSed or VENOMed and so on.  
<row-fluid>
** Remember that they still take damage from being hit, however ,and this is likely to mean they will get mown down if they are surrounded.
<span3>{{CaptionedImage|file=ogre10.jpg|align=left|caption=Simple leather armour and a massive flail weapon|width=250}}</span3>
<span3>{{CaptionedImage|file=ogre8.jpg|align=left|width=250}}</span3>
<span6>{{CaptionedImage|file=ogreArmour6.jpg|caption=Piecemeal, rusted armour strapped to the ogre by it's orc masters|align=left|width=500}}</span6>
</row-fluid>
<row-fluid>
<span4>{{CaptionedImage|file=ogre13.jpg|align=left|width=300}}</span4>
<span4>{{CaptionedImage|file=ogre14.jpg|align=left|width=300}}</span4>
</row-fluid>
<row-fluid>
<span6>{{CaptionedImage|file=ogre18.jpg|align=left|width=500}}</span6>
<span6>{{CaptionedImage|file=ogre19.jpg|caption=The buckler would be off-message, but the rest suggests a domesticated ogre|align=left|width=500}}</span6>
</row-fluid>
<row-fluid>
<span6>{{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}}</span6>
<span6>{{CaptionedImage|file=ogre22.jpg|align=left|caption=An ogre with a back-banner would be a distinctive<br/> battlefield presence, particularly if surrounded by a unit<br/>of elite orcs.|width=250}}</span6>
</row-fluid>


* They have '''preternatural stamina''' - this means lots of body hits, but also means they have [[Heroic skills#Second wind|second wind]] a number of times a day.
===Savage Ogres===
** I think they can also heal up by eating - if they'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 ''much'' more effective for large beasties than just getting 3 hits back I think.
Makeshiftw weapons and simple fur or untanned leather clothing
<row-fluid>
<span4>{{CaptionedImage|file=ogre1.jpg|width=250}}</span4>
<span4>{{CaptionedImage|file=ogre9.jpg|align=left|width=400}}</span4>
<span4>{{CaptionedImage|file=ogre2.jpg|align=right|width=250}}</span4>
</row-fluid>
<row-fluid>
<span6>{{CaptionedImage|file=ogre15.jpg|align=left|width=500}}</span6>
<span6>{{CaptionedImage|file=ogre17.jpg|align=left|width=500}}</span6>
</row-fluid>


==Culture and Customs==
===Dragon Age Ogres===
* Ogres do not appear to possess any culture.
Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature "mutated" from another creature (the Qunari)
* 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.
<row-fluid>
* They don't create anything - they don't build, they don't paint, they don't even carve wood.They just live to procreate, fight and eat.  
<span3>{{CaptionedImage|file=ogre4.jpg|align=left|width=250}}</span3>
* AN ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.
<span3>{{CaptionedImage|file=ogre5.jpg|align=left|width=250}}</span3>
* Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate.  
<span6>{{CaptionedImage|file=ogre12.jpg|align=left|width=500}}</span6>
In their natural state ogres neither craft nor build. They make dreadful labourers, and seem incapable of remembering instructions from day to day - attempts to use them as workers have required them to be 'trained' again each morning, and have invariably ended with the ogres attacking their captors and needing to be killed.
</row-fluid>
* Wild ogres tend to have a lair which serves as the centre of their territory, and they defend it madly.


==Ogres in play==
===Physically Diverse===
* These are meant to be scary - they're the iconic ''brute'' for Empire, combining elements of traditional roleplaying ogres, trolls and giants.
Two ogres can look very different, while remaining mammalian humanoids.
* The flavour tells the PCs that "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."
<row-fluid>
<span6>{{CaptionedImage|file=ogre3.jpg|align=left|width=500}}</span6>
<span6>{{CaptionedImage|file=ogre21.png|align=left|width=400|caption=Ogres can have unique head-shapes or facial features.}}</span6>
</row-fluid>


==Links==
==Links==
* [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.
* [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.

Latest revision as of 11:12, 6 March 2015

Ogre16.jpg
The Harryhausen cyclops is a little scaly, but the head
is iconic for an Empire Ogre

Overview

  • An Empire ogre is a creature designed to fill the role of "brute" on a battlefield and on quests.
    • These are meant to be scary - they're the iconic brute for Empire, combining elements of traditional roleplaying ogres, trolls and giants.
    • We don't believe a single ogre is an effective tool; our rules don't allow for monsters that are immune to attacks, so players will quickly overwhelm a single ogre.
    • To be effective, we would want to field a unit of ogres, or an ogre supported by multiple allied creatures.
  • Empire ogres are combat creatures.
    • The costume must allow enough movement that it can see and fight effectively.
  • 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.
  • 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.
    • We understand that this is aspirational
  • Both "wild" ogres (savages with makeshift weapons and bits of fur, leather or bone) and more "domesticated" ogres (ogres wearing scraps of armour fighting with oversized swords, axes or maces) are useful.

Appearance

  • Ogres are larger-than-man-sized creatures
    • 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)
    • This allows us to use our Large Creature rules
    • 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.
  • They are humanoids, but there is a wide diversity in their specific features. Ogres are conceived as being "genetically" unstable and presenting plenty of diversity in their physical characteristics. Some of the examples given to the players are:
    • an odd number of eyes - both a single eye in the middle, and a third functioning eye above the other two.
    • curling horns - similar to those of a cambion or a single horn reminiscent of a rhinocerous)
    • tusks similar to those of a boar or mammoth
    • bony growths on the body especially around the hands, shoulder, knees and upper back similar to those of Shadowrun trolls
    • tufts of fur or hair, or entire pelts of long coarse hair
    • mottled or striated marks on the skin, albeit most often in 'normal' ogrish skin colours rather than anything more colourful.
    • ape-like facial features, especially the pugnacious jaw and nose
    • Inappropriate Elements: Ogres are mammals, so body parts reminiscent of other types of creature would not be appropriate (ogres don't have tentacles, insect-like elements, feathers, wings or lizard-like scales)
  • Ogres keep growing throughout their lifespan and can be as large as we can phys-rep.
  • Wild ogres use tree-trunks and rough hides.
  • Ogres that are fighting with orcs may have piecemeal armour and wield massive two-handed weapon in one hand
  • They are unlikely to have shields - they don't usually have the brains or inclination to parry

Ogre capabilities

  • They are freakishly strong. This allows them to batter down gates or light pallisades with their fists, or use powerful heroic calls to scatter or maim their opponents
  • They have preternatural stamina - this means lots of body hits.
    • I think they can also heal up by eating - if they'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 much more effective for large beasties than just getting 3 hits back I think.

As Characters

  • The Jotun, the Thule and even the 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.
  • They have a voracious appetite that means they are almost constantly hungry. They can eat anything they can fit in their gobs, but they prefer meat.
    • If they taste human flesh, they develop an overwhelming craving for it, making them even more dangerous.
  • There are no ogre magicians or shaman. All ogres are thugs. They can be the target of enchantments just like anyone else however that might give them odd powers.
  • 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.
  • They don't create anything - they don't build, they don't paint, they don't even carve wood.They just live to procreate, fight and eat.
  • An ogre pack is dominated by the strongest and most vicious ogre. They are territorial, and fight each other for territory.
  • Lone ogres, especially adolescent ogres, are either outcasts or are on the search for a mate.
  • Ogres don't craft or build, but might serve as labourers.
  • Flavour tells PCs: "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."

Images

Domesticated Ogres

Captured and enslaved by orcs; hard to control on a battlefield; used as living siege engines

Ogre10.jpg
Simple leather armour and a massive flail weapon
Ogre8.jpg
OgreArmour6.jpg
Piecemeal, rusted armour strapped to the ogre by it's orc masters
Ogre13.jpg
Ogre14.jpg
Ogre18.jpg
Ogre19.jpg
The buckler would be off-message, but the rest suggests a domesticated ogre
Ogre20.jpg
Dual wielding is probably too sophisticated, but the style of the weapons and armour suggest a domesticated Thule or Jotun.
Ogre22.jpg
An ogre with a back-banner would be a distinctive
battlefield presence, particularly if surrounded by a unit
of elite orcs.

Savage Ogres

Makeshiftw weapons and simple fur or untanned leather clothing

Ogre1.jpg
Ogre9.jpg
Ogre2.jpg
Ogre15.jpg
Ogre17.jpg

Dragon Age Ogres

Twisted horns and savagery; used by a savage enemy as brutes and shock trools; also, the idea of a creature "mutated" from another creature (the Qunari)

Ogre4.jpg
Ogre5.jpg
Ogre12.jpg

Physically Diverse

Two ogres can look very different, while remaining mammalian humanoids.

Ogre3.jpg
Ogre21.png
Ogres can have unique head-shapes or facial features.

Links

  • here is a link to the Ogre page on our main wiki - this is expanded information for our players.