Ogres are large and misshapen creatures that look like large and very ugly parodies of
   humans, and quite likely are an offshoot of the human race, warped by the effects of
   Chaos.  Ogres are Large Creatures, and Fearsome Creatures.  As Fearsome Creatures, they 
   are immune to Fear caused by most other Fearsome Creatures.  As Large Creatures, they 
   occupy four squares on the standard Advanced HeroQuest floor plan, and tend to clutter 
   up passages.
  
   (Large Creatures may pass through doors, but an Ogre is incapable of traversing a passage
   that is only one square wide.)
   
  Ogre Heroes 
   An Ogre can potentially be a Hero, though Ogres tend to be poorly received in some human
   settlements.  Nonetheless, they are sometimes hired by the Empire as mercenaries to fight
   against the forces of Chaos.  (It's just that Ogres are just as often hired by marauding
   Orcs, or the forces of Chaos themselves, so they're just as often seen in a negative
   light -- on the knife's edge between near-human and monster.)
   
  Increased Expense 
   Cost of Living is doubled for an Ogre, for the simple reason that Ogres are especially
   large, smelly, hairy, and consume a great deal more than the average human.  Costs for
   services in settlements are also doubled -- For visiting the healer, there's considerably
   more of the Ogre to heal, and insofar as Training goes, it's fairly awkward to teach a
   near-giant how to fight better, without getting squashed in the process.
   
  Weapons 
   An Ogre may use a weapon normally considered two-handed, as if it were one-handed.  
   (Weapons that would normally be considered one-handed for a human-sized user are simply 
   too small for the Ogre to be able to use effectively.)  
    
   As a special item, an Ogre with a Strength
   of 7 or more may make use of a Huge Club (or Huge Axe), at a cost of 200 GCs.  
   There is
   generally no market for Huge Clubs in human settlements, so this may not be sold.
   
  Armor 
   An Ogre may not make use of armor intended for creatures human-sized or smaller.
   It may only use armor useable by Large Creatures.  (The GM's discretion may intervene
   here, to determine whether a particular Large Creature is close enough in shape to a
   Ogre for it to be able to use its armor, but at the very least an Ogre is
   roughly close to a Minotaur in overall proportion, and therefore can use the same armor.)
   
   Shields and armor for a Large Creature are extremely expensive, and cost five times
   what they would for a normal Hero.  Furthermore, since there generally is not a market
   for Ogre armor, these items of armor cannot be sold.  Mithril armor is not
   available for Ogres.  (Elves just don't have the armoring of Ogres in mind.)
   
  Dumb as a Doorpost 
   Ogres are not known for being terribly bright.  It is assumed that Ogres are
   illiterate, and therefore cannot make use of magical scrolls or tomes.
   
  Healing 
   It takes a considerable amount of magical power to heal something as enormous as a
   Ogre.  It takes twice the healing power to heal an Ogre as it does to heal most
   Heroes.  Therefore, whereas it would take one potion or one casting of a healing spell to
   aid a human, Dwarf, Elf or Halfling, it will take two to heal an Ogre.  If a
   Ogre receives a single "dose" of healing, keep track of this until the Ogre
   receives another potion or healing spell, whereupon it will be healed normally.  If the
   Ogre is wounded before receiving the second "dose", then any stored magical energy
   is lost and wasted.
   
   Please note that this does not apply to visiting a healer in town.  The fact that costs
   for services are doubled for the Ogre already takes this into account.
   
  Scavenging 
   Ogres may take armor and arms from Large Creatures encountered during an adventure,
   provided that the GM determines that such items could be used by the Ogre.  Of course,
   such items cannot be generally sold in a settlement, since there isn't a market for such
   things.
   
  Carrying Capacity 
   Ogres can carry twice as much as normal-sized creatures -- i.e., they can carry up to
   500 GCs without being hindered.
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