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Ogre Mercenary 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.

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.

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.

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.

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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