Half-ogres

Half-ogres are perhaps the saddest of the half-breeds. While a half-orc or half-elf can often hide his inhuman parentage, the sheer size of a half-ogre makes this impossible. They tend to have swarthy skin, lank, dark hair, and tremendous body odor, though the last can be overcome. Their great strength and slow minds make them the frequent targets of attacks, both verbal and physical, and many labor with the knowledge that to strike back is to invite death.

At least, they have to labor under that assumption in human society. As is so often the case, their evil humanoid kin learn to value the capabilities of the "runts", and make use of them. Compared to an ogre, a half-ogre is often brilliant and resourceful, and their strength is not much less than a full ogre. These traits make them valuable additions to a ogre tribe. Still others strike out on their own, finding homes amongst the generally tolerant adventuring heroes, who always value a strong sword-arm, and rarely mind who it is attached to.

Innate Abilities

Half ogres have little in the way of innate abilities. Their size, of course, dictates that their strength will be relatively unmatched, but the variation amongst them is as great as it is amongst half-orcs and half-elves. Living in either human or ogre society, they gain no advantage in learning non-weapon proficiencies. They are slow to grasp many concepts, and thus cultural emphasis helps them little. However, they do have an innate talent for violence and combat, and find clubs, halberds, spears, two-handed swords (which they can use in a single hand) and voulges much easier to learn. Those weapons cost one less CP to learn. These natural tendencies also show themselves in a half-ogre’s profession, as they gain a +10% to experience earned as a warrior or warrior combination class, but lose 10% of all experience learned as a magic-user or magic user combination.

Physically, half-ogres are impressive, gaining a +1 to Strength and Constitution. Mentally and personally, however, they are very weak, losing a point off of Intelligence and Charisma.

Optional Abilities

Half-ogres get 25 character points to spend on optional abilities. The two most common abilities are Strong Ogre Blood and Tough Hide, though those are by no means the only ones available.

Attack bonus (5): +1 attack bonus with one melee weapon.

Damage bonus (5): +1 to damage rolls with one melee weapon

Hit point bonus (10): Two additional hit points whenever new hit points (for advancing to a new level) are rolled.

Infravision (5/10): The character has infravision with a 30' range, or out to 60’ for 10 points.

Poison resistance (5): +1 to saving throws versus poison.

Strong Human Blood (5): The character gains one point of either Intelligence or Charisma, but loses one of Strength or Constitution. In addition, all maximum scores in Wisdom, Intelligence, Charisma, and Comeliness are increased by 2, and the character is 12 inches shorter and 70 pounds lighter, and will be a Medium creature. In some situations, the character can pass for a very large human.

Strong Ogre Blood (5): The character takes very much after the ogre parent, and thus gains a +1 to Strength and Constitution, while losing another point off Intelligence and Charisma. The character also adds 18 inches and 300 pounds to his or her base size. This may not be combined with Strong Human Blood.

Tough hide (5): Half-ogres have a natural Armor Class of 2, and reduce all damage taken by that amount, unless he or she wears armor. If the character wears armor that would improve his AC to better than 2, this ability has no effect. If the character wears armor that gives him an AC of 2 or worse, he may add a +1 bonus to his Armor Class.

Other Game Information

Half-ogres are Large creatures, and get 3 bonus hit points at first level. They can use Large, Medium or Small weapons in one hand, and some Huge weapons (designed for full-blooded ogres and small giants) in two hands. Their base movement rate is 12, and their defense score is an 8. Males are normally 84 +2d6 inches tall, and 270 +6d10 pounds. Females, average 6 inches shorter and 50 pounds lighter than males. While wild half-ogres are often Chaotic Neutral, player characters can be of any alignment.

Most half-ogres will reach maturity around 13 years of age, and begin adventuring around 15. Soon after their 45th year, they enter middle age, and lose a point of Strength and Constitution, but gain one of Intelligence and Wisdom. At 60, they enter old age, and lose two points of Strength and Dexterity, and another of Constitution, but gain another point of Wisdom. A ninety year old half-ogre is a venerable elder, and Strength, Dexterity, and Constitution all drop another point to reflect this. However, age has brought wisdom and knowledge, so they have another point added to Intelligence and wisdom. Few live beyond 110 years of age, and almost none beyond 130.