Half Ogres are often, but not always, rapeget from a Human woman and a Ogre raider.
Half Ogres typically favor one parentage over the other, but generally benefit from
the brutish strength and durability of their Ogrish heritage. Their life spans are
typically very long compared to those of normal humans.
|
Half Ogres in many cultures suffer discrimination, but are somewhat accepted in
other cultures. Further, some Half Ogres are raised by one parent or the other,
and some rare few have experience in both environments. Due to their high degree
of variation from one another, each Half Ogre should be personalized as befits their
background outside of their Package Deal.
|
GM Permission is typically required to play a Half Ogre.
|
Cost
|
Ability
|
10
|
Ogrish: +10 STR
|
10
|
Durable: +5 CON
|
10
|
Tough: +5 BODY
|
5
|
Intimidating: +5 PRE
|
5
|
Infravision: Infrared Perception
|
6
|
Thick Skinned: Damage Resistance up to 6 PD/6 ED
|
6
|
Heavy: Knockback Resistance -3
|
2
|
Ogrish Resilience: Lack of Weakness (-2), Normal Defense
|
2
|
Ogrish Resilience: Lack of Weakness (-2), Resistant Defense
|
5
|
Reach: Stretching 1"
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
|
2
|
Longevity: 300 years
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-20
|
Distinctive Feature: Half-Ogre (Concealable w/ Magic, Noticed, Often Extreme Reaction)
|
-5
|
Physical Limitation: 400-600 lbs, 7 to 9ft tall
|
-5
|
Dim: -5 INT
|
-3
|
Ugly: -6 COM
|
+15
|
Total Cost of Package
|
Devoted to a Patron of a martial bent, the
Militant Priest is a glowing beacon of unassailability.
A talented fighter in their own right, the
Militant is often an active adventurer,
prefering to press his deities cause by
taking it to those in need of smiting. Though
not as powerful in the weilding of Divine
Magic as some, the Militant makes up for
it with what seems like a graced existance.
Blows turn from their skin, Spells fizzle
around them, and they can shake off many
effects which lay others low.
|
Militants are fun to play because they have
a well rounded selection of abilities and
are action oriented, allowing them to take
part in combat heavy adventures. |
Cost |
Ability |
55 |
Devoted Package |
20 |
War Domain Package |
20 |
Destruction
Domain Package |
11 |
Battle-wise: AF: Light, Medium, Heavy, Shield;
Penalty Skill Levels: +2 to Offset DEX and
DCV Penalties of Armor |
106 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+106 |
Total Cost of Package |
The Dominine Magic System is detailed
here.
|
This Package Deal is for Domini using the Prepared Model
|
The Devoted aren't usually the most cerebral of people; in some cases they hail
from the backwoods and can barely even read, but they don't need booksmarts to know
how they feel about their chosen Patron. The Devoted puts all of their energy and
vigor into forwarding the interests of their religion and spreading the word to
those who need to hear it. More erudite or cereberal Priests might look askance
at them, but nonetheless the Devoted's Patron often seems to favor them with Divine
protection.
|
A Devoted can be fun to play for players that like holy-roller "biblos-thumping"
type characters, out to spread the word of their faith and take on any challenges
that arise in the process.
|
Cost
|
Ability
|
18
|
Prepared VPP (15 Pool)
|
5
|
Power Skill: Faith (EGO) +1
|
1
|
Literacy w/ Native Language
|
10
|
Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith
(can't be removed; -1/4)
|
3
|
Unshakeable: Mental Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
|
3
|
Unassailable: Power Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
|
10
|
Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points);
Only When Serving The God's Purposes (-1/2)
|
1
|
Reputation: Blessed by their Patron; within their religion, 11-
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*19
|
Higher Spell Level Pool: +15 Pool
|
6
|
Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While
In Good Standing With Faith (can't be removed; -1/4)
|
10
|
Resolute: +5 EGO
|
20
|
Willfull: +10 EGO
|
5
|
Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset
DEX and DCV Penalties of Armor
|
2
|
WF: Priest Group (Mace, Hammer, Morning Star)
|
-5
|
Social Limitation: Religion at Odds with Governement (Hassled by local officials,
gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)
|