Ogre: Difference between revisions

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'''Advantages'''  
'''Advantages'''  


Strong- Begin game with +1 Strength at no cost and can purchase a second +1 Strength (+2 Strength Total) for 15 Sp.  
Strong- Begin game with +1 Strength at no cost and can purchase a second +1 Strength (+2 Strength Total) for 15 Sp.  


'''Disadvantages'''  
'''Disadvantages'''


Slow Wit- 1 SP increased cost on all Read/Write and Knowledge Skills  
Slow Wit- 1 SP increased cost on all Read/Write and Knowledge Skills


Make up- Yellow skin with horns  
Make up- Yellow skin with horns
 
Clumsy- Cannot purchase fine manipulation skills like Disable, Chemistry, or Engineering


 Clumsy- Cannot purchase fine manipulation skills like Disable, Chemistry, or Engineering




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'''Behemoth''' You are so large that you can purchase an additional +1 Strength, for 20 SP. Behemoth Ogres have the capacity to have +3 strength.  On top of that, for the purpose of Feats of Strength, your base strength is always doubled.   
'''Behemoth''' You are so large that you can purchase an additional +1 Strength, for 20 SP. Behemoth Ogres have the capacity to have +3 strength.  On top of that, for the purpose of Feats of Strength, your base strength is always doubled.   


'''Ogre Wit''' Ogres by breed are not very bright, but you make them look like tacks. You are so slow that you could almost be caught by surprise while looking at the attacker. Any trap or puzzle that you come within 5 feet and that you can see immediately is set off or fails, whichever is worse; you just like to push the button. On the upside you are not affected by Enchantment spells, or any effects that are specific to that School.  
'''Ogre Wit''' Ogres by breed are not very bright, but you make them look like tacks. You are so slow that you could almost be caught by surprise while looking at the attacker. Any trap or puzzle that you come within 5 feet and that you can see immediately is set off or fails, whichever is worse; you just like to push the button. On the upside you are not affected by the following spells\effects Terror, Fear, Charm, and Command. Any Horrify effect will be treated as a Fear effect to which you are not immune.  


'''Pea-Brain''' As a creature almost as simple as it gets, your mind works in ways that others can't comprehend. They can communicate with rocks, plants, and simple animals.
'''Pea-Brain''' As a creature almost as simple as it gets, your mind works in ways that others can't comprehend. They can communicate with rocks, plants, and simple animals.
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'''Smasher*''' You know how to throw your weight around to say the least. You can now use the Massive Modifier four times each reset with melee or thrown weapons.
'''Smasher*''' You know how to throw your weight around to say the least. You can now use the Massive Modifier four times each reset with melee or thrown weapons.


'''Practiced Hand:''' This will allow you to pick one of the disallowed fine manipulation skills your race is normally too clumsy to use and can buy it now.
'''Practiced Hand:''' This will allow you to pick one of the disallowed fine manipulation skills your species is normally too clumsy to use and can buy it now.


=== '''Heroic Powers''' ===
=== '''Heroic Powers''' ===
'''Expert Hands:''' This will negate the Clumsy Disadvantage. You can now purchase Engineering, Chemistry, and Disable Device skills normally. This will automatically refund any purchases of Practiced Hand you have previously bought as if you had (ritual here)ed out of them.
'''Expert Hands:''' This will negate the Clumsy Disadvantage. You can now purchase Engineering, Chemistry, and Disable Device skills normally. This will automatically refund any purchases of Practiced Hand you have previously bought as if you had used the Unlock Mind ritual to unlearn them.

Latest revision as of 16:33, 10 November 2024

Advantages

Strong- Begin game with +1 Strength at no cost and can purchase a second +1 Strength (+2 Strength Total) for 15 Sp.

Disadvantages

Slow Wit- 1 SP increased cost on all Read/Write and Knowledge Skills

Make up- Yellow skin with horns

Clumsy- Cannot purchase fine manipulation skills like Disable, Chemistry, or Engineering


Powers

Behemoth You are so large that you can purchase an additional +1 Strength, for 20 SP. Behemoth Ogres have the capacity to have +3 strength. On top of that, for the purpose of Feats of Strength, your base strength is always doubled.

Ogre Wit Ogres by breed are not very bright, but you make them look like tacks. You are so slow that you could almost be caught by surprise while looking at the attacker. Any trap or puzzle that you come within 5 feet and that you can see immediately is set off or fails, whichever is worse; you just like to push the button. On the upside you are not affected by the following spells\effects Terror, Fear, Charm, and Command. Any Horrify effect will be treated as a Fear effect to which you are not immune.

Pea-Brain As a creature almost as simple as it gets, your mind works in ways that others can't comprehend. They can communicate with rocks, plants, and simple animals.

Smasher* You know how to throw your weight around to say the least. You can now use the Massive Modifier four times each reset with melee or thrown weapons.

Practiced Hand: This will allow you to pick one of the disallowed fine manipulation skills your species is normally too clumsy to use and can buy it now.

Heroic Powers

Expert Hands: This will negate the Clumsy Disadvantage. You can now purchase Engineering, Chemistry, and Disable Device skills normally. This will automatically refund any purchases of Practiced Hand you have previously bought as if you had used the Unlock Mind ritual to unlearn them.