New Class: Ogron Mercenary

So this is another class I am working on, the Ogron Mercenary

Ogron Mercenary
Ogrons are a Drodarin race of large, blue-skinned warriors, standing around 8 foot tall, from the resourceful free state of Caron, although they can frequently be found as mercenaries in the armies of the Stornlands. Somewhat barbaric in appearance, sporting exotic hair styles and tribal tatoos, Ogrons are some what dim witted, but are an honourable race. They despise the Cenerese race, once responsible for races decimation, and often rely on aid from the Giants of Starn, and the Borian Dwarves, to repel them from their borders.

Combat Skill and Endurance:

To find out an Ogron Mercenaries Combat Skill, pick a number from the random number table and add 10. Ogrons are, however, particularly bad shots with missile weapons, due to their large clumsy hands, and suffer -4CS when using a bow, sling, crossbow or firearm. Throwing weapons are unaffected by this, however. Because of their size, Ogrons may also use broadswords and two handed swords in one hand.

To find an Ogron Mercenaries Endurance, pick a number from the random number table and add 25 - Ogrons are exceptionally hardy, and difficult to kill.

Combat Technigues
Ogrons learn to use various fighting techniques, as part of their aggressive natures and mercenary careers, choosing one technique each rank.

Blood Frenzy
Ogrons are able to psyche themselves up into a frenzy, making them more aggressive and resistant to pain, While in this frenzied state, they gain +2 CS, and are immune to mindblast attacks. However, such a frenzy is extremely fatiguing- after each combat Blood Frenzy is used, the Ogron must lose 3 EP due to physical strain.

Mighty Cleave
Ogrons with this technique can use their large size to a real advantage in combat. When engaged with multiple enemies, Ogrons may fight two enemies without the second enemy gaining the usual +2 CS.

Thunderous Charge
By charging full pelt at an unengaged enemy, the target takes damage as usual (ignoring the normal unarmed penalty) and they are knocked to the ground, or possibly off a cliff if positioned nearby. An enemy on the ground is at -2 CS for their next round while they get to their feet.

Fists of Stone
Ogrons with this technique are adept at fighting unarmed, reducing the normal unarmed penalty to just -2 CS

Tough as Bronin
Ogrons are exceptionally hardy and when an Ogre gains this technique, they may increase their ENDURANCE by 3 points permanently.

Battle Cry
Ogrons with with this technique can attempt to intimidate their enemies, by bellowing out a great roar. At the start of a combat, make a test, adding your CS as a Bonus. Comparing this result to each enemy within earshot, those that exceeds their CS suffer -2 CS for the entire combat as they are shaken. Creatures immune to Mindblast are also immune to Battle Cry. Enemies may only be subject to one Battle Cry at a time.

Brute Force
Ogrons with this Technique are adept at using their physical strength to great advantage. They may apply half their Rank, rounding down, to any test reliant on pure muscle, such as breaking down a door or object, or lifting a portcullis.

Spirit Healing
Despite their barbaric appearance, Ogrons are a deeply spiritual people, who worship their fallen ancestors. Those with this technique can tap into this powerful belief. By meditating for an hour, such an Ogron can heal up to 10 ENDURANCE (pick a number from the random number table, with 0 counting as a 10). This Technique may only be used once per day, and may not be used on others.

Ancestral Blessing
Ogrons believe in the power of their ancestors, and some can gain help in battle, when faced with enemies of their homeland. By meditating for one hour prior to a battle in which the Ogron faces a foe invading their homeland, or an enemy of the Drodarin people, such as the Cenerese or agents of Naar, they gain +2 CS for the entire battle.

Stornlands Veteran
Ogrons with this technique have seen a few battles, and may apply half their rank (round down) to any test to recognize stornlands units, heraldry and leaders. They have also picked up useful tactics when fighting in formation, gaining +1 CS, so long as fighting with at least 3 other soldiers.
 
What about an evil version of these guys, to represent the Ogron mercenaries living in Zuttezna in the Hammerlands? That should be interesting to see...
 
Arrr... Not quite what I meant. Would the evil Ogrons not have some of these abilities swapped for evil practices? Like Spirit Healing and Ancestral Blessing - they could be replaced by something evil maybe. Same for Stornlands Veteran - maybe something to recognize Drakkarim units from the Hammerlands, Ghatan and Ogia?

Also, excuse my ignorance, but where would this skill set be used? Not in the d20 (AD&D) games, I presume?
 
Now with the bestiary in hand, i guess its time to update:

Ogron Mercenary
Ogrons are a Drodarin race of large, blue-skinned warriors, standing around 9 foot tall, from the resourceful free state of Caron, although they can frequently be found as mercenaries in the armies of the Stornlands. Somewhat barbaric in appearance, sporting exotic hair styles and tribal tatoos, Ogrons are some what dim witted, but are an honourable race. They despise the Cenerese race, once responsible for races decimation, and often rely on aid from the Giants of Starn, and the Borian Dwarves, to repel them from their borders. They are almost always allied with the forces of good. Ogrons, unlike their dwarven cousins, cannot handle their drink. Even one cup of weak ale is enough to send them to sleep, awaking several hours later with a hang over...

Combat Skill and Endurance:

To find out an Ogron Mercenaries Combat Skill, pick a number from the random number table and add 12. Ogrons are, however, particularly bad shots with missile weapons, due to their large clumsy hands, and suffer -4CS when using a bow, sling, crossbow or firearm. Throwing weapons are unaffected by this, however. Because of their size, Ogrons may also use broadswords and two handed swords in one hand.

To find an Ogron Mercenaries Endurance, pick a number from the random number table and add 30 - Ogrons are exceptionally hardy, and difficult to kill.


Ogron Mercenary Disciplines
Ogrons start at the rank of Mercenary Veteran, which mean they start with 5 Disciplines - various fighting techniques, as part of their aggressive natures and mercenary careers.

Blood Surge
Ogrons are able to hyperventilate before a battle, which floods their purple blood with oxygen, enhancing their strength and stamina. While in this frenzied state, they gain +3 CS. After a battle, an Ogron loses their CS bonus, and suffers 3 EP damage due to extreme fatigue. Out of combat, an Ogron Mercenary may use this ability to hold their breath for up to half an hour -this costs them no Endurance loss, but they must rest at least an hour before using it again.

Mighty Cleave
Ogrons with this technique can use their large size to a real advantage in combat. When engaged with multiple enemies, Ogrons may fight two enemies without the second enemy gaining the usual +2 CS.

Thunderous Charge
By charging full pelt at an unengaged enemy, the target takes twice damage, ignoring the normal unarmed penalty. They are also knocked to the ground, or possibly off a cliff if positioned nearby. An enemy on the ground is at -2 CS for their next round while they get to their feet. This ability can only be used once per combat.

Fists of Stone
Ogrons with this technique are adept at fighting unarmed, reducing the normal unarmed penalty to just -2 CS

Tough as Bronin
Ogrons are exceptionally hardy and when an Ogre gains this technique, they may increase their ENDURANCE by 3 points permanently.

Battle Cry
Ogrons with with this technique can attempt to intimidate their enemies, by bellowing out a great roar. At the start of a combat, make a test, adding your CS as a Bonus. Comparing this result to each enemy within earshot, those that exceeds their CS suffer -2 CS for the entire combat as they are shaken. Creatures immune to Mindblast are also immune to Battle Cry. Enemies may only be subject to one Battle Cry at a time.

Brute Force
Ogrons with this Technique are adept at using their physical strength to great advantage. They may apply half their Rank, rounding down, to any test reliant on pure muscle, such as breaking down a door or object, or lifting a portcullis.

Spirit Healing
Despite their barbaric appearance, Ogrons are a deeply spiritual people, who worship their fallen ancestors. Those with this technique can tap into this powerful belief. By meditating for an hour, such an Ogron can heal up to 10 ENDURANCE (pick a number from the random number table, with 0 counting as a 10). This Technique may only be used once per day, and may not be used on others.

Ancestral Blessing
Ogrons believe in the power of their ancestors, and some can gain help in battle, when faced with enemies of their homeland. By meditating for one hour prior to a battle in which the Ogron faces a foe invading their homeland, or an enemy of the Drodarin people, such as the Cenerese or agents of Naar, they gain +2 CS for the entire battle.

Stornlands Veteran
Ogrons with this technique have seen a few battles, and may apply half their rank (round down) to any test to recognize stornlands units, heraldry and leaders. They have also picked up useful tactics when fighting in formation, gaining +1 CS, so long as fighting with at least 3 other soldiers.
 
I beefed him up in the EP/CS department, in line with the bestiary, and changed the Blood Frenzy discipline to reflect the ability described in the bestiary - nothing huge - just a little tweaking. Once I add the rank titles and starting equipment, it will be ready to roll
 
I also wrote up a Ogron class some time ago, based on the Ogrons you encounter in LW 6 and 24. It still needs flesh, but here are the bones:

CC_Ogron.gif

- Tier II: Engineer Chief
- Tier III: War-forger

[Ogron Pioneer of Skaror] (LW 6/24) - personal class, not yet submitted to S&P

Ranks:
01. Bellower
02. Soothands
03. Wrecker
04. Siegeworker
05. Sapper
06. Sapper Boss
07. Iron Armourer
08. Stone Armourer
09. Bronin Armourer
10. Engineer Chief

Stats:
- CS: 10 + RNT (10-19)
- EN: 30 + RNT (30-39)

Note: the Ogron Pioneer counts as a "Large" humanoid, which has the following influences
- can add +2CS when facing any Mounted unit, due to size
- can carry 1 additional weapon more than the normal limit
- take a -2 penalty on any Hide Tests, due to size

Class Weapon:
- every Ogron Pioneer starts with a Bronin Sledgehammer
- Special Item Weapon, must be wielded with 2 hands; gives +1CS when wielded

Disciplines:

01. Iron Grip
- Ogrons have large hands, which can exert massive force on any item they wield
- Ogron may wield any 2H weapon using only one hand; cannot wield two 2H weapons together though

02. Iron Arms
- can swing weapons with crushing force, smiting anything in their path
- when wielding any 2H weapon in combat, the Ogron will deal 2x damage with that weapon
- (if using 'Iron Grip' to wield a 2H weapon with one hand, it still counts as a 2H weapon for 'Iron Arms')

03. Iron Parry
- strike at weapons and armour of target, trying to get the target to drop them
- Ogron focuses on blocking and disarming opponent instead of harming them; take -2CS if using 'Iron Parry' in round
- strike at shield: do Test of (Ogron full rank + 1d10) vs (target 1d10 + shield CS); success results in shield being dropped at end of round
- strike at weapon: do Test of (Ogron half rank + 1d10) vs (target 1d10 + weapon CS); success results in weapon being dropped at end of round

04. Iron Skin
- have extremely dense muscles and tough skin that allow Ogron to shrug off ranged attacks
- when targetted by a non-magical ranged attack (arrow, crossbow bolt, javelin, etc), Ogron can add his full rank to his CS when determining the damage dealt by the attack

05. Iron Reach
- have the strength to throw almost any weapon at a target, instead of relying on bows
- can use any (sufficiently heavy) 1H weapon to make a ranged throwing attack at a nearby target, adding Ogron half rank to CS for throw
- additionally, when throwing a Spear or Javelin, the Ogron will deal 2x damage

06. Unwavering
- once committed to a task, the Ogron will work on it unceasingly until it has been completed
- when subject to Mindforce effects, can Resist (DC7)
- when subject to fear/intimidation effects, can Resist (DC7) using Ogron half rank as bonus

07. Field Armourer
- can service weapons in the field, repairing them and improving their quality to some extent
- spend 2 hours (+supplies) to perform Crafting Test (DC9) on any regular, non-bonus metal weapon
- success results in weapon gaining permanent +1CS bonus; failure destroys weapon
- rank 8: may start adding Ogron half rank to Crafting Test

08. Shieldcrafting
- know how to construct shields and mantlets that can protect people and keep off ranged attacks
- spend 2 hours (+supplies) to construct a Shield (Special Item, +2CS in combat)
- rank 8: spend 3 hours (+supplies) to construct a Greatshield (Special Item, +3CS in combat)

09. Pioneer Mechanics
- know how to operate sieges machines, and also how to best demolish machines
- can add half rank to any Tests to manipulate large machines (catapults, ballistae, siege towers, cannons, etc)
- can also add half/full rank to CS when using a 1H/2H weapon to batter down any mechanical obstruction (doors, traps, chests, etc)

10. Siege-working
- have been trained in the arts of the siege: can construct fieldworks and crude siege equipment
- can add full rank to any Tests related to siege works and/or their construction (trenches, tunnels, palisades, rams, etc)
- can add full rank to any Tests to determine structural strength of any buildings, tunnels, bridges, etc


Starting Equipment:
- simple cloth jerkin, belt with belt pouch, backpack
- roll 1d10 (10=0) and multiply by 10; this represents the number of starting Kika
- start with Bronin Sledgehammer (Special Item, Weapon)
- 2 from list:

- Spear (Weapon)
- Mace (Weapon)
- Dagger (Weapon)
- Meal (Backpack Item, restores 3 EN when consumed)
- Shield (Special Item, increases CS by 2 points when used in combat)
- Rope (Backpack Item)
- Blanket (Backpack Item)
- Tinderbox (Backpack Item)
 
Well, you only ever encounter them twice - and both cases show some extensive engineering/pioneer background. Once my copy of the Bestiary arrives, I'll also update accordingly.
 
One appears as a gladiator in Book 12 (well not named, but I imagined it was an ogron), and they appeared in the colouring book as well. They always seemed pretty dum to me - more barbaric warriors, so i never imagined them being craftsmen, but then thats entirely possible for some of them. In the bestiary they are described as gentle brutes who are dull-witted and suited to hard labour, and around 9 foot tall. There descriptions tend to vary from book to book though - sometimes they are 2 foot taller than a man, sometimes enormous, such as the one you got your illustration from. At least the bestiary finally ties things up. I like the stuff from the companion about them being spiritual though (hence my ancestral disciplines). I think theres always room for different ogrons :)
 
Zager Krahl said:
What about an evil version of these guys, to represent the Ogron mercenaries living in Zuttezna in the Hammerlands? That should be interesting to see...
Zager, could you tell me please which section of the gamebooks indicates that there are Ogron living in Zuttezna? You're the second specialist of Lone Wolf that I've read claiming that but I desperatly don't find the source :? ...
 
Hahahaha! He said 'specialist'!

I picked it up from Osieau, which I assume is the 'first' guy you were referring to. It might not be canon though...

However, considering their dull-witted and mercenary nature, it is not inconceivable for them to be present in a place like Skaror - mercenary descendants, outcasts from their own lands, etc. Also, my class may be called '...of Skaror', but as an engineer, it could be from anywhere (also figuring that the Drakkarim would have employed any local Ogrons as smiths - similar to LW 24 - which would then have led them to picking up useful related skills).
 
Thank you for the clarification!

In fact, according to the Magnamund Companion, and now to the Magnamund Bestiary, Ogron originates from the Free-State of Caron, where their people has fled during the Age of the Old Kingdoms. In MS5000, they can be hired as workers, smiths or mercenaries, even by the Drakkarim (because there is, for example, a battailon of Ogrons in the army of Baron Shinzar of Hammerlands in Book 10). I'm still looking for the citation which shows that some Ogrons could have settled in the Zuttezna (which is in Hammerlands and not in Skaror), but you're idea is interesting, Zager: after all, Ogron mercenary descendants can settle anywhere!
 
I can say without a shadow of a doubt that Zorkaan is pretty much my go-to guy in terms of Magnamund. He was insanely helpful when it came to writing the Bestiary.

I'm never going to let him forget that either ;)
 
Thank you again, Wolfy :-)
In fact, I'm very anxious about that "Ogron of Zuttezna" problem because if it is canon, I completely missed it during the preparation of the Bestiary, and that would be a little shameful :lol: .
 
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