TEXT: IIMPERIAL
  MPERIAL O
   OGRES
  GRES
  Design, Illustration, Layout and Writing: Andrew Law
  Proof reading: Colin Chapman, Lindsay Law
  Games Workshop, the Games Workshop logo, Warhammer, Warhammer Fantasy Roleplay, the
  Warhammer Fantasy Roleplay logo, Black Industries, the Black Industries logo, BL Publishing, the
  BL Publishing logo and all associated races and race insignia, marks, names, characters,
  illustrations, and images from the Warhammer universe are either , TM, and/or  Games
  ®
  ©
  Workshop Ltd 2000-2004, variably registered in the UK and other countries around the world. All
  rights reserved.
  All material found in this supplement is unofficial and in no way endorsed by Games Workshop
  Ltd.
  First published in 2005 on Andrew Law's World Wide Web site:
  www.hapimeses.com
  This version was published in 2005 on Black Industries' World Wide Web site:
  www.blackindustries.com
  Black Industries is an imprint of BL publishing
  All enquires about this text, its illustrations, or the author, should be sent to:
  andy@hapimeses.com
  TABLE OF CONTENTS
  CREATING OGRE CHARACTERS......................................2
  Character Creation Overview.............................................................2
  The Ogre Race.................................................................................2
  Background.............................................................................................2
  Roleplaying Hints................................................................................2
  Generating Characteristics...........................................................3
  The Great Maw's Hunger...............................................................3
  Racial Features.................................................................................3
  Imperial Ogres......................................................................................3
  Starting Career................................................................................4
  Determining the Career......................................................................4
  Ogres at Work...................................................................................... 4
  Personal Details..............................................................................6
  Ten Questions......................................................................................6
  Background Charts..............................................................................7
  Physical Features............................................................................7
  Background........................................................................................ 8
  Ogre Names.......................................................................................9
  ADVANCING OGRE CHARACTERS.................................10
  Other Basic Careers..........................................................................10
  Running Out of Career Exits.......................................................10
  Advanced Careers..........................................................................10
  Ogres at Work.....................................................................................10
  EXAMPLE IMPERIAL OGRES............................................11
  Nargutt  The Wanderer
  –
  ...............................................................11
  Horst  The Mancatcher
  –
  ............................................................... 11
  Captain Nat  The Sellsword
  –
  .......................................................12
  Zorarth Legbiter  The Maneater
  –
  ..............................................12
  DESIGNER'S NOTES........................................................13
  Questions and Answers................................................................13
   Andrew Law 2005
  ©
  1
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  CCREATING
  REATING O
   OGRE
  GRE C
   CHARACTERS
  HARACTERS
  This character supplement for Warhammer Fantasy Roleplay (WFRP)
  provides you with all of the rules required to include Ogre Player
  Characters (PCs) in a game centred in the Empire.
  GMs thinking of adding Ogre PCs to their game should seriously
  consider the impact of such a move. Not only are Ogres particularly
  strong in combat, which can imbalance certain scenarios, they are also
  very weak in social situations, which many WFRP adventures focus
  upon. Ogres are not as accepted by the general folk of the Old World
  as Elves and Dwarves (primarily due to their belligerent natures),
  which can have massive repercussions on the enjoyment of playing an
  Ogre, who may have to miss, or will simply ruin, subtler adventures.
  CCHARACTER
  HARACTER C
   CREATION
  REATION O
   OVERVIEW
  VERVIEW
  The Character creation sequence for an Ogre is as follows:
  1) Generate your Characteristics and record them
  2) Record your racial features
  3) Roll for your starting career and record its details
  4) Determine and record your personal details
  5) Start playing WFRP!
  The following sections take you through this sequence step-by-step,
  introduced by a piece on the Ogre race and how to roleplay them.
  TTHE
  HE O
   OGRE
  GRE R
   RACE
  ACE
  A full-grown Ogre bull (male) stands from 10 to 11 foot tall and is
  almost half that wide at the gut, with cows (females) only a little
  smaller. Their massively built bodies are topped by an almost neckless
  head, with powerful arms, as thick as a human's chest, hanging at each
  side. Needless to say, Ogres are heavy, typically weighing in at
  anything from 800 to 1000lbs, with older, stronger, Ogres often
  weighing far more. However, only a fool would mistake this mass for
  fat, for underneath an Ogre's skin lies an extensive lattice-work of
  muscle, and nowhere is this more the case than in an Ogre's most
  important feature (as far as the Ogre is concerned): his gut. 
  The gut of an Ogre is of utmost importance for social, spiritual, and
  physical reasons. Many of an Ogre's vital organs are held in the gut,
  unlike most other humanoids, and are protected by a thick
  interlocking skein of musculature instead of the normal ribcage.
  These incredibly powerful muscles can grind and churn with terrific
  force, allowing the Ogre to digest almost anything he cares to toss into
  his cavernous maw. Large guts are a sign of status to an Ogre, for he
  must have caught, and eaten, a lot of prey to get very big.
  Ogre skin is normally sallow, ranging from sickly yellow to dark
  greenish-grey, and is as tough as a cured-leather breastplate. Ogre
  head-hair is thick, dark and lank, although bulls often go bald past
  their 30th year. Equally, facial hair is often prized by bulls, with many
  going to great extremes to cultivate the greasy stuff, some growing
  long beards, others preferring moustaches or goatees. Many believe an
  Ogre's love for his beard stems from his desire to trap escaped morsels
  of food for later, which, for many, is indeed the case.
  Ogres are well known for their tendency to travel, and can be found
  across the four corners of the world fighting in mercenary groups of a
  score to a few hundred or more. Contrary to most popular opinions
  of the race, Ogres generally mix well with most societies they
  encounter, assimilating local customs and traditions with an ease
  likely spawned from a lack of imagination or independent thought.
  BBACKGROUND
  ACKGROUND
  Many thousands of years ago, the Ogres lived in steppelands far to the
  East of the Old World. They were a simple people that spent most of
  their time trading and warring. Their neighbours, Imperial Cathay,
  saw the benefits of working with them, keen to use their prodigious
  strength. Soon, the Ogres were being recruited into the Cathayan
  armies, greatly bolstering the celestial forces. With Cathayan
  influence, the Ogres prospered, and soon they were powerful enough
  that they made open raids against their Cathayan allies. The Celestial
  Dragon Emperor was not pleased, and some believe that the
  devastating event that followed occurred at his command. Whatever
  the truth, it changed the Ogre race forever.
  High above the Ogre steppes, a malign star winked into existence.
  Every night its sickly light grew brighter, until eventually, many weeks
  later, its crackling miasma of green light outshone both moons. The
  Ogres could only look to the sky in fear and wonder, the simple
  creatures utterly unaware of their impending doom. Eventually the
  warpstone comet struck, instantly incinerating more than two-thirds
  of the race, burrowing itself deep into the earth, sending shockwaves
  around the world.
  The sea-sized crater it created would eventually be worshipped as the
  Great Maw, the Devourer of All Things, the Ogre's chief diety. The
  devastation it brought destroyed the green lands of the Ogres,
  burning and twisting them, leaving nothing but a barren wasteland,
  where the fight for survival drove the Ogres to cannibalism and worse.
  Today, the Ogre Kingdoms to the East are a barbaric conglomerate of
  tyrannical, greedy kings that rule by the right of might. 
  After the arrival of their God, Ogres were inexplicably filled with
  many powerful hungers, one of which was an undeniable appetite for
  travel.  Thus, Ogres can now be found all over the world, including
  the Empire, selling their impressive skills to the highest bidder before
  moving on. Some, however, choose to settle in foreign lands, and
  Imperial Ogres are one such example of this.
  RROLEPLAYING
  OLEPLAYING H
   HINTS
  INTS
  Ogres are loud, greedy, boastful, enthusiastic, quick to anger, and
  belligerent. They are also very simple, completely failing to understand
  even the most elementary of abstract concepts. So music, art,
  imagination, creativity, and a host of other enlightened subjects mean
  absolutely nothing to an Ogre. It is best to state things very directly to
  them, because any subtlety or metaphor will just confuse, which in
  turn will anger. However, Ogres do appreciate a good bellow,
  especially if followed by, or involving, a feast. 
  Nothing fills an Ogre with more pride than the size of his gut, which
  he will often pat and flex, creating an almost deafening mixture of
  gurgling and cracking.
  2
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  GGENERATING
  ENERATING C
   CHARACTERISTICS
  HARACTERISTICS
  To generate an Ogre's Characteristics you will need two 10-sided dice.
  Table O1: Characteristic Generation, explains how to generate each
  Characteristic in detail. The four methods for determining
  Characteristics are provided on page 18 of the WFRP core rulebook.
  TTHE
  HE G
   GREAT
  REAT M
   MAW
  AW''SS H
   HUNGER
  UNGER
  Ogres do not commonly worship any of the Old World deities.
  Instead they worship a hungry God known as the Great Maw. It
  curses its children with a voracious appetite that spurs them ever
  onwards, forever searching for ways to sate the unending hunger.
  While this makes them immensely tough and strong, rarely wavering
  from their God's path, it does make them bullish, rare to make fast
  friendships, and just a little single-minded.
  Players generating Ogre characters may not make use of the 'Shallya's
  Mercy' rule from page 19 of the WFRP core rulebook, but can instead
  use the 'Great Maw's Hunger' rule.
  A player generating an Ogre's Characteristics may reroll any 1s rolled
  for Strength, Toughness or Willpower, taking the higher of the two
  rolls. But if he does, he must reroll all 10s rolled for Fellowship or
  Intelligence, and take the lower of the two rolls.
  Example: Josie has rolled a 1 and a 3 for her Ogre's Strength,
  and is unhappy with it (it would give her Ogre Strength 34). So,
  she invokes the Great Maw's Hunger rerolls the 1 scoring an 8
  (for a total of Strength 41). However, when rolling for
  Intelligence, she rolls a 5 and a 10. But because she has invoked
  the Great Maw's Hunger, she must reroll any 10s rolled for
  Intelligence or Fellowship. She rerolls the 10 and scores a 4 on the
  second roll, giving her a new total of Intelligence 19.
  TABLE O-1: CHARACTERISTIC GENERATION
  Characteristic
  Rating
  Weapon Skill (WS)
  20+2d10
  Ballistic Skill (BS)
  10+2d10
  Strength (S)
  30+2d10
  Toughness (T)
  30+2d10
  Agility (Ag)
  10+2d10
  Intelligence (Int)
  10+2d10
  Will Power (WP)
  20+2d10
  Fellowship (Fel)
  10+2d10
  Attacks (A)
  3
  Wounds (W)
  18+1d10
  Strength Bonus (SB)
  Equal to first Strength digit
  Toughness Bonus (TB)
  Equal to first Toughness digit
  Movement (M)
  6
  Magic (Mag)
  0
  Insanity Points (IP)
  0
  Fate Points (FP)
  Refer to Table O2: Starting Fate
  TABLE O-2: STARTING FATE
  1d10 roll
  Starting Fate
  1-7
  1
  8-10
  2
  RRACIAL
  ACIAL F
   FEATURES
  EATURES
  Ogres share a variety of skills and talents in kind with other members
  of their race, and this section shows a player what these are. In some
  cases, a choice will be given between two talents, in these instances a
  player should choose one of the options provided. All of the skills and
  talents available are listed on Chapter 4: Skills & Talents of the
  WFRP core rulebook.
  Grumbarth, mentioned in Speak Language (Grumbarth),  is the Ogre
  language, a particularly noisy and guttural tongue.
  IIMPERIAL
  MPERIAL O
   OGRES
  GRES
  An Imperial Ogre character has the following skills and talents:
  Skills: Common Knowledge (Ogres), Consume Alcohol, Intimidate,
  Speak Language (Grumbarth), Speak Language (Reikspiel)
  Talents: Fearless, Frightening or Menacing, Specialist Weapon Group
  (Two-Handed), Street Fighting or Wrestling, Very Resilient or
  Very Strong
  OPTIONAL RULE: RANDOM TALENT
  Having all Ogres choose from the same selection of Talents has the side-effect to making all Ogre PCs very similar. For GMs that wish to
  counter this, replace 'Street Fighting or Wrestling' in the above Talent list with a single roll on Table O-O1: Random Talent.
  TABLE O-O1: RANDOM TALENT
  Percentile Roll
  Talent
  01-03
  Acute Hearing
  04-05
  Ambidextrous
  07-10
  Coolheaded
  11-12
  Excellent Vision
  13-14
  Fleet Footed
  15-17
  Hardy
  Percentile Roll
  Talent
  18-19
  Lightning Reflexes
  20-21
  Linguistics
  22-23
  Luck
  24-25
  Marksman
  26-35
  Night Vision
  36-37
  Orientation
  Percentile Roll
  Talent
  39-48
  Resistance to Chaos
  49-52
  Resistance to Disease
  53-56
  Resistance to Poison
  57-60
  Rover
  61-62
  Sixth Sense
  63-65
  Stout-Hearted
  Percentile Roll
  Talent
  66-70
  Street Fighting
  71-75
  Strike Mighty Blow
  76-80
  Sturdy
  81-85
  Unsettling
  86-90
  Warrior Born
  91-00
  Wrestling
  3
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  SSTARTING
  TARTING C
   CAREER
  AREER
  One of the most important aspects of a WFRP character is his starting
  career. This section details the starting careers available to PC Ogres.
  DDETERMINING
  ETERMINING  THE
  THE C
   CAREER
  AREER
  To determine an Ogre's initial career, roll on Table O3: Starting
  Career. A player may, at his own discretion, roll twice and pick
  between the two rolled careers.
  Example: Josie rolls percentile dice to determine her starting
  career. She rolls 43, a Miner. She is unsure whether she wishes to
  play a Miner, so rolls again, this time scoring 18, a Hunter. After
  looking at the careers in the WFRP core rulebook, she decides, out
  of the two, that she prefers a Miner after all, and records it on her
  character sheet as her starting career.
  Once the starting career is determined, the player should then
  reference it from Chapter 3: Careers in the WFRP core rulebook, and
  copy down the Advance Scheme, chosen skills and talents, and
  trappings to his Character Sheet.
  Full details of extra Trappings, the first free Advance, and how to
  choose a character's initial skills and talents are found on page 20 of
  the WFRP core rulebook. 
  O
  OGRES
  GRES  AT
  AT W
   WORK
  ORK
  The following briefly describes each of the basic careers that an Ogre
  can begin with, providing ideas for players and GMs alike on how to
  include them in their games.
  Bodyguard: Ogres are often employed as Bodyguards by those that
  can afford their extortionate fees, and they excel in their duties for
  few are willing to openly attack an Ogre if given a choice. However,
  their sheer bulk can often cause problems, as they are incapable of
  entering many of the establishments their employers may frequent.
  Bounty Hunter: Free money for capturing, and sometimes even
  killing, another being is temptation enough for many Ogres, who take
  to bounty hunting very well. They rarely have the subtlety or wits to
  catch cunning targets, but what they lack in intelligence they more
  than make up for in tenacity and sheer determination.
  BIG, FAT AND STUPID!
  Ogres seem completely incapable of complex, abstract
  thought. They are entirely illiterate, relying upon
  storytelling to pass on their legends and history, and they
  do not understand art, poetry, metaphor, simile, music,
  philosophy, or many, many other things. Further, as Ogres
  are so immense, no horse is ever capable of bearing them.
  No Ogre character may take the Hypnotism, Performer
  (Jester, Mime, Musician), Read/Write, Ride or Trade
  (Calligrapher) Skills. Further, an Ogre player must always
  have GM permission before taking any Academic
  Knowledge Skill. Conversely, an Ogre does not need to
  purchase these skills to complete a career.
  TABLE O-3: STARTING CAREER
  Percentile Dice Roll
  Career
  01-07
  Bodyguard
  08-10
  Bounty Hunter
  11-13
  Entertainer
  14-15
  Grave Robber
  16-22
  Hunter
  23-27
  Jailer
  28-29
  Marine
  30-40
  Mercenary
  41-45
  Miner
  46-55
  Outlaw
  56-70
  Pit Fighter
  71-75
  Protagonist
  76
  Seaman
  77-84
  Soldier
  85-90
  Thug
  91-92
  Tomb Robber
  93
  Tradesman
  94-00
  Vagabond
  Entertainer: Almost all Ogre entertainers are strongmen or show
  wrestlers, amazing audiences with impressive feats of physical prowess.
  Some rare few, however, can sometimes scrape together a living with
  their Storytelling 'skills', for Ogres love a good (simple, bloody, very
  loud) tale, and as they are almost universally illiterate, storytelling is
  their only method of recording the past, barring very simple
  pictographs.
  Grave Robber: Their greed will take them to the strangest places, and
  the morals qualms of other races mean little to an Ogre, who is more
  than willing to unearth an unprotected corpse or two for money (and
  if they are not paid, they just secured a free meal!).
  Hunter: In their homelands, Ogres are renowned for their hunting
  skills, where Bulls vie to stalk, kill, and eat the biggest creatures they
  can, outshining their rivals. Many Ogres travel far and wide in search
  of the biggest kill, for the larger the meal, the bigger the gut!
  Jailer: Post an Ogre to jail duty and very few will ever consider trying
  to overpower him in order to escape. They may be expensive, but
  they're worth an entire squad of regular men, assuming they fit into
  the cramped jail-system that is...
  Marine: Although not natural sailors, the wanderlust that plagues
  Ogre-kind drags them across the oceans as well as the land, and one of
  the cheapest methods of travelling the high seas is to hire yourself as a
  professional soldier. Also, Ogres make exceptional one-man press-
  gangs!
  Mercenary: It seems an Ogre's natural place in the world is killing for
  money. It combines two of their favourite things, and sometimes
  three, as most generals don't mind them eating the enemy, as it saves
  burying them with the grave-detail and cuts feeding costs.
  Miner: Their mighty strength makes Ogres exceptional Miners even
  though their sheer bulk can cause space problems. It is rumoured that
  more than one dwarf hold was excavated at speed by specially
  commissioned mercenary Ogres.
  4
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  Outlaw: The laws of the Empire can often confuse an Ogre, who will
  all too often fall back on the race's hard-held belief that might is right
  in any given situation. Thus, many of their kind soon become
  notorious outlaws without really meaning to, fleeing the great cities of
  man rarely understanding what they've done wrong.
  Pit Fighter: The bloodsport of pit fighting originally came from the
  Ogre Kingdoms far to the East. There they carve great pits into the
  earth to represent their hungry God, the Great Maw, and then make
  offerings of flesh and stage great combats. Ogres, obviously, love pit
  fighting, and commonly partake whenever they can, whether it is their
  chosen career or not.
  Protagonist: Although Ogres make natural Protagonists, they often go
  a little too far, as they are prone to killing and eating their marks
  rather than simply beating them up. Most Ogres don't even see this as
  a career, more just the natural way of things: 'You'll pay for my meal if
  I batter summon'? Sure, who you wannme hit?'
  Seaman: The wanderlust that drags Ogres across the face of the
  Warhammer World takes their kind to the sea as well, where they
  make unexpectedly good (and large) seamen. The open ocean seems
  to call to many Ogres, who have legends of a second Great Maw, a
  whirlpool of incredible size, that many wish to track down.
  Soldier: The regular pay of a soldier goes down well with an Ogre,
  and several wealthy burghers have them in their private armies (few
  nobles seem willing to use them). Most move on after a decade or so,
  and few make it far up the ranks, but they do enjoy their work, and
  attack it with boisterous passion.
  Thug: It doesn't take much imagination to realise that being a Thug is
  a natural career for Ogres. They are more than willing to break a leg
  or two for the right price, or for the fun of it. Nothing convinces a
  victim of extortion to pay more quickly than a hungry Ogre.
  Tomb Robber: All it takes is the whisper of treasure to widen the eyes
  of a greedy Ogre, so it's not surprising to find many members of the
  race futilely working from grave to grave, desperately hoping for the
  glint of gold (and possibly a good fight).
  Tradesman: Although Ogres may produce rough and overlarge goods
  (typically martial ones), some of them do turn to an honest trade in
  the pursuit of coin. However, most prefer to bully or pay  smaller
  races to make their weapons and armour for them, rather than
  manufacture it (probably quite badly) themselves.
  Vagabond: In the end, almost all Ogres become a Vagabond at some
  point in their lives. Their hunger to know what lies across the horizon
  drags them from one town to the next, from one nation to the next,
  never knowing what they're looking for, and probably never finding it.
  OPTIONAL RULES
  Different GMs run games of differing complexity. The following optional rules are presented for GMs that wish a little more depth.
  Encumbrance: Ogres can carry their Strength x 40 encumbrance points. Note that all equipment designed specifically for Ogres weighs 5
  times that of normal equipment, and is 5 times the cost. GMs should use their judgement in applying this rule.
  Cost of Living: Ogres eat a lot! All costs for food are multiplied by 5 when judging how much food it takes to fill an Ogre.
  Eating: Given time, Ogres can digest anything, be this meat, bone, metal, or even stone. The more difficult an item is to digest, the louder
  the bands of muscle in the Ogre's gut work, cracking, rumbling, and booming. Obviously, this can be an impediment to stealth.
  Immunity to Toxins: Raw meat carries no worry for an Ogre. Unless a food source is particularly poisonous, Ogres are considered to
  automatically pass any Toughness Tests required to avoid illness brought about by ingestion. Magical poisons (e.g. those derived from
  Warpstone) effect Ogres normally. A GM should use his judgement with this rule: it is fine for Ogres to eat rotten meat, but diseased or
  poisoned meat should probably require a test to avoid ill-effect.
  The Bigger the Strength, the Bigger the Gut!: As Ogres get older and stronger, their great muscle-filled guts grow larger and larger, which
  is a source of much pride for their race. Add 4d10lbs to an Ogre's weight whenever he takes a Strength Advance.
  5
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  PPERSONAL
  ERSONAL D
   DETAILS
  ETAILS
  As Ogres are quite different to the other races, they need a closer
  examination of all the Personal Details information presented on
  pages 21-26 in the WFRP core rulebook. This section examines the
  ten questions that help bring a character to life, and the Background
  Charts that add detail to a character.
  TTEN
  EN Q
   QUESTIONS
  UESTIONS
  Here, the ten questions presented in WFRP on pages 21-22 are briefly
  examined in the context of an Ogre character.
  WHERE ARE YOU FROM?
  WHERE ARE YOU FROM?
  Most Ogres found in the Empire there were born outside of it. Many
  have travelled to the greatest human nation seeking money,
  adventure, or new meal. Others have just followed there nose, bowing
  to the wanderlust that fills their hearts. Occasionally, when young
  bulls meet fertile cows on their travels, an Ogre is born far from its
  homelands. Although this may be quite rare, over the centuries the
  Empire has built up a sizeable population of Ogres.
  Imperial Ogre PCs were born in the Empire, learning its ways and
  customs as they grew. Other Ogres, travellers from the Ogre
  Kingdoms for example, will be covered by future supplements.
  Ogre players should roll on Table CP-24: Province of Origin from
  the Character Pack, to determine the birthplace of their character (if
  there is no Character Pack available, roll on Table 2-14: Human
  Birthplace on page 25 of the WFRP core rulebook).
  WHAT IS YOUR FAMILY LIKE?
  WHAT IS YOUR FAMILY LIKE?
  Ogre home life has much to be desired, and is often a violent and
  difficult. Although the easiest way to create an Ogre PC's background
  is to assume he has been raised by Imperial Humans (i.e. abandoned
  by his parents, or his parents were killed), choosing to have been
  raised by Ogres naturalised to the Empire can be a more interesting
  challenge. How did your parents treat you? What was their position in
  Imperial society? Did they know other Ogres?
  Alternatively, an Imperial Ogre could have been raised by parents
  from the Mountains of Mourn that were passing through the Empire,
  probably working as mercenaries. However, a full description of this
  Ogre culture is beyond the remit of this supplement, so, if you wish to
  do this, efer to the Ogre Kingdom army book for Warhammer, which
  has a chapter on Ogre culture and an array of other useful entries.
  WHAT IS YOUR SOCIAL CLASS?
  WHAT IS YOUR SOCIAL CLASS?
  Ogres are not well-liked in the Empire because of their brutish ways,
  belligerent nature, and undeniably scary appearance. Their social
  standing is rarely anything better than very low indeed. However, few
  Ogres care; they know that pretty clothes aren't important, it's a big
  gut and a strong arm that matters; after all, might is right!
  WHAT DID YOU DO BEFORE BECOMING AN
  WHAT DID YOU DO BEFORE BECOMING AN
  ADVENTURER?
  ADVENTURER?
  Taking time to consider how an Ogre integrated into Imperial life is
  well worth the effort. As the WFRP core rulebook suggests, an
  adventurer's career can help a player tackle this question.
  WHY DID YOU BECOME AN ADVENTURER?
  WHY DID YOU BECOME AN ADVENTURER?
  Most commonly: wanderlust; greed; hunger; wanderlust. Ogres itch
  for the open road, so coming up with a justification for leaving an old
  life behind is not at all hard. Perhaps the Ogre wishes to see the
  Mountains of Mourn? Perhaps he wants to take to sea? Perhaps he
  just wants to be rich? Whatever it is, it shouldn't tax an Ogre player
  too much to come up with a good reason to be adventuring.
  HOW RELIGIOUS ARE YOU?
  HOW RELIGIOUS ARE YOU?
  The established cults wouldn't accept an Ogre without a very good
  reason (who could trust them not to eat the faithful?), and Imperial
  Ogres are far from the Maw, so most only have a notional idea of
  organised religion. However, some cults actively convert unbelievers,
  especially the belligerent ones. As Ogres are naturally attracted to
  those proselytising war, it is not unlikely to find a devout Sigmarite
  Ogre, or a fur-covered Ulrican. All Ogres, however, have the twisting
  hunger in their gut for something more, to see the world, to feast on
  the strangest of sights, to devour the earth; no matter how hard they
  try, Ogres never escape the influence of the Great Maw.
  WHO ARE YOUR BEST FRIENDS AND WORST
  WHO ARE YOUR BEST FRIENDS AND WORST
  ENEMIES?
  ENEMIES?
  Although not known for their friend-making skills, Ogres do make
  them, so taking some time to detail this is worth the effort. Obviously,
  it is more likely that an Ogre will make enemies, although how many
  of them survive to tell the tale is another question.
  WHAT ARE YOUR PRIZED POSSESSIONS?
  WHAT ARE YOUR PRIZED POSSESSIONS?
  Ogres highly prize personal possessions, and gather objects of status
  (trophies of kills, for example) and wealth. Being quite simple, they
  like to be able to see and feel how important something is. If a noble
  is short, thin and without accoutrement, then how is an Ogre to
  know he's a noble?
  WHO ARE YOU LOYAL TO?
  WHO ARE YOU LOYAL TO?
  Ogres are no more or no less loyal than the Human race, so an Ogre
  player should consider the questions raised on page 22 of WFRP just
  like any other character.
  WHO DO YOU LOVE/HATE?
  WHO DO YOU LOVE/HATE?
  Again, Ogres do not love, or hate, with more or less passion than the
  Human race, so an Ogre player is again recommended to refer to page
  22 of WFRP just like any other character.
  OGRES AND HALFLINGS
  Nobody knows why, but Ogres and Halflings seem to
  gravitate towards each other. Perhaps it's their shared love
  of good food, perhaps it's something else, but whatever the
  reason, the two races just get on. The Moot has a sizeable
  population of Ogres, and most village elders have one or
  two Ogre bodyguards. In return, the Ogre Kingdoms has a
  large population of Halflings, but most of these are slaves,
  who either cook a good meal, or are the good meal!
  6
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  BBACKGROUND
  ACKGROUND C
   CHARTS
  HARTS
  These tables provide an array of interesting details for Ogre
  characters, including heights, weights, hair colour, eye colour and
  more. Note: that Ogre characters should also roll on Table: 2-12: Star
  Sign from the WFRP core rulebook and Table CP-21: Foretelling of
  Doom from the Character Pack, as they are considered to have been
  raised in the Empire, and to have assumed Imperial customs. 
  PHYSICAL FEATURES
  This section covers the Physical details of an Ogre, and provides tables
  to determine height, weight, hair colour and eye colour. Pictures are
  also provided to help a player understand what these details are like in
  context.
  TABLE O-4: HEIGHT
  Male
  Female
  9'6”+3d10”
  9'6”+2D10”
  TABLE O-5: WEIGHT IN POUNDS
  Percentile Dice Roll
  Weight
  01
  600
  02-03
  610
  04-05
  620
  06-08
  630
  09-12
  640
  13-17
  650
  18-22
  660
  23-29
  670
  30-37
  680
  38-49
  690
  50-64
  700
  65-71
  710
  72-78
  720
  79-83
  730
  84-88
  740
  89-92
  760
  93-95
  770
  96-97
  780
  98-99
  790
  00
  800
  TABLE O-6: HAIR COLOUR
  1d10 roll
  Hair Colour
  1
  Brown
  2
  Red Brown
  3
  Dark Brown
  4
  Sienna
  5
  Sienna
  6
  Black
  7
  Black
  8
  Black
  9
  Jet Black
  10
  Blue Black
  1
  2
  3
  4-5
  6-8
  9
  10
  TABLE O-7: EYE COLOUR
  1d10 roll
  Starting Fate
  1
  Grey
  2
  Green
  3
  Amber
  4
  Hazel
  5
  Brown
  6
  Dark Brown
  7
  Sienna
  8
  Black
  9
  Purple Black
  10
  Blue Black
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  7
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  BACKGROUND
  This page provides three tables to add some background details to a
  PC Ogre. Results from these tables are not necessary to play an Ogre
  PC, but they do add a little depth, and can provide some extra fuel to
  answering the 'Ten Questions' on page 6.
  It is just as common for Ogres to have no brothers or sisters as it is for
  them to have many. Ogres are a violent, but virile race. Thus, if either
  parent is still alive, it is possible an Ogre will have many siblings;  of
  course, both parents are quite likely to be dead.  Table O-8: Number
  of Siblings covers the amount of brothers and sisters beginning PCs
  start with in detail.
  Ogres may be a long-lived race, with some capable of achieving 120
  years or more, but few manage to achieve their twilight years. The
  starting age of an Ogre is presented in Table O-9: Age.
  The Ogre race is completely illiterate, and seem incapable of
  understanding any written language, although it is common for Ogres
  to scrawl symbols on of their possessions to mark their ownership. For
  such a device, an Ogre player should roll 1d10: on 1-5 the player
  should roll on Table CP-23: Shield Device from the Character Pack,
  on 6-10 the player should roll on Table O-10: Ogre Devices below
  TABLE O-8: NUMBER OF SIBLINGS
  1d10 roll
  Number of Siblings
  1
  0
  2
  0
  3
  0
  4
  0
  5
  1
  1d10 roll
  Number of Siblings
  6
  2
  7
  3
  8
  4
  9
  5
  10
  6
  TABLE O-9: AGE
  Percentile Dice Roll
  Age
  01-05
  20
  06-10
  22
  11-15
  24
  16-20
  26
  21-25
  28
  26-30
  30
  31-35
  32
  36-40
  34
  41-45
  36
  46-50
  38
  Percentile Dice Roll
  Age
  51-55
  40
  56-60
  42
  61-65
  44
  66-70
  46
  71-75
  50
  76-80
  52
  81-85
  54
  86-90
  56
  91-95
  58
  95-00
  60
  TABLE O-10: OGRE DEVICES
  Roll
  Device
  Common Meanings
  01-05
  Fist
  Violence, Strength
  06-10
  Mountain
  Tough, Earth
  11-15
  Blood Drop
  Spilled Blood, Butchery
  16-20
  Footprint
  Migration, Travelling
  21-25
  Shackle
  Slavery, Shame
  26-30
  Mountain Range
  Home, Safety
  31-35
  Scimitar
  Goods, Trade
  36-40
  Rain Drops
  Slaughtering, Water
  41-45
  Club
  Beatings, Battering
  46-50
  Maw eating Skull
  Desolation, Loss
  Roll
  Device
  Common Meanings
  51-55
  Maw
  God, Hunger
  56-60
  Fire
  Civilisations, Learning
  61-65
  Moon
  Mysterious, Unknown
  66-70
  Caravan
  Traders, Humans
  71-75
  Meat on a Bone
  Feasts, Food
  76-80
  Star
  Chaos, Unreliable
  81-85
  Coin
  Wealth, Power
  86-90
  Lightning
  Wars, Giants
  91-95
  Portcullis
  Castles, Sieges
  95-00
  Lightning in Fist
  Kills, Challenges
  01-05
  06-10 11-15
  16-20
  21-25
  26-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  76-80
  81-85
  86-90
  91-95
  96-00
  8
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  OGRE NAMES
  Many Imperial Ogres have Imperial Names, and should roll on the
  Human name tables in the Character Pack (pages 3-9), or the WFRP
  core rulebook (page 26). For players that wish to have a traditional
  Ogre name, the following three tables allow you to create one. Each
  randomised Ogre name has two elements and the name is created by
  combining them. All Ogre characters start by rolling once on Table
  O-11: Ogre Element 1. For female characters, you then generate the
  second part on Table: O-12: Ogre Female Element 2. For male
  characters, you generate the second part on Table O-13: Ogre Male
  Element 2 instead.
  Element 1 + Element 2 = Ogre Name
  TABLE O-11: OGRE ELEMENT 1
  Roll Element
  01
  Ar
  02
  Ag
  03
  Az
  04
  Bargh
  05
  Blag
  06
  Boz
  07
  Bur
  08
  Dar
  09
  Dergh
  10
  Duz
  11
  Far
  12
  Feg
  13
  Fer
  Roll Element
  14
  Fog
  15
  Fuzgh
  16
  Gar
  17
  Gagh
  18
  Geg
  19
  Gez
  20
  Gorg
  21
  Grum
  22
  Gurz
  23
  Kark
  24
  Keggur
  25
  Kug
  26
  Kuz
  Roll Element
  27
  Mag
  28
  Mar
  29
  Margh
  30
  Meg
  31
  Merrig
  32
  Mor
  33
  Morg
  34
  Morz
  35
  Mug
  36
  Murg
  37
  Murgog
  38
  Murz
  39
  Muz
  Roll Element
  40
  Muzzig
  41
  Nar
  42
  Narg
  43
  Nag
  44
  Nagar
  45
  Naz
  46
  Nazza
  47
  Ner
  48
  Nerg
  49
  Neggim
  50
  Nur
  51
  Nug
  52
  Nuggiz
  Roll Element
  53
  Rar
  54
  Rag
  55
  Raggim
  56
  Raz
  57
  Razog
  58
  Rer
  59
  Reg
  60
  Ruzzik
  61
  Tar
  62
  Tag
  63
  Tazag
  64
  Teg
  65
  Terg
  Roll Element
  66
  Thar
  67
  Thag
  68
  Thaz
  69
  Thegiz
  70
  Ther
  71
  Thug
  72
  Torg
  73
  Torz
  74
  Tur
  75
  Turg
  76
  Tuz
  77
  Var
  78
  Varg
  Roll Element
  79
  Varz
  80
  Ver
  81
  Verm
  82
  Vug
  83
  Vuz
  84
  Vuzzig
  85
  Yar
  86
  Yamiz
  87
  Yer
  88
  Yeg
  89
  Yorgh
  90
  Yorz
  91
  Yur
  Roll Element
  92
  Yug
  93
  Yuz
  94
  Zar
  95
  Zargh
  96
  Zag
  97
  Zer
  98
  Zeg
  99
  Zog
  00
  Zor
  TABLE O-12: OGRE FEMALE ELEMENT 2
  Roll Element
  01
  abba
  02
  addoo
  03
  akka
  04
  algash
  05
  alloo
  06
  alta
  07
  algoo
  08
  alza
  09
  angoosh
  10
  annash
  11
  argo
  12
  argani
  13
  argloo
  Roll Element
  14
  arki
  15
  arkash
  16
  arkuga
  17
  artha
  18
  artaga
  19
  arthash
  20
  attha
  21
  ebboo
  22
  eddush
  23
  eki
  24
  elgoo
  25
  elli
  26
  elta
  Roll Element
  27
  elgish
  28
  elzash
  29
  engish
  30
  emmoo
  31
  enni
  32
  ergoo
  33
  ergli
  34
  erkash
  35
  erka
  36
  ertha
  37
  erthish
  38
  etta
  39
  ewish
  Roll Element
  40
  gathoo
  41
  getha
  42
  gothish
  43
  gratoo
  44
  grethi
  45
  grothoo
  46
  gruta
  47
  guta
  48
  guttash
  49
  obbi
  50
  oddi
  51
  okka
  52
  olgish
  Roll Element
  53
  olloo
  54
  oltush
  55
  olgtha
  56
  olzi
  57
  onga
  58
  onni
  59
  orgoo
  60
  orglish
  61
  orka
  62
  orthi
  63
  orthush
  64
  ottha
  65
  ragi
  Roll Element
  66
  rega
  67
  retish
  68
  rethoo
  69
  roboo
  70
  rokish
  71
  roth
  72
  ruga
  73
  ruka
  74
  rutish
  75
  rutash
  76
  tash
  77
  tesh
  78
  thrash
  Roll Element
  79
  throsh
  80
  throtha
  81
  thruta
  82
  thrush
  83
  ubbsh
  84
  uddoo
  85
  ulgoo
  86
  ulloo
  87
  ultsh
  88
  ulgi
  89
  ulzish
  90
  ungish
  91
  unnoo
  Roll Element
  92
  urga
  93
  urka
  94
  urthoo
  95
  urthu
  96
  urthagish
  97
  urutoo
  98
  uruzi
  99
  uttish
  00
  uzhoo
  TABLE O-13: OGRE MALE ELEMENT 2
  Roll Element
  01
  abb
  02
  add
  03
  akk
  04
  alg
  05
  all
  06
  alt
  07
  alg
  08
  alz
  09
  ang
  10
  ann
  11
  arg
  12
  argan
  13
  argl
  Roll Element
  14
  ark
  15
  arka
  16
  arkug
  17
  art
  18
  artag
  19
  arth
  20
  barth
  21
  ebb
  22
  edd
  23
  ek
  24
  elg
  25
  ell
  26
  elt
  Roll Element
  27
  elg
  28
  elz
  29
  eng
  30
  emm
  31
  enn
  32
  erg
  33
  ergl
  34
  erk
  35
  erkag
  36
  ert
  37
  erth
  38
  ett
  39
  ew
  Roll Element
  40
  gat
  41
  get
  42
  got
  43
  grat
  44
  gret
  45
  grot
  46
  grut
  47
  gut
  48
  gutt
  49
  obb
  50
  odd
  51
  okk
  52
  olg
  Roll Element
  53
  oll
  54
  olt
  55
  olg
  56
  olz
  57
  ong
  58
  onn
  59
  org
  60
  orgl
  61
  ork
  62
  ort
  63
  orth
  64
  ott
  65
  rag
  Roll Element
  66
  reg
  67
  ret
  68
  reth
  69
  rob
  70
  rok
  71
  roth
  72
  rug
  73
  ruk
  74
  rut
  75
  rutag
  76
  tag
  77
  teg
  78
  thorg
  Roll Element
  79
  throg
  80
  throt
  81
  thrut
  82
  thrug
  83
  ubb
  84
  udd
  85
  ulg
  86
  ull
  87
  ult
  88
  ulg
  89
  ulz
  90
  ung
  91
  unn
  Roll Element
  92
  urg
  93
  urk
  94
  urt
  95
  urth
  96
  urthag
  97
  urut
  98
  uruz
  99
  utt
  00
  uzh
  9
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  AADVANCING
  DVANCING O
   OGRE
  GRE C
   CHARACTERS
  HARACTERS
  Ogres advance in exactly the same fashion as other PC races, and the
  rules presented in WFRP should be followed as normal. The only
  exception to this is the 'Big, Fat and Stupid' rule on page 4 of this
  supplement, which restricts certain skills.
  O
  OTHER
  THER B
   BASIC
  ASIC C
   CAREERS
  AREERS
  As already noted in the 'Starting Careers' section, Ogres are limited to
  certain careers at character generation. However, as the game
  progresses, the GM may feel that an Ogre player has a good reason to
  enter a career that was initially restricted. As Ogres are well known for
  adapting to local customs and lifestyles (lacking the imagination to do
  little else) this should not be too problematic. An Ogre Bailiff would
  make a formidable collector of money (although, perhaps, not the
  most trustworthy one), and an Ogre Fisherman could certainly haul a
  large net! It is left up to the GM to decide what suits his individual
  campaign best. While some may like the idea of an Ogre Diestro, it
  will certainly not suit everyone.
  RRUNNING
  UNNING O
   OUT
  UT  OF
  OF C
   CAREER
  AREER E
   EXITS
  XITS
  It is possible that an Ogre player may find themselves in a Career
  where all the exits are not really appropriate (for example, Ogres in
  the Tomb Robber career). If this is the case, and the GM prefers the
  Ogre not to enter a non-typical career, the Ogre player may expend
  100 xp to enter any basic career listed in Table O-3: Starting Career.
  This supersedes the rule on page 29 of WFRP that states doing this
  costs 200 xp, but only in this single situation only.
  AADVANCED
  DVANCED C
   CAREERS
  AREERS
  Some advanced careers suit Ogres far better than others. This section
  covers the most appropriate careers in the same fashion as the
  'Starting Careers' section did with the basic careers on pages 4-5.
  O
  OGRES
  GRES  AT
  AT W
   WORK
  ORK
  The following briefly describes each of the advanced careers that an
  Ogre can begin with, providing ideas for players and GMs alike on
  how to include them in their games.
  Assassin: There is nothing an Ogre is more capable at than killing,
  and getting paid to do it makes it all the sweeter. They may not be the
  most subtle of assassins, but they do enact the job with clear
  enthusiasm.
  Captain: Many Ogres aspire to lead their own regiment of men, so
  the Captain career is certainly a choice than many will aim for. Most,
  once they get there, rule with an iron fist, becoming veritable tyrants.
  Champion: Ogre champions are to be feared for the incredibly
  dangerous creatures they are. Everything, and everyone, is potential
  meat for their platter.
  Duellist: Whilst they may not understand the intricacies of why they
  are fighting on behalf of some skinny human, the pay and food is
  often very good, so more than one Ogre gains employ as a
  professional duellist.
  Explorer: Ogres love to travel, and can be found wandering in every
  corner of the Warhammer World. When they eventually, if ever,
  return to their homelands, great Ogre travellers are admired for the
  astounding stories they can tell and the impressive trophies they will
  have captured.
  Interrogator: Often the Ogre doesn't need to do anything at all to get
  skinny humans to speak. One look at their massive frame is enough
  to get anyone to squeal!
  Judicial Champion: Whilst it is true that many towns and cities have
  banned Ogre Judicial Champions because they are just too good at it,
  they are still in popular demand by the rich and foolish of the
  Empire.
  Mate: No Ogre likes to be bossed about, so it is not uncommon to
  find them trying to rise through the ranks of any establishment they
  are a part of, be this on land or at sea. However, as they often just
  bully their lessors, they rarely make popular leaders.
  Merchant: Ogres enjoy trading, as their greed for riches and symbols
  of wealth are considerable. Many Ogre merchants are less than
  trustworthy, however, so keen are they to make maximum profits.
  Navigator: While they may not understand the movements of the
  heavens, Ogres seem to have a good gut-instinct for direction, and
  make surprisingly good Navigators. However, their inability to write
  maps, read maps, or even understand what a map is for, makes relying
  upon them a shaky prospect at best.
  Outlaw Chief: Ogres just can't help themselves. They break laws. And
  when they do they often fall in with other criminals. It doesn't take
  long for them to bully their way up to the top.
  Racketeer: A perfect business for an Ogre. Threaten everyone around
  you. Tell them you won't eat them if they pay you. A source of income
  is suddenly guaranteed. It's a dirty job, but Ogres like to do it.
  Scout: Ogres love the wilderness and make natural Scouts, enjoying
  pitting themselves against nature and anything else they may cross.
  The Imperial Army of Cathay has long learned to fear the Ogre Scout,
  a silent and ferociously aggressive enemy.
  Sea Captain: The life of a Sea Captain suits Ogres very well. Big guns,
  freedom of movement, big guns, boarding actions, big guns, beating
  up skinny wimps (often their own crew) and big guns. Could life be
  any better?
  Sergeant: The first step to fame and fortune as the head of your own
  mercenary band, the Sergeant career is clamouring with up-and-
  coming Ogres desperate to prove themselves. Some take the more
  solid route in an established State military, but most are sell-swrods.
  Targeteer: Few expect Ogres to be good shots, and for good reason,
  because they're not. But several of their kind still try, loving the
  competition, and freely intimidating anyone who is better than them.
  Veteran: A natural career for Ogres that live long enough. They fight,
  they get better at it, they fight more.
  10
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  EEXAMPLE
  XAMPLE I IMPERIAL
  MPERIAL O
   OGRES
  GRES
  This section provides a four NPC Ogres for GMs to use as they wish
  and for players use as inspiration for their own creations.
  The first character provides an example of an Ogre that has
  completed a single career; the second has completed two careers; the
  third, three; the fourth, four. This provides a good stepped example of
  what an Ogre PC is capable of in the future, allowing a GM to make a
  fair judgement as to whether they want Ogres in their campaign. Each
  character also has the experienced points spent on them listed, along
  with how long it would normally take to accrue the amount.
  NNARGUTT
  ARGUTT  T
  –  T
  –
  HE
  HE W
   WANDERER
  ANDERER
  A young Ogre (26 years old), Nargutt grew up
  on the border of Kislev, which he often
  wandered when his father was away on
  campaigns. For the last 5 years he has been
  wandering the Kislevite Steppes, seeking out
  other Ogres and learning what he can of his
  heritage, passing on whatever legends he has
  gathered in return.
  Although has also hired himself out as a labourer to several Kislevite
  communities, no matter how he hard tries, he seems incapable of
  picking up the local language.
  Most of the time he has spent with other Ogres has been whiled away
  wrestling bulls in pits, eating, and trying to impress cows with tales of
  his many (mostly inflated) encounters. Besides the eating, he has been
  mostly unsuccessful.
  Career: Vagabond
  Experience Spent: 800 points (3 months of play)
  Skills: Common Knowledge (Ogres, Kislev), Consume Alcohol,
  Gossip, Haggle, Intimidate, Navigation, Outdoor Survival,
  Perception, Performer (Storyteller), Secret Signs (Ranger),
  Silent Move, Speak Language (Grumbarth), Speak Language
  (Reikspiel)
  Talents: Fearless, Frightening, Rover, Orientation, Seasoned
  Traveller, Specialist Weapon Group (Two-Handed), Very
  Strong, Wrestling
  Armour: None
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Club
  Trappings: Simple Clothes, Tent, Water Skin, 1 week's rations, 11gc
  Slaughter Margin: Hard
  H
  HORST
  ORST  T
  –  T
  –
  HE
  HE M
   MANCATCHER
  ANCATCHER
  After 15 years of hunting in the Grey
  Mountains, Horst felt it was time to go home.
  He had eaten every creature he could find, and
  he had sold their skins at local markets just
  like his foster father had taught him. Now it
  was time to return and tell his father how well
  he'd done. When Horst arrived in Talabheim,
  he was shocked to find his once virile father an
  old man, greying and fading fast. Despairing, he went to find a
  physician to 'fix' his father, but the physician had gone away with
  some other men.
  Vaguely aware that his father might die if he didn't get help to him
  soon, Horst followed the trail of the men and the physician,
  eventually tracking them down to a small hut deep in the Great
  Forest. When he barged in, they tried to hurt him. They didn't
  succeed.
  After the death of his father later that year, Horst has flung himself
  into capturing more 'bad men' like the ones he killed in the forest. 'Be
  a good boy,' his father had said, 'you make 'em pay, son.' So he did,
  and he intends to keep doing so until he's been good enough to go sit
  with his father and Sigmar in the forest, where the bald-one with the
  hammer said his father had gone.
  Career: Bounty Hunter (ex-Hunter)
  Experience Spent: 2500 points (8 months of play)
  Skills: Common Knowledge (Ogres), Concealment, Consume
  Alcohol, Follow Trail +10%, Intimidate +10%, Outdoor
  Survival +10%, Perception +10%, Search, Secret Signs
  (Ranger), Set Trap, Shadowing, Silent Move, Speak Language
  (Grumbarth, Reikspiel)
  Talents: Fearless, Hardy, Lightning Reflexes, Marksman, Menacing,
  Rover, Specialist Weapon Group (Entangling), Specialist
  Weapon Group (Longbow, Two-Handed), Strike Mighty Blow,
  Very Resilient, Very Strong, Wrestling
  Armour: Leather Jerkin, Leather Skullcap
  Armour Points: Head 1, Arms 1, Body 1, Legs 0
  Weapons: Crossbow, Long Bow (Best Craftsmanship [BC], Net,
  Sword
  Trappings: 2 Animal Traps, 10 Arrows, Antitoxin Kit, 10 Bolts,
  Manacles, 10 Yards of Rope, 3gc
  Slaughter Margin: Hard
  11
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
   Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  32
  39
  51
  49
  29
  18
  37
  18
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  W
  SB
  TB
  M
  Mag
  IP
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  29
  5
  4
  6
  0
  3
  0
   Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  36
  31
  46
  42
  27
  21
  29
  25
   Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
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  26
  4
  4
  6
  0
  0
  0
  
  CCAPTAIN
  APTAIN N
   NAT
  AT  T
  –  T
  –
  HE
  HE S
   SELLSWORD
  ELLSWORD
  Even when he was young, Nathaniel had been
  gifted with a quick tongue and a sharp mind.
  Like most Ogres, he was keen to use his strength
  first and his brain second, but unlike the other
  Ogres his age in Altdorf, his gloating actually had
  a modicum of wit, extending beyond 'slim
  'ooman! Huk, huk, huk!'.
  He joined his mother as a mercenary at the age of
  25, and had soon travelled most of the Old World, working his way up
  through his company's ranks by a combination of guts out courage,
  'smarts', and not a little luck.
  When in the Border Princes, holding back an Orcish horde alongside
  Imperial Forces, Nathaniel had a 'brilliant' plan. He led his Ogres on a
  three-day forced march far behind enemy lines to go hunting a Wyvern he
  had spotted ('Good eating in that!'). When the Imperial army finally
  committed its forces on the battlefield, Nathaniel's weary band of Ogres
  were perfectly placed, completely by mistake, to stage a devastating rear
  attack. Afterwards, Nat was awarded the Imperial Cross by Corporal
  Sievers, for his 'cunning plan to out-flank the Orcs' that had saved many
  Imperial lives, and ensured the Orcs were scattered. Nat, showing 'smarts',
  said nothing about the Wyvern.
  Now, after 10 years of leading his 'Killers' from war to war in the Old
  World, Nathanial is thinking up a new venture with his mighty brain.
  Having heard of huge cities constructed entirely of gold far across the
  oceans, he intends to ship his company directly to the gold, making them
  all rich! Of course, he hasn't considered the logistics involved with
  transporting over 100 hungry Ogres from one continent to another...
  Career: Captain (ex-Sergeant, ex-Mercenary)
  Experience Spent: 6700 points (2 years of play)
  Skills: Academic Knowledge (Strategy), Animal Care, Common
  Knowledge (the Empire +10%, Estalia, Kislev, Tilea +10%, Ogres),
  Command +10%, Consume Alcohol, Dodge Blow +20%, Drive,
  Gamble, Gossip +10%, Haggle, Intimidate +10%, Perception
  +10%, Secret Language (Battle Tongue) +20%, Speak Language
  (Grumbart, Kislevite, Reikspiel, Tilean) +10%, Swim
  Talents: Disarm, Fearless, Menacing, Lightning Parry, Quick Draw,
  Seasoned Traveller, Specialist Weapon Group (Flail, Parrying,
  Two-Handed), Strike Mighty Blow, Street Fighting, Strike to Stun,
  Very Resilient, Wrestling
  Armour: Full Mail Armour, Leather Jack
  Armour Points: Head 2, Arms 3, Body 3, Legs 2
  Weapons: Crossbow, Flail, Great Hammer (Great Weapon), Shield
  Trappings: 10 Bolts, Healing Draught, Unit of 143 Ogre Mercenaries
  (Nat's Killers)
  Slaughter Margin: Very Hard
  ZZORARTH
  ORARTH L
   LEGBITER
  EGBITER  T
  –  T
  –
  HE
  HE M
   MANEATER
  ANEATER
  If Zorarth hasn't seen it, fought it, or eaten it, it
  probably doesn't exist. He has dragged his
  massive bulk across the Known World, working
  as a raider, soldier, mercenary, or whatever else
  paid most. He has even travelled to distant Araby
  and Ind, selling his skills for gold and meat.
  Although born in the Empire, he has travelled to
  the Mountains of Mourn many times, there to be
  named Maneater (and Legbiter, for the many outrageous tales he told of
  'cutting rival Ogres down to size! Har, har, har!'). But the wanderlust was
  never far away, and he was soon on the road again, frequently returning
  to his birthplace, the Empire, where he has spent most of his years.
  His long rifle was stolen from a war-wagon he up-turned while working
  for an Orcish Horde - a weapon he was so impressed with, that he left the
  Orcs to join an Ogre Mercenary Company attached to the State Armies
  of Wissenland - the only place he reckoned he could get the training and
  skills necessary to use it. The Zweihander was a gift from the Elector of
  Stirland over 60 years ago, when he accidentally saved the young Count's
  life from a warband of goblins who were, fortunately for Stirland,
  Zorarth's chosen meal for the evening.
  Much like all Ogres, he has a prodigious appetite, and is almost always
  eating when not fighting or boasting loudly about his many achievements.
  Now in his later years (he is 97), Zorarth is beginning to feel the weight of
  his age, and has considered returning to the Mountains of Mourn to sire
  some more children, or perhaps banding together some of the younger
  bulls he meets on his travels to establish his own mercenary company, in
  order to earn mountains of gold (at least, that's how he sees his future). 
  Career: Champion (ex-Targeteer, ex-Veteran, ex-Pit Fighter)
  Experience Spent: 10000 points (3 years of play)
  Skills: Common Knowledge (the Empire +10%, Ogres), Consume
  Alcohol +10%, Dodge Blow +20%, Evaluate, Gamble, Gossip,
  Intimidate +20%, Outdoor Survival, Perception +20%, Secret
  Language (Battle Tongue), Sleight of Hand, Speak Language
  (Grumbarth, Reikspiel)
  Talents: Disarm, Fearless, Fleet Footed, Frightening, Lightning Parry,
  Lightning Reflexes, Master Gunner, Mighty Shot, Quick Shot,
  Rapid Reload, Specialist Weapon Group (Crossbow, Flail,
  Gunpowder, Longbow, Parrying, Throwing, Two-Handed), Strike
  Mighty Blow, Strike to Injure, Strong-minded, Sure Shot, Very
  Resilient, Very Strong, Wrestling
  Armour: Massive Battered Gutplate
  Armour Points: Head 0, Arms 0, Body 3, Legs 0
  Weapons: Crossbow (BC), Flail (BC), Hochland Longrifle, Knuckle
  Dusters (BC), Longbow (BC), 2 Pistols, Shield (BC), 3 Swords, 6
  Throwing Axes, Zweihander (BC Great Weapon)
  Trappings: 10 Arrows, 10 Bolts, Bottle of Sylvanian Gold (BC Spirits),
  10 Shot & Powder, 48gps
  Slaughter Margin: Impossible
  12
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
   Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  72
  58
  73
  75
  56
  28
  53
  30
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  TB
  M
  Mag
  IP
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  7
  7
  7
  0
  13
  0
   Main Profile
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  BS
  S
  T
  Ag
  Int
  WP
  Fel
  66
  45
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  67
  37
  36
  44
  45
   Secondary Profile
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  W
  SB
  TB
  M
  Mag
  IP
  FP
  5
  32
  6
  6
  6
  0
  7
  0
  
  DDESIGNER
  ESIGNER''SS N
   NOTES
  OTES
  I was halfway through my own rewrite of WFRP (which I had dubbed
  Warhammer Roleplay; the 'Fantasy' element seemed spurious to me,
  after all, Warhammer isn't called Warhammer Fantasy Battle anymore)
  when I heard that Black Industries (BI) were doing exactly the same
  thing. Needless to say, I was a little miffed that all my hard work was
  going to be wasted (because, naturally, I stopped writing the second I
  heard someone else was doing it. Lazy? Me? Never!), but at the same
  time I was quite excited – after all, I love the Warhammer World, and
  I was going to get a new game for it.
  In my rewrite I had Ogres as a PC race. I knew that this would be
  controversial amongst certain WFRP players, but as the game was
  written for myself and my group, this wasn't an issue. My system made
  it easy to make an accurate representation of the gut-obsessed
  creatures (gut obsessed? sounds like quite a few people I know), but at
  the same time it was equally easy to keep Ogres balanced with the
  other PC races. 
  When I finally got hold of BI's update of the rules in March, I realised
  it would be difficult to duplicate my accurate representation, as not
  only would the system used make it hard to balance them against the
  other PCs, but the attribute scaling was... a bit pants.
  Nevertheless, I persevered. I'd decided to throw my lot in with the
  new version of WFRP as I love the background it is set in and enjoy
  playing the game (and it was certainly easier having someone else do
  all the hard work writing the rules), but I also liked Ogres as a PC race
  and the new edition of WFRP did not have this. So, I put together
  this document.
  I hope you find this supplement useful – but if not, it doesn't matter.
  It was free, and I would have done this work no matter what other
  people think. As I said, I like Ogres.
  Andy Law
  May 1st 2005
  Q
  QUESTIONS
  UESTIONS  AND
  AND A
   ANSWERS
  NSWERS
  This is an expanding section of this supplement, where I will answer
  questions posed to me about these rules and the direction I chose to
  take with them. If you have a question or comment that you think
  should be here, mail it to Andy-I-have-a-question@hapimeses.com
  and I'll slap it in here if I think it adds anything. 
  I will update the web-based PDF sporadically with any questions sent
  my way. I'll make sure my website marks any changes I make to the
  document so that you don't need to download the PDF every time.
  WHY BOTHER CREATING OGRE CHARACTERS?
  WHY BOTHER CREATING OGRE CHARACTERS?
  Didn't you read my 'Designer's Notes'? 
  But, just for you, I wrote the Ogre rules because I think they make an
  excellent PC race, and have a well-established background in
  Warhammer that I felt would be wasted if not used fully.
  If you don't like Ogre PCs, just don't use them.
  WHY DID YOU HAVE TO BASE THEM ON OGRE
  WHY DID YOU HAVE TO BASE THEM ON OGRE
  KINGDOM OGRES?
  KINGDOM OGRES?
  Because they rock! Have you read the army list? No, really, have you?
  Almost all the people I hear complaining about the Ogre Kingdoms
  haven't actually read the source text. There is some brilliant stuff in
  there, and it would be a shame and a pity if it didn't get sourced to
  some extent for WFRP.
  If, however, you believe you have a better background for Ogres, feel
  free to send it my way – you never know, you might convince me to
  change this entire document. No, really, you might.
  3 ATTACKS IS TOO MANY!
  3 ATTACKS IS TOO MANY!
  But that's how many Ogres have and I see no reason to penalise them.
  Further, as the scaling of other stats only pitifully describe what an
  Ogre is capable of, the 3 Attacks are necessary. Just remember, Ogres
  can't really fit most places to use those attacks anyway, and they only
  get to use them with an All Out Attack manoeuvre.
  BUT OGRES ONLY COME FROM THE OGRE
  BUT OGRES ONLY COME FROM THE OGRE
  KINGDOMS, THERE IS NO SUCH THING AS AN
  KINGDOMS, THERE IS NO SUCH THING AS AN
  'IMPERIAL OGRE' ANYMORE.
  'IMPERIAL OGRE' ANYMORE.
  Not true. Several sources, including recent White Dwarfs and
  Mordheim refer to an Ogre population in the Empire that is potentially
  (but not necessarily) largest in the Moot. These rules are an extension
  of those references.
  WHY DOES OGRE FLESH NOT COUNT AS LIGHT
  WHY DOES OGRE FLESH NOT COUNT AS LIGHT
  ARMOUR?
  ARMOUR?
  Ah, you noticed the 'skin ... as tough as a cured-leather breastplate'
  quote, huh? 
  Well, yes, it really should do, and if you want it to do so for your
  game then go for it. But for the purpose of game balance I decided
  against it. Further, as the Old World Bestiary didn't mention this, and I
  didn't want these rules to contradict that lovely little book, I thought
  it best to just let the matter drop.
  WHAT ABOUT MAGIC?
  WHAT ABOUT MAGIC?
  I'm waiting for Realms of Sorcery before I start writing specific Magic
  Rules for the game. Further, as this supplement focusses on Imperial
  Ogres, who don't really use Ogre Magic, I didn't need to worry about
  it.
  However, I do intend a future supplement for playing Ogre
  Kingdoms' Ogres, so Ogre magic will feature there.
  SO, I CAN'T BE AN OGRE WIZARD THEN?
  SO, I CAN'T BE AN OGRE WIZARD THEN?
  Not unless you write the rules yourself or use the established rules in
  WFRP. But, as Ogres are a little too dim to be learning anything in
  the Colleges of Magic, and they certainly don't make good priest
  material for the Gods in the WFRP core rulebook, the core rulebook
  rules are far from appropriate. 
  But, if you want to do this, go ahead. It's your game, mate, not mine.
  13
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
  GENERATING THE WOUNDS CHARACTERISTIC
  GENERATING THE WOUNDS CHARACTERISTIC
  WORKS DIFFERENTLY FOR YOUR OGRES THAN FOR
  WORKS DIFFERENTLY FOR YOUR OGRES THAN FOR
  EVERY OTHER RACE, WHY?
  EVERY OTHER RACE, WHY?
  As Ogres have significantly more Wounds, I felt it fair to have a
  broader range of results for the stat, and 1d10 does this nicely. Also,
  as it can't be rerolled, it gives a chance of a low initial Wounds stat
  (for an Ogre), which acts as another small counter to their other
  advantages.
  Many, however, won't like this. For those that don't, I present here
  Table O-02: Optional Starting Wounds, which was suggested by
  Colin Chapman. Colin also prefers beginning with a base of S35, T35
  and WP 25, but starts Ogres with 0 Fate points.
  TABLE O-O2: OPTIONAL STARTING WOUNDS
  1d10 roll
  Starting Wounds
  1-3
  23
  4-6
  24
  7-9
  25
  10
  26
  I REALLY LIKE YOUR OGRE CHARACTER, BUT IF I
  I REALLY LIKE YOUR OGRE CHARACTER, BUT IF I
  INCLUDE HIM IN MY CAMPAIGN HE'LL NEVER FIT
  INCLUDE HIM IN MY CAMPAIGN HE'LL NEVER FIT
  DOWN SEWERS OR IN TAVERNS.
  DOWN SEWERS OR IN TAVERNS.
  More a statement than a question, but certainly true enough. It is one
  of the many negative points you need to consider if deciding to
  include an Ogre character in your group. Although Ogre characters
  may appear too powerful in comparison to other PC races, there are
  many, many negative points to playing them, which includes the
  limiting nature of their massive bulk.
  WHY DID YOU GIVE OGRES THE CHOICE OF
  WHY DID YOU GIVE OGRES THE CHOICE OF
  FRIGHTENING OR MENACING, SURLY JUST
  FRIGHTENING OR MENACING, SURLY JUST
  FRIGHTENING IS ENOUGH?
  FRIGHTENING IS ENOUGH?
  Frightening is a pretty heavy talent, and not to be scoffed at.
  Everywhere the PC went there would be individuals frozen in fear. I
  wanted to allow Ogre PCs the option of having a slightly softer
  approach as well, having a demeanour less likely to send everybody
  running (gained from many years living in the Empire), thus more
  integrated with Imperial Society, so, Menacing instead of Frightening.
  For GMs that feel that Frightening, and not Menacing, should be the
  standard, just remove the option. These rules are all optional after all,
  change them as suits your campaign.
  WHY DO OGRES LIKE HALFLINGS?
  WHY DO OGRES LIKE HALFLINGS?
  So, read the 'Ogres and Halflings' and got a bit confused, huh? 
  Well, in short, the two races were both engineered by the Old Ones
  from the same genetic stock. Further, they were manipulated to have
  an innate memory of each other, leaving them pre-disposed to liking
  members of the other race. 
  This isn't a strong enough relationship to add new rules – so, no
  Fellowship bonuses – but it is worth mentioning as a roleplaying hint
  for Halfling and Ogre characters. No matter the reason, it does
  provide a nice route for an Ogre character into an established game.
  WHY AREN'T YOUR OGRES RESISTANT TO CHAOS?
  WHY AREN'T YOUR OGRES RESISTANT TO CHAOS?
  Ah, the infamous Ogre Kingdoms designer notes. For those that
  haven't read them, pop over to GW's website here:
  http://uk.games-workshop.com/ogrekingdoms/designers-notes/3
  There it says: 'Ogres are not the children of Chaos, as many players
  have long speculated. We can reveal here that Halflings and Ogres
  share a common history. They were among the last of the races
  created by the civilisation of the Old Ones, a fact that can be seen in
  their common traits. Both are resistant to the effects of Chaos, and
  both have huge appetites. '
  The reason I didn't give them the Resistant to Chaos Talent is simple:
  the Old World Bestiary didn't. In my first incarnation of these rules I
  had indeed given them the Talent. For GMs that prefer a more
  accurate, and probably less balanced, version of Ogres, they should
  add Resistant to Chaos to the 'Racial Features' talent list on page 3 of
  this supplement.
  I DON'T LIKE YOUR RULES, WILL YOU CHANGE
  I DON'T LIKE YOUR RULES, WILL YOU CHANGE
  THEM?
  THEM?
  If you send me a good idea, and I like it, sure. I'll credit it to you as
  well, as is only right.
  WOW, WHO DOES YOUR ART? WHOEVER IT IS HAS
  WOW, WHO DOES YOUR ART? WHOEVER IT IS HAS
  MAD SKILLS!
  MAD SKILLS!
  Thanks. I do all my own stuff. Although the art in this supplement
  was drawn very quickly indeed. If you want to know more about my
  art, mail me at Info@hapimeses.com.
  Oh, and extra thanks must go to Witchfinder/Hardwired for the nice
  compliment. 'Mad Skills' is just brilliant!
  WHY ISN'T THERE A ROLEPLAYING SECTION AND A
  WHY ISN'T THERE A ROLEPLAYING SECTION AND A
  GMING SECTION? MORE INFORMATION ON HOW
  GMING SECTION? MORE INFORMATION ON HOW
  TO ROLEPLAY AN OGRE AND HOW TO ADD ONE
  TO ROLEPLAY AN OGRE AND HOW TO ADD ONE
  TO MY CAMPAIGN WOULD BE VERY USEFUL.
  TO MY CAMPAIGN WOULD BE VERY USEFUL.
  You're a demanding lot, huh? Actually, this was in my original plan
  for this document, but eventually got excised as WFRP provides no
  such information, and I was following a broadly similar format to the
  established texts. Having said this, I do plan a supplement on
  roleplaying and GMing the PC races, but I'll wait until the game is
  well established, and such things will be more called for, before I write
  it. I thought I'd leave such information about Ogres until then.
  SURELY, S35, T35 AND WP25 WOULD MAKE A BETTER
  SURELY, S35, T35 AND WP25 WOULD MAKE A BETTER
  STAT BASE CONSIDERING THE STATS IN THE 
  STAT BASE CONSIDERING THE STATS IN THE OLD
  OLD
  WORLD BESTIARY
  WORLD BESTIARY??
  Yes, it certainly would be more accurate, however, as these rules are
  presented for a PC race, that will be able to go through the career
  system, I need to ensure that there is enough space left at the upper
  end of the statistic spectrum for all the other nasty creatures. I have
  simulated the extra +5% on Strength and Toughness by providing
  access to the Very Strong and Very Resilient Talents, two talents that
  may not be mentioned in the Old World Bestiary, but then those
  talents aren't used for anything in the Bestiary, and are presumably
  just added to the statline where necessary to save on space. Besides,
  Ogres are hard enough, they simply don't need the extra 15% in their
  stats, and I like keeping the numbers nicely rounded to 10s.
  14
  Imperial Ogres
  A new player race for Warhammer Fantasy Roleplay
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/Imperial Ogres.pdf