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N - Ogre Hermit

"Quote goes here..."
    Anti-social by all but the most independent of species' definition, the great ogres of Alwaus often spend the majority of their lives roaming the massive remote areas of the world. While it is not uncommon to hear reports of small ogre groups of 3-5 gathering at times, the vast majority of the race prefer a solitary life far away from both civilization and the territorial stenches left behind by others of their species.

  Ogres are found frequently in caves throughout the plains and forests of Alwaus, but also pop up in abandoned fortresses and settlements (sometimes being the cause such locations became emptied). Large, powerful, and unpleasant, they can be tremendous challenges to anyone seeking to explore or rediscover these regions. While certainly capable of limited speech, they have little tolerance for other forms of life and are known to simply crush anyone who attempts to approach them. Their ability to recover from the damage that would fell other creatures makes them especially tricky, for just when a group might think an ogre is defeated it can rise up once again to continue the fight long past the point that most creatures would accept their deaths.


(Nemesis) - Ogre Hermit


BRN - 5 AGI - 2 INT - 2 CUN - 3 WIL - 2 PRE - 1

Silhouette - 3 DEF 0/Soak - 7 Wounds - 20 Strain - 12
Weaknesses - Fire, Acidic Resistances - Cold Immunities - N/A
Quick Initiative : 2 Prestige - N/A Identify: Warfare 3, Nature 1

Primary Checks

Short Sword: Melee - Light dd b + Group Upgrade : Damage 5 (Slashing Critical 3; Range [Engaged]

Shabby Bow: Marksmanship dd b + Group Upgrade : Damage 6 (Piercing Critical 3; Range [Medium]

Magic Bolt: Arcana dd + Group Upgrade : Damage 5 (Force Critical 5; Range [Short]; Manipulate, Blast 3



Information

General Skills : Athletics 2, Resilience 3, Survival 1
Combat Skills : Brawl 2, Melee - Light 2, Melee - Heavy 2, Marksmanship 1
Social Skills : None
Knowledge Skills : None


Abilities

Regeneration : At the beginning of its turn, an Orge Hermit automatically heals 3 wounds. 


Sweeping Attacks : An Orge Hermit may spend t on a successful melee combat check to inflict one hit dealing the weapon's base damage on all characters and adversaries within engaged range of the Ogre Hermit.   
Special Actions

Terrifying 2 : At the start of an encounter with this adversary, all opponents must make an Average(dd) Fear Check as an Out-of-turn incidental.

Preternatural Healing : At the end of the Orge Hermit's turn it may spend 2 strain to make a Resilience skill check equal to the difficulty of one of the critical injuries it is currently suffering. If this check is successful, the selected injury is immediately healed. 

   
Equipment

Weapons
Massive Cudgel : Melee - Heavy; Damage 10 (Force Critical 5; Range [Engaged]; Disorient 2, Knockdown, Unwieldable 
Earthtorn Boulder : Marksmanship: Damage 7 (Force Critical 4; Range [Medium]; Knockdown, Concussive, Unwieldable  
Man-sized Fist : Brawl; Damage 7 (Force Critical 5; Range [Engaged]; Knockdown, Manipulative, Unwieldable
  Armour & Gear
Heavy Furs : Medium Armor: Soak +2; Defense +0; Unwieldable   Potential Sundries
500 Silver Standards
 

 

Roleplaying Suggestions



General Behaviors


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Combat Behaviors


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Social Behaviors


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