RulesPal
Chat
Rulebook
UltraQuest: Gold, Ruhm! und Ehre! – Der Oger Character Expansion thumbnail

UltraQuest: Gold, Ruhm! und Ehre! – Der Oger Character Expansion

Expansion for UltraQuest: Gold, Ruhm! und Ehre!

UltraQuest: Gold, Ruhm! und Ehre! – Der Oger Character Expansion Rulebook

Table of Contents

Table of Contents

  • Only One Ogre per Group
  • Where Does the Ogre Come From?
  • Marching Order
  • Weapons
  • Armor and Equipment
  • Resilience
  • Character Sheet and Components

Only One Ogre per Group

Each group may have only one ogre, because otherwise there is serious trouble. Well, not really trouble. Ogres reproduce by the stronger one biting a piece off the weaker one. After some time, the victorious ogre lays one to three eggs and covers them with a dead horse, a few adventurers, or something similar. Adventuring groups normally do not like this chain of unpleasant events. So the ogre is better off staying alone and always getting plenty to eat, so that it is content and behaves normally.

When two groups meet that both have an egg-less ogre, a melee fight takes place between the ogres, which results in an injury to the loser (because the winner bites a chunk out of the loser's body. Love really does go through the stomach with ogres!).

The winner receives an egg token and –1 to all melee fights. As soon as the group rolls a 31, 32 or 33 on the event roll, the ogre lays 1, 2 or 3 eggs, and the melee penalty disappears again. Laying eggs requires sacrificing a mount, or, if none is available, one of the adventurers! That is just how it is with ogres.

An ogre that has successfully laid eggs may, in this turn, raise its INT for 1 Fame! less.

If a group with an ogre has a combat event with another ogre, it fights normally and does not mate.

Where Does the Ogre Come From?

At the start of the game, an ogre with any profession can be hired. It is equipped with a club and boulders for throwing.

If you want to hire an ogre during play, this is possible in Gadûr. Even then it has the typical equipment – club and boulders.

Marching Order

Ogres are not exactly the brightest lights, so they may not walk at the front. An ogre with INT 1 may only walk in 3rd or 4th place. By raising its INT it can also walk in 2nd place and later even in 1st place. The frontmost marching order is noted on the adventurer sheet next to the INT points.

Weapons

Ogres always use only one hand to attack. In that hand, however, they can wield any one- or two-handed melee weapon. This then counts for them as a one-handed weapon.

Ogres use no ranged weapons except the thrown boulders they love so much, which they always carry. Initially their RA is +0, but with each ring raised through Fame! the boulder bonus rises by one point (+1, +2 and +3). Boulders count as large throwing stones (Cleric).

Armor and Equipment

Armor and shields cost ogres double the price, since they are much larger and most weaponsmiths rarely make them.

The ogre also cannot use armor and shields it finds, as they are too small for it. Only if the find explicitly states that the armor or shield fits ogres can it wear them. Ogre shields can be used by other adventurers only two-handed (in unarmed combat), but they give them AR +2.

Plate armor for ogres does not exist at all. It would be too heavy and would allow the ogre too little freedom of movement.

The ogre may not wear other items that are put on (e.g. helmet, footwear, etc.), because these are likewise too small for it.

Resilience

Ogres can take a lot of punishment. The following effects arise from injuries:

  1. Injury: –1 to every kind of combat.
  2. Injury: no combat possible and no skills can be used.
  3. Injury: death.

Character Sheet and Components

The source sheet printout has two Ogre character sheets side by side, and two Ogre egg tokens, each marked "Ogre Eggs". The sheet's printed entries are:

  • Name and Profession (Beruf) lines.
  • ME (NK), RA (FK) and AR (RW) boxes, plus a Skills (Fertigkeiten) field with lines 1 to 4.
  • Native: "Be" (Mountains) with two printed slots marked "/5" and "/6".
  • Attributes: Movement (Bewegung), Strength (Stärke), Dexterity (Geschick) and Intelligence (Intelligenz), each with filled dots and empty rings showing the Fame! cost of raising the attribute. As printed: Movement has two filled dots and rings 1 and 3; Strength has three filled dots and rings 2 and 4; Dexterity has one filled dot and rings 1 and 4; Intelligence has one filled dot and rings 3, 2 and 5, with small figures 3, 2 and 1 printed beneath them (not explained in the source).
  • Equipment at hand (griffbereite Ausrüstung): a "Boulders" (Felsbrocken) line with rings 1, 2 and 4, followed by lines 1 to 5 for further equipment.
  • Gold sack (Goldsack): the sheet's gold line, with the printed note "8–10: note equipment in the backpack on the reverse side" (Ausrüstung im Rucksack auf der Rückseite notieren).