Val CHA Cost Roll Notes 45 STR 35 18- Lift 12.8 tons; 9d6 HTH Damage  15 DEX 10 12- 25 CON 15 14- 8 INT -2 11- PER Roll 12- 8 EGO -2 11- 25 PRE 15 14- PRE Attack: 5d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 16 PD 10 Total: 16 PD (4 rPD) 8 ED 4 Total: 8 ED (2 rED) 14 REC 10 50 END 6 23 BODY 13 58 STUN 19 Total Characteristics Cost: 163 Movement: Running: 16m/32m Leaping: 4m/8m Swimming: 20m/40m Cost Powers & Skills 32 Sonic Howls: Multipower, 40-point reserve, all slots Does Not Work In A Vacuum (-¼) 3f 1) Sonic Blast: Blast 8d6; Does Not Work In A Vacuum (-¼), END 4 2f 2) Sonic Beam: Blast 6d6, Area Of Effect (16m Line; +¼); No Range (-½), Does Not Work In A Vacuum (-¼), END 4 3f 3) Sonic Boom: Blast 6d6, Area Of Effect (16m Radius Explosion; +¼); Does Not Work In A Vacuum (-¼), END 4 2f 4) Sonic Cone: Blast 6d6, Area Of Effect (8m Cone; +¼); No Range (-½), Does Not Work In A Vacuum (-¼), END 4 11 Sweeping Blow: Area Of Effect (1m Radius; +¼) for up to 45 Active Points of STR, END 1 8 Fangs/Tusks: HKA ½d6 (3 ½d6 w/STR); Reduced Penetration (-¼), END 1 9 Thick Hide: +4 PD, Resistant (+½) plus +2 ED, Resistant (+½) 6 Heavy: Knockback Resistance -6m 4 Long Legs: Running +4m (16m total), END 1 8 Powerful Swimmer: Swimming +16m (20m total), END 1 3 Deep Ogre Senses: +1 PER with all Sense Groups 15 Echolocation: Active Sonar (Hearing Group) 8 Amphibious: LS (Expanded Breathing: Breathe Water; Safe in High Pressure; Safe in Intense Cold) 1 Long Arms: Reach +1m Talents 3 Hideous Water Monster: +1/+1d6 Striking Appearance (vs. all characters) Skills 16 +2 with HTH Combat 5 +1 with Sonic Howls Multipower 3 Climbing 12- 2 Survival (Marine) 11- 2 WF: Common Melee Weapons Total Powers & Skill Cost: 146 Total Cost: 309 175+ Matching Complications (50) 10 Physical Complication: Large (4m, +2 OCV for others to hit, +2 to PER Rolls for others to perceive) (Infrequently; Slightly Impairing) Total Complications Points: 50 Experience Points: 134
Ecology: Deep ogres are ocean-dwelling giants. As their name infers, they tend to live in deep water, near the edge of continental shelves, preying on large fish, sharks, dolphins, small whales, and the like. However, from time to time (especially during storms), deep ogres like to come ashore, raiding sea-side communities, devouring people, livestock, and crops with equal abandon. Once sated, the deep ogres return to the depths, waiting until conditions are right for them to return.
Deep ogres tend to be solitary creatures, or live in mated pairs. Only in areas with rich food supplies will they gather in small bands of a dozen or so. However, while rare, these bands also tend to be the most dangerous, as they often work together to attack and bring down large prey items—such as great whales, sea serpents, large ships, and entire sea-side communities.
Personality/Motivation: Normal sentient humanoid motivations. Deep ogres tend to be driven mostly by hunger and look only to satisfy their enormous appetites. They tend to see anything smaller (and weaker) than themselves as just another form of food.
Powers/Tactics: Ogres use the full range of tactics available to sentient humanoids. They tend to use their immense strength to batter and subdue their prey, and then stuff whatever they’ve caught into their gaping mouths. When trying to catch individual fast-moving fish (or an entire school), the deep ogre will unleash an ultrasonic howl, stunning (and potentially killing) just about anything caught in the area. On land, these howls are less damaging, but still quite effective in knocking down structures, staggering foes, and rendering prey senseless.
Appearance: Standing around 12’ in height, deep ogres are broad, thick-limbed humanoids. They tend to be mottled gray and brown over a greenish or bluish base, with long stringy head and body hair reminiscent of seaweed. Their heads are large, misshapen, and somewhat lopsided, with enormous mouths.
Designer's Notes: A long time ago, I created Deep Ogres as the summoned servants of am aquatic super villain. I have since disposed of said super villain (I just didn’t see myself updating him to 6E), but kept the Deep Ogres, making them into a race of fantastical sea-dwelling giants. Of course, it also helps I found some images of Norwegian and/or Swedish sea trolls, and found them to be a great visual inspiration for what Deep Ogres look and act like.
When in water, Deep Ogres should use the rules for sonic attacks found on page 156 of The Ultimate Energy Projector. For those who don’t have the book, simply +2d6 of effect to each slot in the Sonic Howls Multipower.
(Character sheet created by Michael Surbrook)
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