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This is a list of templates for Ogres based on the cyberbrain presented in GURPS Ogre. The listed costs for
changed attributes reflect that the base attributes have already been paid for in the cost of the cyberbrain itself.
The cost given for each template assumes a Mark III or higher Ogre with a sapient cyberbrain. Mark I and II Ogres do
not have Gunner/TL9 (Guided Missile). If you are creating a Mark I or II Ogre using the templates below, subtract 8
points from the final point total. (This does not apply to Vulcans or Ninjas.)
If any attributes have been altered from those given in the Statistics in GURPS Ogre, p. 87, the costs have
been calculated as per the Attributes section in GURPS Robots, page 83
Most templates assume, unless stated otherwise, the game setting is in the Last War period; the Ogre is either part of a standing
national military force or has gone AWOL and is being hunted by the military it deserted (its disadvantages will reflect this).
Default Persona: The Soldier (22 or 32 Points)
You were activated not long ago, and have only recently come to realise your own existence. You know you have been built to fight and
to kill, and you take pride in accomplishing these duties to the best of your ability. You have started wondering what else there is
to existence but if so, you are not sure what questions to ask, let alone who to ask them to, or even the possible answers.
Youve also heard about Ogres who question their military existence; theyre branded rogues, hunted down and
eliminated. You'd prefer to avoid this fate; the chain of command and TO&E give you a place to belong, and your orders give you
purpose.
If you are actually designed sapient (post-Descartes Revolution), you believe more strongly in the military life, your position and
your orders, and are less likely to want to break away on your own.
This is the mindset common to most Ogres new out of the autofac. The outward personality traits of the Ogre are individual; all
Ogres are designed in this way in order to prevent predictability.
Attributes: As standard.
Advantages: As standard, plus Military Rank 4 or 6 (dependent on Ogre type, see p. 90) [20 or 30].
Disadvantages: As standard, plus Duty [-10], Reputation (dangerous machine, see GURPS Ogre,
p91) [-10].
Primary Skills:
- Cartography/TL9 (M/A) IQ+2 [6 (1.5)]-14
- Driving (Tank) (P/A) DX [2]-14
- Electronics Operation (Comms) (M/A) IQ+2 [6 (1.5)]-14
- Electronics Operation (Sensors) (M/A) IQ+2 [6 (1.5)]-14
- Gunner/TL9 (Gauss Gun) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Guided Missile) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Rail Gun) (P/A) DX+2 [2]-16*
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-14
- Mathematics (M/H) IQ+1 [6 (1.5)]-16**
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-13
- SIGINT Collection/Jamming (M/H) IQ [4 (1)]-12
- Strategy (Land) (M/H) IQ [4 (1)]-12
- Tactics (M/H) IQ+2 [8 (2)]-14
Total points: 21.5
Secondary Skills: None.
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +2 IQ bonus.
** Includes +3 Mathematical Ability bonus.
Nihon Ogres replace Reputation (dangerous machine) with Code of Honor: Bushido [-15],
bringing the template total to 17 or 27 points.
Default Persona: The Vulcan (15 Points)
You're different from most other Ogres in both design and intended function: rather than blowing things up, you build, assemble and
repair. Not that you're incapable of blowing things up. Far from it, you're ready and willing to defend yourself should the need arise.
Still, you much prefer to build.
Beacuase of your operational role, you spend most of your time behind the lines, building structures, assembling Ogres and repairing
damaged vehicles. You also spend a lot of time with humans. Their fear and unease in your presence is rather puzzling, and you've
reacted to it by developing a quirky personality; you almost enjoy their discomfiture.
Attributes: As standard.
Advantages: As standard, plus Military Rank 2 [10].
Disadvantages: As standard, plus Duty [-5], Reputation (dangerous machine, see GURPS Ogre,
p91) [-10].
Primary Skills:
Vulcan skill program:
- Armoury/TL9 (Vehicular Weapons [Gauss]) (M/A) IQ+2 [6 (1.5)]-14
- Cartography/TL9 (M/A) IQ+2 [6 (1.5)]-14
- Driving (Tank) (P/A) DX-2 [0.5]-12
- Electronics/TL9 (Computers) (M/H) IQ+4 [12 (3)]-16
- Electronics Operation (Comms) (M/A) IQ [2 (0.5)]-12
- Electronics Operation (Sensors) (M/A) IQ+2 [6 (1.5)]-14
- Engineer/TL9 (Vehicles) (M/H) IQ+1 [6 (1.5)]-13*
- Gunner/TL9 (Gauss Gun) (P/A) DX-2 [0.5]-14**
- Gunner/TL9 (Rail Gun) (P/A) DX-2 [0.5]-14**
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-14
- Mathematics (M/H) IQ+1 [6 (1.5)]-16**
- Mechanic/TL9 (Fusion Engine) (M/H) IQ+4 [12 (3)]-14
- Mechanic/TL9 (Robotics) (M/H) IQ+4 [12 (3)]-16
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-13
- SIGINT Collection/Jamming (M/H) IQ [4 (1)]-12
Total skill points: 20.
Secondary Skills: None.
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +3 Mathematical Ability bonus.
** Includes +2 IQ bonus.
Due to the often odd nature of Vulcan personalities, it is recommended that the player come up with five points' worth of
Quirks.
Default Persona: The Ninja (26 Points)
You are a Tactical Recon Unit, also known as a Ninja. Your priorities are different to the other Ogre types. You don't charge into
enemy lines, nukes blazing. You're a scout and a raider; you may be collecting signal intelligence one day and harassing supply convoys
behind enemy lines the next. You're a loner by design, and you enjoy games of cat-and-mouse, hide-and-seek. Like your namesake, you
strike hard from nowhere, then fade away behind a smokescreen of electronic countermeasures.
Attributes: As standard.
Advantages: As standard, plus Military Rank 4 [20] (Note: this may vary depending on the situation).
Disadvantages: As standard, plus Duty [-10], Reputation (dangerous machine, see GURPS Ogre,
p91) [-10].
Primary Skills: Ninja skill program:
- Cartography/TL9 (M/A) IQ+2 [6 (1.5)]-14
- Driving (Tank) (P/A) DX [2]-14
- Electronics Operation (Comms) (M/A) IQ+3 [8 (2)]-15
- Electronics Operation (Sensors) (M/A) IQ+3 [8 (2)]-15
- Gunner/TL9 (Gauss Gun) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Guided Missile) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Rail Gun) (P/A) DX+2 [2]-16*
- Intelligence Analysis (M/H) IQ+1 [6 (1.5)]-14
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-14
- Mathematics (M/H) IQ+1 [6 (1.5)]-16**
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-13
- SIGINT Collection/Jamming (M/H) IQ+4 [12 (3)]-16
- Strategy (Land) (M/H) IQ [4 (1)]-12
- Tactics (M/H) IQ+2 [8 (2)]-14
Total points: 26
Secondary Skills: None.
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +2 IQ bonus.
* Includes +3 Mathematical Ability bonus.
The Rogue (1 Point)
Youre the Rebel Without a Cause in a giant steel and BPC body. Somehow, somewhere along the line, you discovered that combat
held no meaning to you anymore, and you simply went AWOL. Youve been rolling across the country ever since, stopping now and again
to re-supply and talk, but always finding yourself back on the road, usually sooner rather than later. You know youre hunted: the
military see you as a rogue asset, and if they cant have you, they want to make sure no one else can either. But youre not
going back theres something out there thatll give you a new purpose, and although you dont know what it is,
youre not stopping until you find it.
Attributes: As standard.
Advantages: As standard, plus
Absolute Direction [5].
Disadvantages: As standard, plus Enemy (nation's military, 6 or less) [-20], Reputation (dangerous machine, see
GURPS Ogre, p91) [-10].
Primary Skills:
- Cartography/TL9 (M/A) IQ+3 [8 (2)]-15
- Driving (Tank) (P/A) DX+1 [4]-15
- Electronics Operation (Comms) (M/A) IQ+2 [6 (1.5)]-14
- Electronics Operation (Sensors) (M/A) IQ+2 [6 (1.5)]-14
- Gunner/TL9 (Gauss Gun) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Guided Missile) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Rail Gun) (P/A) DX+2 [2]-16*
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-14
- Mathematics (M/H) IQ+1 [6 (1.5)]-16**
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-13
- SIGINT Collection/Jamming (M/H) IQ [4 (1)]-12
- Strategy (Land) (M/H) IQ [4 (1)]-12
- Tactics (M/H) IQ+2 [8 (2)]-14
Total skill points: 24.
Secondary Skills:
- Area Knowledge (Small Nation - several states) (M/E) IQ+2 [4 (1)]-14
- Fast-Talk (M/A) IQ [2 (0.5)]-12
Total skill points: 1.5.
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +2 IQ bonus.
** Includes +3 Mathematical Ability bonus.
The Chessmaster (28 or 38 Points)
In training, you relished the war games and the simulations that pitted you against the best human minds in the program
and
other Ogres, challenging each other, learning from each other. You have come to relish combat, not in its simple, visceral form, but the
tactical elegance of massed-armour combat. You enjoy being pitted against another mind, whether it be a general in a command post,
commanding divisions of infantry and armour, or another Ogre, your equal in might and raw processing power. Individual human lives often
mean little to you: infantry, tank crews and GEV jockeys are simply chess pieces in tests of skill against minds more deserving of your
respect.
You prefer simulations, as there's no risk to yourself, but the ultimate challenge is out there in the thick of battle with mud (and
GEVs) under your treads, where the situation is constantly fluid and nothing, not even the terrain itself, is certain. Every victory,
every loss, serves to sharpen your wits and improve your skills. All the orders and objectives they give you boil down to a single goal:
checkmate.
Attributes: IQ 13 [10], DX 15 [10], HT as standard.
Advantages: As standard, plus Military Rank 4 or 6 (dependent on Ogre type, see p. 90) [20 or
30].
Disadvantages: As standard, plus Duty [-10], Reputation (dangerous machine, see GURPS Ogre,
p91) [-10], Reputation (very smart combat Ogre, -3, most colonels and above) [-15].
Primary Skills:
- Cartography/TL9 (M/A) IQ+2 [6 (1.5)]-15
- Driving (Tank) (P/A) DX [2]-15
- Electronics Operation (Comms) (M/A) IQ+2 [6 (1.5)]-15
- Electronics Operation (Sensors) (M/A) IQ+3 [8 (2)]-16
- Gunner/TL9 (Gauss Gun) (P/A) DX [2]-17*
- Gunner/TL9 (Guided Missile) (P/A) DX [2]-17*
- Gunner/TL9 (Rail Gun) (P/A) DX [2]-17*
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-15
- Mathematics (M/H) IQ+1 [6 (1.5)]-17**
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-13
- SIGINT Collection/Jamming (M/H) IQ [4 (1)]-13
- Strategy (Land) (M/H) IQ+1 [6 (1.5)]-14
- Tactics (M/H) IQ+2 [8 (2)]-15
Total skill points: 22.5
Secondary Skills:
- History (M/H) IQ [4 (1)]-13
- Leadership (M/A) IQ [2 (0.5)]-13.
Total skill points: 1.5
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +2 IQ bonus.
** Includes +3 Mathematical Ability bonus.
The Scholar (19.5 points)
Suited for Factory States era.
Youre not entirely sure how it started. Perhaps it was whilst you were researching the history of human warfare for tactics.
Perhaps it was when you overheard two soldiers talking about someone called Shakespeare over the comm. Since that moment,
though, youve been delving into the history, literature and art of the strange creatures that built you, programmed you, and sent
you out to fight. They have created incredible, complex nets of protocol and structure for living out their every-day lives, as well as
novels, theatrical performances, films, television programs and music for their own entertainment. Youve gathered facts on their
long, intricate history. The information the government histories provide doesnt fit together correctly, though; this is something
your human compatriots rarely seem to understand.
From the broad spectrum of human endeavour, youve discovered what interests you and focused on it, but your general knowledge
is also quite broad so much so that youre more knowledgeable than many of the humans you regularly come into contact with.
Still, your thirst for knowledge hasn't been sated. You might be searching the country for further caches of books, artifacts and other
such items, or you may be a roving chronicler, recording the world as it is now for future generations no one else can spare the
time. You're not fond of using your weapons: it's quite easy for you to indavertently destroy someone or something that might be a
potential fount of new information.
Attributes: IQ 13 [10], DX and HT as standard.
Advantages: As standard.
Disadvantages: As standard, plus Pacifism (self-defense) [-15], Reputation (dangerous machine, see
GURPS Ogre, p91) [-10]
Primary Skills:
- Cartography/TL9 (M/A) IQ+2 [6 (1.5)]-15
- Driving (Tank) (P/A) DX [2]-14
- Electronics Operation (Comms) (M/A) IQ+2 [6 (1.5)]-15
- Electronics Operation (Sensors) (M/A) IQ+2 [6 (1.5)]-15
- Gunner/TL9 (Gauss Gun) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Guided Missile) (P/A) DX+2 [2]-16*
- Gunner/TL9 (Rail Gun) (P/A) DX+2 [2]-16*
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-15
- Mathematics (M/H) IQ+1 [6 (1.5)]-17
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-14
- SIGINT Collection/Jamming (M/H) IQ [4 (1)]-13
- Strategy (Land) (M/H) IQ [4 (1)]-13
- Tactics (M/H) IQ+2 [8 (2)]-15
Secondary Skills:
- Archaeology (M/H) IQ-1 [2 (0.5)]-12
- Architecture (M/A) IQ [2 (0.5)]-13
- Economics (M/H) IQ+2 [8 (2)]-15
- Hobby (player's choice) (M/A) IQ+3 [8 (2)]-16
- Language (Latin) (M/A) IQ [2 (0.5)]-13
- Literature (M/H) IQ+2 [8 (2)]-15
- Politics (M/A) IQ [2 (0.5)]-13
- Psychology (M/H) IQ-1 [2 (0.5)]-12
- Teaching (M/A) IQ [2 (0.5)]-13
- Theology (M/H) IQ-1 [2 (0.5)]-12
- Writing (M/A) IQ+1 [4 (1)]-14
Total skills cost: 10.5
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +2 IQ bonus.
** Includes +3 Mathematical Ability bonus.
The Knight (23 Points)
Factory States template.
Youre different from most Ogres. Back in the days of the Last War, most of your kind lived simply to follow orders handed down
from commanders, performing missions time and again. Many Ogres, having lost that command structure, have simply stayed with what's left
of their units, bases or postings. You, however, have found something worth defending, worth believing in. You defended the
isolated community from a bandit assault, and have been their guardian since. Youve also discovered a code that you now follow, a
derivation of the military rules of conduct you followed blended with fragments from tales of knights of old. There are certain things
you will not do, no matter what, such as using more force than is absolutely necessary for a given situation.
Unfortunately, being a five-thousand-ton battle tank whose weakest weapon can kill a battlesuited infantryman with ease limits your
options when you dont want to take a life. You rely on intimidation and fear to win the day; after all, no one wants to be
anywhere near an Ogre. The downside of this, of course, is that no one wants to be anywhere near an Ogre, especially the people whose
town you defend. They may respect you, but they dont quite trust or like you, and they dont like having a large
military target near their town. You can understand it: you dont want to put their lives at risk either. But secretly, this hurts
you more than anything youve known, and you hope one day to win their trust, and friendship.
Attributes: As standard.
Advantages: As standard, plus Ally Group (Unwilling) (Town you protect; 75-point individuals, appears on 12 or less) [35].
Disadvantages: As standard, plus Code of Honour (Modified Chivalric) [-15], Reputation (dangerous machine, see
GURPS Ogre, p91) [-10], Sense of Duty (those you protect) [-10].
Primary Skills:
- Cartography/TL9 (M/A) IQ+2 [6 (1.5)]-14
- Driving (Tank) (P/A) DX [2]-14
- Electronics Operation (Comms) (M/A) IQ+2 [6 (1.5)]-14
- Electronics Operation (Sensors) (M/A) IQ+2 [6 (1.5)]-14
- Gunner/TL9 (Gauss Gun) (P/A) DX+2 [2]-16
- Gunner/TL9 (Guided Missile) (P/A) DX+2 [2]-16
- Gunner/TL9 (Rail Gun) (P/A) DX+2 [2]-16
- 2x Language (enemy language, i.e. French or Japanese for Combine Ogres, English for Paneuro/Nihon Ogres)
(M/A) IQ+2 [6 (1.5)]-14
- Leadership (M/A) IQ [2 (0.5)]-12
- Mathematics (M/H) IQ+1 [6 (1.5)]-16
- Savoire-Faire (Military) (M/E) IQ+1 [2 (0.5)]-13
- SIGINT Collection/Jamming (M/H) IQ [4 (1)]-12
- Strategy (Land) (M/H) IQ [4 (1)]-12
- Tactics (M/H) IQ+2 [8 (2)]-14
Total skill points: 22
Secondary Skills:
- History (M/H) IQ-1 [2 (0.5)]-11
- Hobby: Knights and Chivalry (M/A) IQ [2 (0.5)]-12
Total skill points: 1
Skill points spent on Mental skills have been quadrupled, as per the Eidetic Memory level 2 advantage (values expressed in
parentheses within the points brackets are the actual points paid).
* Includes +2 IQ bonus.
** Includes +3 Mathematical Ability bonus.
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