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Ogre Skills & Personalities



Series and
Short Stories


CONTENTS

Notes on Ogre Skills

Base Skill Set


Personas

Default Persona: The Soldier

Default Persona: The Vulcan

Default Persona: The Ninja

The Rogue

The Chessmaster

The Scholar

The Knight

I'd been looking forward to the release of GURPS Ogre for ages. I wanted to know how the massive machines translated into the GURPS rules - and, like many, I wanted to know how to play one. I was well pleased with the material Jonathan Woodward presented, except in one regard: although the book told us that Ogres had fifty points to spend on attributes, skills and advantages, it didn't list what skills most Ogres had, nor to what levels. Although it might be less of a problem for players making cyberbrain PCs, a GM who wanted a quick Ogre antagonist would need to sit down and do the calculations.

So I decided to attempt to quantify the skills an Ogre woud commence its service with once it had been released from training. Along the way, I began to think about the different personalities these intelligences might have, and how they might affect skill selection for players. Below are the results so far.

Notes on Ogre Skills

I developed the basic Ogre cyberbrain skillset to fulfil a set of (wat seem to me) logical requirements for a military unit:

  • Receive and comprehend orders. This includes the capability to decode encrypted transmissions, understand military terminiology and heirarchy (including one's place in it) and understand the requirements of the orders given.
  • Travel to and from mission area. This includes the ability to drive oneself as well as knowledge of terrain (libraries of highly-detailed maps) and navigation skills toi plot the route best suited to the mission requirements.
  • Identify, engage and eliminate opposition. This includes a vast, extremely-detailed database of friendly and enemy unit types and a thorough tactical database, as well as the skills necessary to use one's weapon payload. It also includes use of sensors and decrypting enemy transmissions.
  • Accomplish mission objectives. Overall, the Ogre must be capable of doing what it is sent out to do.

Also worth noting is that Cyberbrains are virtual repositories of information. The Eidetic Memory 2 advantage makes it scarily easy for an Ogre to learn any non-Psionic Mental skill to a high level. In fact, even after applying one of the templates below, an Ogre PC will likely have at least twenty to thirty character points left over.

BASE SKILL SET

The basic skill set for all combat Ogres of Mark III and above is as follows:

  • 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

This skill set is based on the statistics provided for the basic Ogre cyberbrain on page 90 of GURPS: Ogre; the +2 bonus to Gunner skills from an IQ of 12 or higher is already factored in, as is the +3 to Mathematics from the Mathematical Ability advantage. Also, 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 values paid). The total cost is 21.5 points.

If a Pre-Sapient Ogre is being designed, decrease all IQ skills by 1 and all Gunner skills by a further 1 (as the pre-sapient cyberbrain’s IQ of 11 only provides a +1 bonus to Gunner).

NOTE: Vulcans and Ninjas have their own base skill set; see below.

PERSONAS

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.

You’ve also heard about Ogres who question their military existence; they’re 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)

You’re 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. You’ve 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 you’re hunted: the military see you as a rogue asset, and if they can’t have you, they want to make sure no one else can either. But you’re not going back – there’s something out there that’ll give you a new purpose, and although you don’t know what it is, you’re 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.

You’re 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, you’ve 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. You’ve gathered facts on their long, intricate history. The information the government histories provide doesn’t fit together correctly, though; this is something your human compatriots rarely seem to understand.

From the broad spectrum of human endeavour, you’ve discovered what interests you and focused on it, but your general knowledge is also quite broad – so much so that you’re 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.

You’re 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. You’ve 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 don’t 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 don’t quite trust or like you, and they don’t like having a large military target near their town. You can understand it: you don’t want to put their lives at risk either. But secretly, this hurts you more than anything you’ve 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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