Ogres
Ogres are emotional and expressive beings above all else, though many people don't see past their size and potential to do harm. Their size combined with mercurial moods make them potentially dangerous and rather intimidating. Ogres often act on impulse, going where their moods take them. They feel everything intensely and like to express themselves in many forms.
Most Ogres are slaves of the Orcish Empire doing various forms of heavy labor, but there are pockets of free Ogres in other lands. Though most outside the Dwarven Confederacy don't know it, most of the magnificent carvings that adorn their cities are the work of Ogre sculptors.
Ogres are large, muscular, and impulsive. They stand around 7 feet tall with robust frames. Ogre skin color ranges through all the hues humans, orcs, and dwarves have, and also through varieties of color normally seen in flowers. Eye and hair color actually change with an Ogre's moods and have all the range of color that their skin has. Their eyes shift in color whenever their mood changes, and their hair changes over the course of weeks to fit their predominant mood. Each Ogre has its own emotional color scheme. For one Ogre red eyes might mean she's angry, while for another red means he's amused or happy.
Statistics
Size: large
Attributes: STR +3 END +3
Skill Choices: hardy, brawling, intimidation, carousing, singing, dancing, [artistic]
Exploits
Thick Hide. Ogres are extremely tough, with leathery skin. They gain +3 natural SOAK.
Berserker. Ogres can enter a berserk rage when they are below half HEALTH. This grants them a +1d6 bonus to all attack rolls. The rage only ends when all foes are dead, or the Ogre is rendered unconscious or restored to above half HEALTH.
Intense Emotions. Ogres have strong emotional reactions, as such they are vulnerable (1d6) to emotional damage.
Open Book. Ogres get +1d6 to CHA rolls to express their feelings. Others get +1d6 on attempts to sense an ogre's emotions.
I mentioned emotional damage above because I'm using the RESOLVE rules.