Post by Vi-Poi on Mar 1, 2017 7:03:29 GMT
Ogres Denizens of the Otherworld, Ogres are the backbone of the afterlife and often are tasked to police affairs between mortals and the dead. Most spend all their days in Heaven, Hell, or the Check-In Station, though some few Ogres are known to be sent to the worlds of the living to retrieve runaway ghosts or correct cosmic imbalances. Others still choose to break away from the majority of Ogrekind, making pacts with demons and worse as they use their great powers against unwitting mortals. Name Pun Theme(s): Ogres are often named after Japanese and Chinese deities. Canon Examples: |
Starting Planet: Otherworld | Starter Power Level: 400 - 800 |
Appearance: Ogres are always red or blue. Most Ogres have black hair, one horn or two, though gills and other exotic attributes are not unheard of. Those who work in Otherworld dress smartly, wearing a shirt and a tie (or a uniform), lest they violate the dress code set by King Yemma and risk his ire. |
Background: The Ogres have always had a constant presence in the afterlife, much like the Kaio and Kaioshin who rule it the Ogres are natural beings of Otherworld. The overwhelming majority of Ogres fall under the command of King Yemma, the most powerful Ogre known to Ogrekind and the judge of souls for Otherworld. Most Ogres take up a position somewhere in line with aiding Yemma in his work, wrangling ghosts, directing lost souls back to where they belong, and operating the Soul Cleansing Machinery of HFIL. Whether out of goodness or palpable fear of the ever-watchful King Yemma, Ogrekind tries to do its part to make Otherworld run smoothly, though occasionally there are those who seek to rebel against Yemma's rule and attempt to wrest control of Ogrekind. Those foolish enough to try risk being on the wrong end of the Yemma Lock. |
Racial Abilities: |
Red Ogre | Red Ogres are generally bulky and powerful relying on raw power to fuel them, they begin with a bonus technique slot that can only be used to upgrade an Offensive technique or create a new Offensive technique, they cannot use this to create a variant to an Offensive technique. |
Blue Ogre | Blue Ogres are generally more cunning and rely on their wits, they begin with a bonus technique slot that can only be used to create a Variant of an offensive technique or to Upgrade or create a new Support technique. |
Afterlife Acclimation | Oni being a naturally occurring part of the Afterlife find it far easier to transition from a spirit into a corporeal form after death, they need only pay half the shoki for a Otherworld Body after death. |
Two-Way Taxi | Because Ogres begin in Otherworld they lack the means to participate in a lot of other activities in the living world. They do, however, have the ability to travel between the two worlds instantly, though this ability takes a full month to recharge. This only works if the user is alive. They can also only travel alone with it. Use it wisely. |
Name | Power Level Multiplier | Power Level Requirement | Additional Requirements/Notes |
Pumped Up | x2 | 0 | Temporary. The Ogre gets swole. |
Kimon Unleashed | x6 | 70,000 | Permanent. |
Oni | x15 | 150,000 | Permanent. Free HFIL uniform included. |
Ibaraki | x25 | 250,000 | Permanent. |
Yokai | x42 | 400,000 | Permanent. May trigger King Yemma's jealousy. |
Grand Yokai | x48 | 460,000 | Permanent. Prepare to suffer the Yemma Lock. |