Sketch
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Ogres
Sept 2, 2017 7:38:25 GMT -6
Post by Sketch on Sept 2, 2017 7:38:25 GMT -6
OGRES
|| NAME PUN THEME: Afterlife Entities | STARTING PLANET: Otherworld || CANON EXAMPLES
BACKGROUND
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.
HISTORY: 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.
TRAITS
| - 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 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.
- Your chosen color also determines your transformation path, regardless of choice Ogre's can also pick up their first Assist Signature for one less technique slot than normal.
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| Ogres, being a naturally occurring part of the Afterlife, know the ins and outs of the realm fairly well. Ogres can travel between Hell and Heaven freely, and purchase non-LTO items exclusive to the Afterlife even when in the living realms. |
| 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. Ogres may also travel freely between Heaven and Hell as they please while in the Otherworld, with no need to post in the Travel Log for it. They can also only travel alone with it. Use it wisely.
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| Ogres and Ghosts have been natural enemies since the dawn of time. As such, Ogres have developed tricks to catch the wily spirits. A ghost can never hide their Power Level from an Ogre, no matter what technique is used. In addition to this Ogres receive a +x1 to Offensive Power when they are fighting a Ghost(or a force that has a Ghost on its side) |
TRANSFORMATIONS
TRANSFORMATION NAME | POWER LEVEL MULTIPLIER | POWER LEVEL REQUIREMENTS | NOTES | Pumped Up | Red: x3/x2 | Blue: x2/x3
| 0 - Starter
| Temporary
| Kimon Unleashed | Red: x4/x2 | Blue: x2/x4
| 70,000 PL
| Permanent
| Oni | Red: x18/x16 | Blue: x16/x18
| 125,000 PL
| Permanent
| Ibaraki | Red: x25/x22 | Blue: x22/x25
| 220,000 PL
| Temporary | Yokai | Red: x36/x33 | Blue: x33/x36
| 300,000 PL
| Permanent
| Grand Yokai | Red: x44/x39 | Blue: x39/x44
| 415,000 PL
| Permanent
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