Rules:Ogres
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Common Name: Ogre (singular), Ogres (plural), Ogrish (adjective)
Proper Name: Homo arma
Class: Unique
Tech Bias: Dismal
Available Power Types: Phys, Magic
History and Background Page: Ogres
Major Racial Advantages:
Birthright of Power: Ogres start with 2.5x the usual allotment of PL.
Bloodline of Power: Ogres have a natural gain rate of 5%.
Lust for Destruction: Ogres can focus their uncanny force of will to greatly magnify their capacity for destruction. Once every seven days, they can emit a primal roar and multiply their Physical PL by a factor of 5. Their MagPL, if any, is useless during this period, but they do retain what little mental faculties they otherwise have, so they can still differentiate between friend and foe and follow the orders of their sworn commanders. This transformation lasts until there is nothing more that the Ogre wishes to destroy.
High Pain Threshold: Ogres have a natural Concentration threshold of 50% PhysPL, plus 10% of any other (read: MagPL) they might possess. This can be extended as normal through the Concentration CT.
Minor Racial Advantages:
Reality Psychosis: The Ogres have an uncanny skill with weaponry, despite their stupidity. Their will regarding weaponry is so powerful, weapons always function correctly for them, even if they would be considered broken for another person, or if they would be unusable due to power level type. This only accounts for personal armament -- they are not necessarily capable of instinctively using a self-propelled howitzer, for instance. Regardless of the normal state of the weapon, it can automatically be used at a powered level, fuelled by their force of will to destroy. This even goes so far that ammunition will simply appear as needed, created by their pure lust for destruction -- it does not come from any extradimensional source, it is simply spontaneously created ex nihilo.
Resilient: While they heal slowly and are difficult to aid in healing, Ogres can suffer a tremendous amount of damage before succumbing to death due to added organs that greatly facilitate their speed of stabilization, such as accelerated blood clotting, and a general capability to shrug off tremendous amounts of pain. Their maximum incap point collection can go up to 30, not 20, before they risk dying.
Major Racial Disadvantages:
Easily Driven: All direct mind-affecting effects affect Ogres as if they only possessed half of their actual PL. This holds for things like emotional manipulation, for instance, but not for things depending on physical manifestations, such as Solar Flare or Stunning Fist type attacks. This effect is negated if it would cause them to disobey a command from one of their sworn commanders or violates their True Faith tenets -- the effect may still affect them, but it must be evaluated against their full PL. If it violates both, then it must be evaluated against 1.5x their full PL.
Oathsworn: All Ogres are required to take loyalty oaths. Loyalty is bound into their genetics (despite morals not being) and they will instinctively obey one they are sworn to serve, regardless of the personal danger doing so may put them in. All Ogres must have a suitable Oath approved before being approved. More details on suitable Oaths is on their History and Background page.
True Faith: Blessed is the mind too small for doubt. The highly ritualized training that an Ogre goes through is couched in religious terminology, indoctrinating a deep religious fervor into them, that synergizes with their genetically-encoded loyalty. Mocking or dismissing their faith always garners a violent response, regardless of the appropriateness of that response in the context. The tenets of faith are described in their History and Background page.
Medically Different: Due to the oddities of an Ogre's genetics, and their powerful wound-stabilizing physiology, hospitals are unhelpful to them, and even supernatural healing is only half as effective as it should be (halved amounts of incap removed and halved amounts of durablity restored).
Slowed Healing: Due to oddities of human/Saiyan genetic interactions (and the numerous artificial interventions), Ogres heal much slower than humans, only recovering half an incap point per real day.
Minor Racial Disadvantages:
Anatomically Incorrect: Ogres cannot reproduce normally. They can only reproduce artificially. Also, they only appear to be 'male' to the human eye. Females are unknown to their species -- the genetic, anatomical, enzymatic, and hormonal changes are incompatible with female biology. While a genetically-compatible 'breeder' could theoretically be created, it is policy to keep their population artificially controlled this way. All ogres are gene-sampled and run through a complete battery of tests throughout their lives to track their progress and evaluate their particular set of DNA for use in crafting the next generation -- it is considered an honour among Ogres to have their genetics used this way.
Spiritually Wounded: Ogres are incapable of wielding ki.
Mentally Retarded: Ogres are incapable of wielding psionics, due to their lack of development in their higher functions.
Magically Inept: Should an Ogre somehow manage to master some shard of magical force, all gains distributed to it are halved. Also, they do not gain the benefit of a mage's Doubled Learning gimme.
Physically Dependent: Ogres must enter play with a PhysPL. They may also have MagPL, but that is not required.