
The main denizens of Otherworld, Oni serve as the tireless management of the afterlife, ensuring that the cycle of the afterlife continues without disruption. These hardworking souls do everything from guiding souls to their respective afterlives and purifying the evil from those who are to reincarnate to keeping denizens from escaping the respective realms where they reside. Even the King of the Ogres isn’t exempt from participation, overseeing judgment of the souls of the departed, acting as part of the great managerial balance of the universe. Even in death, you can’t escape bureaucracy.
| Attribute Score Increase. Your Agility, Tenacity, and either Force or Magic Scores are increased by +1. Racial Life Modifier. +2 Saving Throw: Corporeal Skill Ranks: 3 Minion Size: At Character Creation, Oni can have any Size Category between Small and Enormous. |
Primary Racial Traits
Afterlife Officials (Body): As a native of the Afterlife, you help to maintain order and efficiency, helping the souls of the departed move through the celestial red tape.
(1)-[Option]: At Character Creation, choose one of the following effects:
- Employed for Strength [Passive]: Increase your Might by 1/4 of your Agility or Tenacity Modifier (whichever is higher).
- Employed for Speed [Passive]: Increase your Speed and Impulsive Save by 1/4 of your Force or Magic Score (whichever is higher).
- Employed for Skill [Passive]: Increase the amount of Technique Points you gain from Skill Improvement by 3.
- Employed for Size [Passive]: Your Size Category is Gigantic.
- Employed for Smarts [Passive]: While your Scholarship Score has the highest Attribute Score among your Attributes, increase all of your Combat Rolls and Initiative by 1(bT).
(2)-[Choice]: Depending on your choice for the Option effect of this Trait, gain the following effect:
- Employed for Strength [Triggered, 1/Round]: If you target an Opponent with an Attacking Maneuver, increase your Wound Roll by 1/2 of your Might.
- Employed for Speed [Triggered, 1/Round]: If you use the Movement Maneuver, increase your Wound Rolls by 2(T) until the end of your next turn.
- Employed for Skill [Triggered]: When you use the Signature Technique Maneuver, you may either: remove up to 2 Advantages (or ranks of Advantages) from that Signature Technique to increase its Wound Roll by 2(T) for each Advantage removed, or remove up to 2 Disadvantages (or ranks of Disadvantages) with a TP Cost of 6 or less from that Signature Technique to increase its Ki Point Cost by 1(T) for each Disadvantage removed.
- Employed for Size [Passive]: For the sake of calculating the penalty to your Defense Value from your Size, treat your size as if it was Large.
- Employed for Smarts [Triggered, 1/Round]: When you use the Analysis Maneuver, instead of gaining the benefits of the Analysis Maneuver, you may target an Ally. They gain 1/2 of the increase to their Combat Rolls against that Opponent that you would have done from the Analysis Maneuver for the duration of its effects.
Life Among the Dead (Body): Being a native of the Afterlife, your body is more resilient and less likely to fail.
(1)-[Passive]: Ignore the third effect of the Undying State.
(2)-[Passive]: Increase the Dice Score of your Steadfast Checks by 1.
(3)-[Triggered/Defeated]: Make a Steadfast Check with your Dice Score reduced by 3. If you succeed at that Steadfast Check, enter the Undying State until the end of your next turn.
Secondary Racial Traits
Skilled Ogre (Mind): You’ve trained for the role you currently serve in, allowing you to be prepared for any task you might receive.
(1)-[Passive]: While in a State, increase the Dice Score of your Skill Checks by 1.
(2)-[Triggered, 1/Round]: If you win a Clash which uses Skill Checks, you may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(3)-[Triggered/State, 1/Encounter]: Regain Life and Ki Points equal to 1/4 of their respective maximums.
Bureaucratic Beatdown (Mind): Under your mild manners and your calm office worker persona lies the heart of a man willing to fight for his cause.
(1)-[Passive]: While your Life Points are below the Injured Health Threshold, increase your Strike and Wound Rolls by 1(T) and 2(T) respectively.
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver while below the Injured Health Threshold, make a Clash (Intimidate/Medicine/Clairvoyance/Intuition) against that Opponent. If you win, the Opponent gains a stack of the Broken Combat Condition until the end of your turn.
(3)-[Triggered, 1/Encounter]: If you target an Opponent with an Attacking Maneuver while in the Undying State, you may apply 2 Energy Charges to that Attacking Maneuver. These Energy Charges do not count towards your maximum. If you do, after completing the Attacking Maneuver, you leave the Undying State and have your Life Points reduced to 1 (if they’re above 0) or you are Defeated (if they’re at or below 0).