Post by Mog Boss on Mar 22, 2019 18:04:13 GMT
Uniques and Semi Uniques are special skills, abilities, perks, or sometimes items that can be obtained mostly through IC but some times through application. Here is a list of uniques, and their flavour text. The actual boosts in reference to some uniques will be hidden for now.
Uniques
Stock Cast (T1/Semi Unique) - This person has learned the art of Stock Casting, and is able to utilize 'Stock' gems in order to cast spells of a particular element or magic type, depending on the amount of gems consumed in order to cast the spell. This caps at the B Rank level of a given element. When doing so, you must still drain the cost of the given spell, but this allows you to cast spells you do not know. The rank of the spell cast increases by 1 rank per Gem, starting at E, and capping at B. Stock Gem types are: Fire, Water, Ice, Thunder, Wind, Bio, Cure, Protect, Shell. Spells cast this way gain +3 to hit, +5 damage, and +3 to their DCs.
[Requires completion of at least a single Assignment of any star rank. SeeD only.]
Stock Draw (T2/Semi Unique) - This person has learned to use the 'Stock Draw' ability - which allows them to generate up to 12 Stock Gems of a random element, once every 24 hours ; thus allowing them to distribute these gems amongst their squad, sell them to other SeeD members, or use them to cast Stock spells themselves. Doing so in combat is a Free action.
[Requires completion of at least 1 3 star rank or higher Assignment. SeeD only.]
Stock Empowerment (T2/Semi Unique) - This person has learned to use the 'Stock Empowerment' ability - which allows them to consume 10 Stock Gems of a particular element as a bonus action, to gain a temporary boost dependent on the element in question for the duration of the current battle. You may only have a total of 3 Stock Empowerment bonuses active per battle.
Fire: +5 global damage.
Water: +5 to saving throws.
Ice: +2 global to hit.
Thunder: +3 AC.
Bio: Immunity to Poison, Sleep, Silence, Blind.
Cure: 5 HP regeneration per turn.
Protect: +1 AC, +4 physical damage reduction, +4 magical damage reduction.
[Requires completion of at least 3 3 star rank or higher Assignments. SeeD only.]
Telekinesis (T2/Semi-Unique) - The user has a special bond with their weapon is is able to control it remotely with their mind. This technique only has a medium range, and the user is unable to send the weapon out too far without losing control. Telekinesis also empowers a weapon, granting it +2 to hit , and increasing damage by a flat 10 if expending Mana to use telekinesis. This can be used for Melee range as well.
(Allows the user to expend -5 Mana to make a basic attack at an added 4 tile range.)
[App]
Dual Wield (Semi Unique) (T2) - The individual is ambidextrous, and is able to skillfully fight with a one handed weapon in each hand. Any calculation involving these weapons that results in a .5 is rounded up rather than down or left alone.
(Grants you an extra Melee attack or Melee Ability as long as you are wielding two weapons.)
[App]
Hardened Combatant (T5/Unique) - This person through much experience and battle has increased their skills to be able to act more in a single round of combat. They are limited however to being able to do only 2 melee or magic skills in a turn. They can basic attack up to three times, if they do wish.
[These extra points can be used towards anything BUT an extra 'reaction' action - which can only be taken once a turn no matter what.] [App]
Jack of all trades (T3/Unique) - This individual is a jack of all trades, and are capable of wielding all non special weapon types. They also gain a +1 to hit with all non special weapons. [App]
Strongarm (T3/Unique) - This individual has learned to control a two handed weapon to the point where they are able to wield it in one hand allowing them to dual wield two handed weapons as well as completely freeing up the other hand for other uses. [Requires T3 Strength] [App]
Warrior of Light (T6) - The individual has been deemed worthy by the Knights of the Round, the ethereal guardians of Terra - forged by the Life-stream. This grants them the Light’s Blessing ability, and one free T2 specific immunity to a status ailment chosen at the time of the trial being passed. Only one who has a genuine wish to protect others may be deemed worthy.
+100 HP, +100 MP, +100 SP, permanently.
Light’s Blessing (A) - The Holy Light of the Aether has given the user a direct link to the mana of the universe, making them a conduit of mana just like the crystals each nation harbors. They are infused with great power and can call upon a golden, glowing aura of power. (Requires IC circumstances, including an event chain - a super dungeon, and a super boss fight.)
Drains 10 Mana per turn, grants 50 Shield HP (refreshes only a long rest), +2 to hit, +3 AC, and +20 flat damage to all damage calculations.
King of Lucis (T4) - This individual is the king of Insomnia. They have been granted the ring of Lucis which allows them the power of the crystal as well as the power of their ancestors. As long as they are king and in possession of the crystal they have access to several exclusive abilities. They are able to erect an impenetrable magical shield over their kingdom although doing so ages them faster over time. They are also able to anoint Kingsglaive who will share the power of the king as long as the king is alive. [Gained through IC Circumstance exclusively.]
Kingsglaive (T2) - Having been anointed by the King of Lucis this individual has gained a share of their power. Notably they have gained the warping ability. This lasts for as long as the king is alive, and the crystal is in control of the kingdom of insomnia. Warping to your weapon is a bonus action. Kingsglaive may only use their weapon-warping ability twice per encounter. [Incompatible with Appointed Guardian.]
[Gained through IC Circumstance / app, app will be significantly harder.]
Heir of Lucis (T1) - This individual is the Prince / Princess of Lucis. They are the sole descendant of the King of Lucis, and they are destined to take the helm as ruler after him. They have limited access to the Kingsglaive's weapon-warping ability. The Heir may appoint 1 Kingsglaive per Royal Arm collected, utilizing the Arms as a conduit to grant the power as opposed to the Ring, which has seperate benefits. (twice per encounter). [Gained via pre character creation app, held at very high regard.] [Age 14-17]
Warp (C:Lucis Skill) - This user is able to throw any type of weapon, instantly transferring to it's location upon the weapon hitting a mark. The user is able to throw it in a range of 6 tiles. Warp is a bonus action.
(-15 Mana)
Warp Strike (B:Lucis Skill: Requires Warp) – The user throws their weapon towards an opponent. The moment the user teleports to their target all the momentum created from their warp is carried over into a powerful attack.
(Note: Acts as a normal Weapon Attack, at advantage. -20 Mana.)
Phase (B:Lucis Skill) – The user focuses in on a target watching their every move. Just before their opponent is about to land a blow the user expends large amount of energy to teleport a short distance from the attack leaving only an afterimage of light in their place.
(As a reaction, dodge a single ability / spell. -50 Mana.)
Junction Master (T3) - This individual has learned how to utilize the secret art of Junctioning. Junctioning magic is similar to that of Summoning magic, except it calls on a higher power to embolden one's body and features rather than to summon it forth. A Junction Master is able to set a specific Summon as their 'Guardian Force' - by specifying it before a fight. The Junction Master's list of available Guardian Forces comes from either a list of 3 Summons (of rank C-B) chosen upon attaining this perk [which will be listed in a custom perk, given to the Junction Master as evidence as to which Guardian Forces were selected] - OR, if they are the practitioner of a Summoning type Job ; any Summon they currently have access to may also function as a Guardian Force. However, a Summon that is set as one's Guardian Force may not be summoned in battle, as it is focusing its power on emboldening the user of this perk. A Junction Master gains the following benefits from their chosen Guardian Force:
[App]
Mako Poisoning (Semi-Unique) (T1) - This individual has been exposed to pure, raw Mako through some means - and managed to survive. They gain the following effects:
+20 MP, +20 SP. -2 CON, +2 STR, +2 DEX, +20 Permanent MP.
Mako Affected (Semi-Unique) (T2) - This individual either through the SOLDIER Second Class + program or some other means has been soaked in Mako [Lifestream] Mana just under the point of Mako poisoning, granting them a permanent boost in power, however not allowing the same growth or versatility as Jenova genes. This gives them noticeable light green eyes.
Boost: +30 Permanent HP, +30 Permanent MP, +30 SP. +2 Strength, +2 CON, +2 DEX.
[Gained via IC Circumstances, likely small event chain, chain requires app unless story directly causes it.]
Imperfect Jenova Cells(T3) - The user has been injected as a fetus with cells from an otherworldly creature that have drastically affected their growth. The baby is born as a super soldier, and will grow into a warrior that will stand above the others. This individual is also capable of injecting their cells into another slowly turning them into a clone of the user. Those cloned will slowly start to take on the appearance of the original body changing their hair color, body shape, and even sex. Clones are capable of learning abilities that the original body has at half the cost. This individual however did not get a perfected gene of the jenova cells, and their body as well as the body of the clones to degrade over time usually killing the individual before the age of 40. {Ex. Angeal, Genesis} [Requires IC Circumstance or an app, app will be significantly harder.]
Boost: +50 Permanent HP, +30 MP, +30 SP. +4 STR, +4 DEX, +2 CON.
Cured Jenova Cells(T3) - This individual has undergone the hellish curse of being implanted with Imperfect Jenova Cells, and miraculously has come out with their life. The causes for this are 'generally' unknown, but a person whose Imperfect Jenova Cells have been cured retains the immense power granted by them. The stability of their cells however removes their ability to inject the DNA into others, and mutate them into clones. [Requires IC Circumstance, requires Imperfect Jenova cells.]
(Removes clone creation ability, but grants +10 additional HP, MP, and SP - and removes early death penalty.)
Harbinger of Chaos (T4) - The user has awakened the true power of chaos inside them. At any time they are able to access this form, but can only control it if they possess the protomateria. The user becomes a demonic creature sprouting a pair of wings capable of agile flight. They also gain access to the death penalty. A massive gun that fires a powerful beam of Mana, and increases its power the more souls it absorbs. { Ex. Vincent }
+50 permanent HP, +30 MP, +30 SP.
(Requires IC Circumstance or an app, app will be significantly harder.)
Perfect Jenova Cells(T5) -This individual has received a much more perfected version of Jenova cells removing the degrading aspect from them. They are also able to incubate their cells inside of a host taking them over, and turning into a perfect copy. This essentially allows this individual to return to life after death. { Ex. Sephiroth}
Boost: +100 Permanent HP, +50 Permanent MP, +50 SP. +4 STR, +4 CON, +4 DEX.
[Requires IC Circumstance]
L'Cie (T2) - This individual has been chosen by a Crystal to carry out its will. They are given a branding on their arm, and a focus. If they do not achieve this focus within five years of being branded, they will turn into a horrid crystal abomination, a C'ieth, with tremendous power. As a L'Cie, they have been washed of all knowledge of their prior jobs - and instead been given access to paradigms, a direct funnel of the crystal's power that can be shifted betwixt. [Requires IC Circumstance, or APP disables Jobs ; replaces current Job and Subjob with L'cie. Refunds any job perks / abilities purchased prior to attaining L'cie.]
Occurian Attendant (T3) - This individual has a guardian spirit in the form of an Occurian. The occuria is an aetherial being, and will only be visible to those it chooses. At times this individual may seem to be talking to the air, but in fact they are conversing with a higher being. The attendant cannot fight for the master, but can be used once per two turns to materialize in a physical form blocking attacks with its near impenetrable body. The Occuria can also send out a shock-wave, keeping foes away from its master.
As a reaction to an attack, you may summon your Occurian Attendant to take the damage instead. Occurian Attendants have 80 HP, and regain their HP at the end of a long rest. Occuria shockwave is cast as the spell 'Impact' using a basic 1d4 unarmed strike, with a 1d20+WIS attack roll.
[Requires IC Circumstance.]
Aether Affected (T2) - This individual has been directly affected by the Aether, the opposition to the life-stream. They are imbued with a direct link to the source that the crystals draw their power from, although menial in comparison. This grants them a few unique abilities, and increases the potency of their magic - as well as gives them a light blue aetherial aura whenever casting magic.
Boost: +30 Permanent HP, +30 Permanent MP, +30 SP. +2 WIS, +2 INT, +2 CHA.
[Gained via IC Circumstances, likely small event chain, chain requires app unless story directly causes it.]
Unsent (T2) - This individual is an Unsent. They seem to have died at one point, but their soul did not cross into the life-stream correctly. They appear to all others simply as a normal version of themselves, however they do not age. The Life-stream has given them a task that when they fulfill, they will be put back into the life-stream.
Boost: +20 HP, +20 MP, +20 SP.
[Requires IC circumstance or app after death.]
Trance Mode (T4) (Semi) - A state which can be accessed by Genome and Golems alike ; Trance Mode is an ability that arises due to an artifical soul gaining true sentience and individuallity. If a Genome or Golem gained their own true sense of self, their artificial soul would then gain the components of a real soul ; and the two would begin to catalyze together, allowing for the creature to generate massive amounts of Mana, almost like a generator. Trance Mode may be activated as a bonus action, and grants a flowing aura.
While active: 5 Global damage reduction, +5 PDB, MDB, +1 PAB, MAB, +2 to all ability scores. Lasts for 4 rounds, and can only be used once per battle.
[Requires Genome or Golem race.]
Summoner of Yevon (T2) (Semi) - This individual is a Summoner of Yevon. They are a devout of the religion of Yevon, and have the unique ability to travel to shrines of Yevon and obtain free Aeon summons by overcoming the trials within said shrines. When completing a shrine's trial, this summoner is granted the shrine's Aeon without any point cost.
Appointed Guardian (T2) [Semi Unique] - This individual has been appointed as a Guardian by a Yevonite Summoner, and as a result - the residual power of the Aeons is shared to the Guardian, and infused into them - making them somewhat stronger, and more capable of protecting the summoner after a proper ritual has been completed. A Summoner may only appoint up to 3 Guardians. [Incompatible with Kingsglaive.]
+20 HP, +20 MP. +2 Ability score points.
[Only attainable via IC]
Grand Summoner (T4) (Unique) - This individual is the grand summoner of Yevon. They are capable of performing the summoning of the Final Aeon. This allows them to sacrifice their life in order to bestow the power of their soul to one individual, giving that individual a permanent boost of +50 Max HP, +50 Max MP, +2 to all scores. Only a final aeon created in this way is able to permanently kill Sin. (Requires having obtained all Aeon Summons from all Yevon Shrines.)
Embodiment of Sin (T2) - This individual is an embodiment of the monster Sin, which according to Yevonite religious belief, ravages Terra during times of man's dominance. They are a normal person, but every 1 OOC week (or when an Admin prompts you to), you must roll a 1d100. If they roll a 30 or lower, they will gain irresistable urges to destroy whatever is around them for 1 full OOC day. If this happens more than fifteen times, they lose this perk and gain the 'Body of Sin' perk.
Permanent Boost: +50 HP, +50 MP, +2 all ability scores.
[Requires IC Circumstance, Application pre-character, or App upon DR.]
Body of Sin (T4) - This individual has lost their humanity, and been turned into a vessel for the massive monster, Sin. Their conscience still beckons for freedom from this curse deep within, but their existence is now set purely to destroy the natural order of the world. This manifests either as a berserk fury, or scheming machinations. One who has the Body of Sin has an incurably corrupted, and dark heart - and therefore can not be returned to the light by anything but the Light Crystal itself. This grants a 'Sin Form' which may be activated or deactivated at will. [Requires IC Circumstance.]
Permanent Boost: +100 HP, +100 MP, +4 all ability scores. Sin Form attained.
You may customize your Sin Form upon approval.
Half-Esper (Semi-Unique) - This is a race of human-esc people, they can pass almost completely as human, aside from the birthmark on their back depicting them as a Half-Esper, this can be easily covered up though. At some point in history, the blood of a All-powerful Esper was mixed into mortal human blood, creating the first dozen of this kind. Half-Esper have a body that has aetherial magic tied into their very genetics. Half-Esper also have incredible longevity compared to most. They can live as little as three millennia, to five or six. They are a very rare race to find, and are well known for their ability to activate their latent Esper Bloodline, transforming, this allowing them access to a new font of power.
Half Esper can be of any race, and gain the following perks to replace their racials.
Aetherial Body - The Half-Esper can choose to expend 10 Mana to cleanse their body of one status effect and heal themselves 5 health points. This can only be activated once per turn.
Pseudo-Eidolon Transformation (C) - The Half-Esper activates their latent Bloodline, which will affect their physical form in different ways. They take on form akin to the Eidolon they’ve been tied to, increasing their physical power and skill. 15 energy to enter in a scene. This cost goes up by 10 each time they re-enter the form in the same instance, dungeon, or encounter.
(Choose Eidolon in application, this is supposed to not be something you can build around. More so you just get this form when you create your character.)
Stage Two Transformation (A) - This Half-Esper has gone through an extremely taxing event in their life, pushing them past their limits and drawing every drop of aetherial power from their bloodline, further changing their form to match their Eidolon Link, and boosting their power and skill once more.
[Once unlocked the user must spend their entire turn transforming into this form, costs 30 energy to enter and 15 more each time they re-enter it in the same instance, dungeon, or encounter.
Must be in Pseudo form before. ]
(This requires In Character progression to unlock. You must go through a highly strenuous situation, be it the death of a friend, an unbeatable foe, etc. )
To be made clear, these transformations will only last in combat however long the user is alerted to danger if they aren’t they revert. If activated outside of combat both forms last 5 turns before reverting.
Half Esper overrides all racial benefits that an individual obtains from their original race.
Uniques
Stock Cast (T1/Semi Unique) - This person has learned the art of Stock Casting, and is able to utilize 'Stock' gems in order to cast spells of a particular element or magic type, depending on the amount of gems consumed in order to cast the spell. This caps at the B Rank level of a given element. When doing so, you must still drain the cost of the given spell, but this allows you to cast spells you do not know. The rank of the spell cast increases by 1 rank per Gem, starting at E, and capping at B. Stock Gem types are: Fire, Water, Ice, Thunder, Wind, Bio, Cure, Protect, Shell. Spells cast this way gain +3 to hit, +5 damage, and +3 to their DCs.
[Requires completion of at least a single Assignment of any star rank. SeeD only.]
Stock Draw (T2/Semi Unique) - This person has learned to use the 'Stock Draw' ability - which allows them to generate up to 12 Stock Gems of a random element, once every 24 hours ; thus allowing them to distribute these gems amongst their squad, sell them to other SeeD members, or use them to cast Stock spells themselves. Doing so in combat is a Free action.
[Requires completion of at least 1 3 star rank or higher Assignment. SeeD only.]
Stock Empowerment (T2/Semi Unique) - This person has learned to use the 'Stock Empowerment' ability - which allows them to consume 10 Stock Gems of a particular element as a bonus action, to gain a temporary boost dependent on the element in question for the duration of the current battle. You may only have a total of 3 Stock Empowerment bonuses active per battle.
Fire: +5 global damage.
Water: +5 to saving throws.
Ice: +2 global to hit.
Thunder: +3 AC.
Bio: Immunity to Poison, Sleep, Silence, Blind.
Cure: 5 HP regeneration per turn.
Protect: +1 AC, +4 physical damage reduction, +4 magical damage reduction.
[Requires completion of at least 3 3 star rank or higher Assignments. SeeD only.]
Telekinesis (T2/Semi-Unique) - The user has a special bond with their weapon is is able to control it remotely with their mind. This technique only has a medium range, and the user is unable to send the weapon out too far without losing control. Telekinesis also empowers a weapon, granting it +2 to hit , and increasing damage by a flat 10 if expending Mana to use telekinesis. This can be used for Melee range as well.
(Allows the user to expend -5 Mana to make a basic attack at an added 4 tile range.)
[App]
Dual Wield (Semi Unique) (T2) - The individual is ambidextrous, and is able to skillfully fight with a one handed weapon in each hand. Any calculation involving these weapons that results in a .5 is rounded up rather than down or left alone.
(Grants you an extra Melee attack or Melee Ability as long as you are wielding two weapons.)
[App]
Hardened Combatant (T5/Unique) - This person through much experience and battle has increased their skills to be able to act more in a single round of combat. They are limited however to being able to do only 2 melee or magic skills in a turn. They can basic attack up to three times, if they do wish.
[These extra points can be used towards anything BUT an extra 'reaction' action - which can only be taken once a turn no matter what.] [App]
Jack of all trades (T3/Unique) - This individual is a jack of all trades, and are capable of wielding all non special weapon types. They also gain a +1 to hit with all non special weapons. [App]
Strongarm (T3/Unique) - This individual has learned to control a two handed weapon to the point where they are able to wield it in one hand allowing them to dual wield two handed weapons as well as completely freeing up the other hand for other uses. [Requires T3 Strength] [App]
Warrior of Light (T6) - The individual has been deemed worthy by the Knights of the Round, the ethereal guardians of Terra - forged by the Life-stream. This grants them the Light’s Blessing ability, and one free T2 specific immunity to a status ailment chosen at the time of the trial being passed. Only one who has a genuine wish to protect others may be deemed worthy.
+100 HP, +100 MP, +100 SP, permanently.
Light’s Blessing (A) - The Holy Light of the Aether has given the user a direct link to the mana of the universe, making them a conduit of mana just like the crystals each nation harbors. They are infused with great power and can call upon a golden, glowing aura of power. (Requires IC circumstances, including an event chain - a super dungeon, and a super boss fight.)
Drains 10 Mana per turn, grants 50 Shield HP (refreshes only a long rest), +2 to hit, +3 AC, and +20 flat damage to all damage calculations.
King of Lucis (T4) - This individual is the king of Insomnia. They have been granted the ring of Lucis which allows them the power of the crystal as well as the power of their ancestors. As long as they are king and in possession of the crystal they have access to several exclusive abilities. They are able to erect an impenetrable magical shield over their kingdom although doing so ages them faster over time. They are also able to anoint Kingsglaive who will share the power of the king as long as the king is alive. [Gained through IC Circumstance exclusively.]
Kingsglaive (T2) - Having been anointed by the King of Lucis this individual has gained a share of their power. Notably they have gained the warping ability. This lasts for as long as the king is alive, and the crystal is in control of the kingdom of insomnia. Warping to your weapon is a bonus action. Kingsglaive may only use their weapon-warping ability twice per encounter. [Incompatible with Appointed Guardian.]
[Gained through IC Circumstance / app, app will be significantly harder.]
Heir of Lucis (T1) - This individual is the Prince / Princess of Lucis. They are the sole descendant of the King of Lucis, and they are destined to take the helm as ruler after him. They have limited access to the Kingsglaive's weapon-warping ability. The Heir may appoint 1 Kingsglaive per Royal Arm collected, utilizing the Arms as a conduit to grant the power as opposed to the Ring, which has seperate benefits. (twice per encounter). [Gained via pre character creation app, held at very high regard.] [Age 14-17]
Warp (C:Lucis Skill) - This user is able to throw any type of weapon, instantly transferring to it's location upon the weapon hitting a mark. The user is able to throw it in a range of 6 tiles. Warp is a bonus action.
(-15 Mana)
Warp Strike (B:Lucis Skill: Requires Warp) – The user throws their weapon towards an opponent. The moment the user teleports to their target all the momentum created from their warp is carried over into a powerful attack.
(Note: Acts as a normal Weapon Attack, at advantage. -20 Mana.)
Phase (B:Lucis Skill) – The user focuses in on a target watching their every move. Just before their opponent is about to land a blow the user expends large amount of energy to teleport a short distance from the attack leaving only an afterimage of light in their place.
(As a reaction, dodge a single ability / spell. -50 Mana.)
Junction Master (T3) - This individual has learned how to utilize the secret art of Junctioning. Junctioning magic is similar to that of Summoning magic, except it calls on a higher power to embolden one's body and features rather than to summon it forth. A Junction Master is able to set a specific Summon as their 'Guardian Force' - by specifying it before a fight. The Junction Master's list of available Guardian Forces comes from either a list of 3 Summons (of rank C-B) chosen upon attaining this perk [which will be listed in a custom perk, given to the Junction Master as evidence as to which Guardian Forces were selected] - OR, if they are the practitioner of a Summoning type Job ; any Summon they currently have access to may also function as a Guardian Force. However, a Summon that is set as one's Guardian Force may not be summoned in battle, as it is focusing its power on emboldening the user of this perk. A Junction Master gains the following benefits from their chosen Guardian Force:
- Access to all Spells/Abilities the chosen Guardian Force may use. [In the event that an Overdrive skill is used, it costs 50 MP, and also removes all Junction bonuses for 4 turns, as the Guardian Force must recharge. The temporary HP and MP do not refresh when this bonus is restored.]any.
- A bonus to maximum HP as and MP as calculated temporary HP/MP equal to the Guardian Force's maximum HP divided by 2 (rounded down). (To a maximum of 25.)
- Magic attack bonus or physical attack bonus equal to half of the Guardian Force's bonus.
- Damage reduction equal to half of the Guardian Force's DR if it has any.
[App]
Mako Poisoning (Semi-Unique) (T1) - This individual has been exposed to pure, raw Mako through some means - and managed to survive. They gain the following effects:
+20 MP, +20 SP. -2 CON, +2 STR, +2 DEX, +20 Permanent MP.
Mako Affected (Semi-Unique) (T2) - This individual either through the SOLDIER Second Class + program or some other means has been soaked in Mako [Lifestream] Mana just under the point of Mako poisoning, granting them a permanent boost in power, however not allowing the same growth or versatility as Jenova genes. This gives them noticeable light green eyes.
Boost: +30 Permanent HP, +30 Permanent MP, +30 SP. +2 Strength, +2 CON, +2 DEX.
[Gained via IC Circumstances, likely small event chain, chain requires app unless story directly causes it.]
Imperfect Jenova Cells(T3) - The user has been injected as a fetus with cells from an otherworldly creature that have drastically affected their growth. The baby is born as a super soldier, and will grow into a warrior that will stand above the others. This individual is also capable of injecting their cells into another slowly turning them into a clone of the user. Those cloned will slowly start to take on the appearance of the original body changing their hair color, body shape, and even sex. Clones are capable of learning abilities that the original body has at half the cost. This individual however did not get a perfected gene of the jenova cells, and their body as well as the body of the clones to degrade over time usually killing the individual before the age of 40. {Ex. Angeal, Genesis} [Requires IC Circumstance or an app, app will be significantly harder.]
Boost: +50 Permanent HP, +30 MP, +30 SP. +4 STR, +4 DEX, +2 CON.
Cured Jenova Cells(T3) - This individual has undergone the hellish curse of being implanted with Imperfect Jenova Cells, and miraculously has come out with their life. The causes for this are 'generally' unknown, but a person whose Imperfect Jenova Cells have been cured retains the immense power granted by them. The stability of their cells however removes their ability to inject the DNA into others, and mutate them into clones. [Requires IC Circumstance, requires Imperfect Jenova cells.]
(Removes clone creation ability, but grants +10 additional HP, MP, and SP - and removes early death penalty.)
Harbinger of Chaos (T4) - The user has awakened the true power of chaos inside them. At any time they are able to access this form, but can only control it if they possess the protomateria. The user becomes a demonic creature sprouting a pair of wings capable of agile flight. They also gain access to the death penalty. A massive gun that fires a powerful beam of Mana, and increases its power the more souls it absorbs. { Ex. Vincent }
+50 permanent HP, +30 MP, +30 SP.
(Requires IC Circumstance or an app, app will be significantly harder.)
Perfect Jenova Cells(T5) -This individual has received a much more perfected version of Jenova cells removing the degrading aspect from them. They are also able to incubate their cells inside of a host taking them over, and turning into a perfect copy. This essentially allows this individual to return to life after death. { Ex. Sephiroth}
Boost: +100 Permanent HP, +50 Permanent MP, +50 SP. +4 STR, +4 CON, +4 DEX.
[Requires IC Circumstance]
L'Cie (T2) - This individual has been chosen by a Crystal to carry out its will. They are given a branding on their arm, and a focus. If they do not achieve this focus within five years of being branded, they will turn into a horrid crystal abomination, a C'ieth, with tremendous power. As a L'Cie, they have been washed of all knowledge of their prior jobs - and instead been given access to paradigms, a direct funnel of the crystal's power that can be shifted betwixt. [Requires IC Circumstance, or APP disables Jobs ; replaces current Job and Subjob with L'cie. Refunds any job perks / abilities purchased prior to attaining L'cie.]
Occurian Attendant (T3) - This individual has a guardian spirit in the form of an Occurian. The occuria is an aetherial being, and will only be visible to those it chooses. At times this individual may seem to be talking to the air, but in fact they are conversing with a higher being. The attendant cannot fight for the master, but can be used once per two turns to materialize in a physical form blocking attacks with its near impenetrable body. The Occuria can also send out a shock-wave, keeping foes away from its master.
As a reaction to an attack, you may summon your Occurian Attendant to take the damage instead. Occurian Attendants have 80 HP, and regain their HP at the end of a long rest. Occuria shockwave is cast as the spell 'Impact' using a basic 1d4 unarmed strike, with a 1d20+WIS attack roll.
[Requires IC Circumstance.]
Aether Affected (T2) - This individual has been directly affected by the Aether, the opposition to the life-stream. They are imbued with a direct link to the source that the crystals draw their power from, although menial in comparison. This grants them a few unique abilities, and increases the potency of their magic - as well as gives them a light blue aetherial aura whenever casting magic.
Boost: +30 Permanent HP, +30 Permanent MP, +30 SP. +2 WIS, +2 INT, +2 CHA.
[Gained via IC Circumstances, likely small event chain, chain requires app unless story directly causes it.]
Unsent (T2) - This individual is an Unsent. They seem to have died at one point, but their soul did not cross into the life-stream correctly. They appear to all others simply as a normal version of themselves, however they do not age. The Life-stream has given them a task that when they fulfill, they will be put back into the life-stream.
Boost: +20 HP, +20 MP, +20 SP.
[Requires IC circumstance or app after death.]
Trance Mode (T4) (Semi) - A state which can be accessed by Genome and Golems alike ; Trance Mode is an ability that arises due to an artifical soul gaining true sentience and individuallity. If a Genome or Golem gained their own true sense of self, their artificial soul would then gain the components of a real soul ; and the two would begin to catalyze together, allowing for the creature to generate massive amounts of Mana, almost like a generator. Trance Mode may be activated as a bonus action, and grants a flowing aura.
While active: 5 Global damage reduction, +5 PDB, MDB, +1 PAB, MAB, +2 to all ability scores. Lasts for 4 rounds, and can only be used once per battle.
[Requires Genome or Golem race.]
Summoner of Yevon (T2) (Semi) - This individual is a Summoner of Yevon. They are a devout of the religion of Yevon, and have the unique ability to travel to shrines of Yevon and obtain free Aeon summons by overcoming the trials within said shrines. When completing a shrine's trial, this summoner is granted the shrine's Aeon without any point cost.
Appointed Guardian (T2) [Semi Unique] - This individual has been appointed as a Guardian by a Yevonite Summoner, and as a result - the residual power of the Aeons is shared to the Guardian, and infused into them - making them somewhat stronger, and more capable of protecting the summoner after a proper ritual has been completed. A Summoner may only appoint up to 3 Guardians. [Incompatible with Kingsglaive.]
+20 HP, +20 MP. +2 Ability score points.
[Only attainable via IC]
Grand Summoner (T4) (Unique) - This individual is the grand summoner of Yevon. They are capable of performing the summoning of the Final Aeon. This allows them to sacrifice their life in order to bestow the power of their soul to one individual, giving that individual a permanent boost of +50 Max HP, +50 Max MP, +2 to all scores. Only a final aeon created in this way is able to permanently kill Sin. (Requires having obtained all Aeon Summons from all Yevon Shrines.)
Embodiment of Sin (T2) - This individual is an embodiment of the monster Sin, which according to Yevonite religious belief, ravages Terra during times of man's dominance. They are a normal person, but every 1 OOC week (or when an Admin prompts you to), you must roll a 1d100. If they roll a 30 or lower, they will gain irresistable urges to destroy whatever is around them for 1 full OOC day. If this happens more than fifteen times, they lose this perk and gain the 'Body of Sin' perk.
Permanent Boost: +50 HP, +50 MP, +2 all ability scores.
[Requires IC Circumstance, Application pre-character, or App upon DR.]
Body of Sin (T4) - This individual has lost their humanity, and been turned into a vessel for the massive monster, Sin. Their conscience still beckons for freedom from this curse deep within, but their existence is now set purely to destroy the natural order of the world. This manifests either as a berserk fury, or scheming machinations. One who has the Body of Sin has an incurably corrupted, and dark heart - and therefore can not be returned to the light by anything but the Light Crystal itself. This grants a 'Sin Form' which may be activated or deactivated at will. [Requires IC Circumstance.]
Permanent Boost: +100 HP, +100 MP, +4 all ability scores. Sin Form attained.
You may customize your Sin Form upon approval.
Half-Esper (Semi-Unique) - This is a race of human-esc people, they can pass almost completely as human, aside from the birthmark on their back depicting them as a Half-Esper, this can be easily covered up though. At some point in history, the blood of a All-powerful Esper was mixed into mortal human blood, creating the first dozen of this kind. Half-Esper have a body that has aetherial magic tied into their very genetics. Half-Esper also have incredible longevity compared to most. They can live as little as three millennia, to five or six. They are a very rare race to find, and are well known for their ability to activate their latent Esper Bloodline, transforming, this allowing them access to a new font of power.
Half Esper can be of any race, and gain the following perks to replace their racials.
Aetherial Body - The Half-Esper can choose to expend 10 Mana to cleanse their body of one status effect and heal themselves 5 health points. This can only be activated once per turn.
Pseudo-Eidolon Transformation (C) - The Half-Esper activates their latent Bloodline, which will affect their physical form in different ways. They take on form akin to the Eidolon they’ve been tied to, increasing their physical power and skill. 15 energy to enter in a scene. This cost goes up by 10 each time they re-enter the form in the same instance, dungeon, or encounter.
(Choose Eidolon in application, this is supposed to not be something you can build around. More so you just get this form when you create your character.)
Stage Two Transformation (A) - This Half-Esper has gone through an extremely taxing event in their life, pushing them past their limits and drawing every drop of aetherial power from their bloodline, further changing their form to match their Eidolon Link, and boosting their power and skill once more.
[Once unlocked the user must spend their entire turn transforming into this form, costs 30 energy to enter and 15 more each time they re-enter it in the same instance, dungeon, or encounter.
Must be in Pseudo form before. ]
(This requires In Character progression to unlock. You must go through a highly strenuous situation, be it the death of a friend, an unbeatable foe, etc. )
To be made clear, these transformations will only last in combat however long the user is alerted to danger if they aren’t they revert. If activated outside of combat both forms last 5 turns before reverting.
Half Esper overrides all racial benefits that an individual obtains from their original race.