Post by Mog Boss on Mar 27, 2019 0:39:00 GMT
Human - A generic race of people, they don’t have any outstanding physical features like other races. However compared to most, humans tend to have higher determinations and willpower to be considered on par with other genetically superior races.
Human Determination - This person is determined, they’ve set their goals and will stop at nothing to achieve this. They get a short burst of inspiration to help push them towards their goals. This allows them to add +5 to a single roll. It can only be used once per encounter, dungeon, or instance.
The Will to Overcome - A humans Will is one of their most admirable traits, nigh impossible to break for some. They can use this willpower to overcome weak levels of mind control however this only works once. Additionally, they can instead overcome one status ailment. This effect can only be activated once per encounter, instance, or dungeon. This only applies to mortal-level mind control, i.e. from creatures such as Mindflayers. It does not apply to Mind Control or things inflicted by Unique perks such as Body of Sin, Embodiment of Sin, Fal'Cie, L'Cie, or anything similar to them.
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Guado - A somewhat human like race of people, who have two distinct features - they have extremely long, lanky arms - as well as long, sharply shaped fingers. They generally settle within forests, but Guado do migrate to other regions at times. They are native to the land of Midgar and are said to be somewhat distant relatives of the Cetra. Unlike the Cetra however, the Guado have a latent connection to the concept of death, and the Aether - able to see visions of the dead and beckon spirits forth from the Aether.
Guado Physiology - Guado have extremely long arms, with sharp claw-like hands. They gain +1 tile attack range with all Melee weapons, and may use 'Guado Rend' as a bonus action, as a Melee Attack Roll scaling to STR, and dealing 1d8+STR damage on a successful hit. Guado also gain a +2 to WIS. Guado Rend has +1 to hit, and deals 2 additional damage.
Connection to Death - Guado are immune to the 'Doom' status effect, and due to their latent connection to the Aether - may return a single individual from the Aether as an 'Unsent' by drawing on the connection and bonds they have formed with them. This may only be used once per lifetime.
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Cyborg [Semi-Unique] - A Cyborg is an individual who has had their body modified to have the inclusion of technology upon their biology.
Mana Core - A Cyborg has Magitek technology within them, somewhere in their body - powered by a Magitek Core. This core grants them +40 MP, and also increases the damage of Magical attacks by +5.
Cybernetic Resilience - A Cyborg has a much more sturdy body than a normal organism, and therefore gains +3 global damage reduction, as well as +1 AC.
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Miqo’te - This is a race of people that are human in almost every way, however they have cat ears instead of human ears and they have cat tails protruding from their backside. Due to their feline lineage, they have incredible reflexes.
Feline Grace - Miqo’te when falling are almost sure to land more gracefully than any other race, granting them a reduced damage to falling. 10 damage reduced per tier of reflex when calculating fall damage.
Miqo’te Agility - This race is well known for its feline traits, they can use their agility to avoid large area of attacks more easily than other races. Miqo’te gain advantage on reflex saving throws.
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Gnath - A race of bipedal bug-men. While their limbs are rather spindly and curved on the outside, within the chitinous armor layered muscle coats their bones. While the Gnath generally don't tend to live very long lives, they mature at a very young age and sustain their physical peak for most of their lives.
Layered Muscle - Gnath are typically very physically inclined creatures giving the creature +20 total HP and +2 to Strength.
Exoskeleton - Gnath have a extremely tough shell that protects their gooey insides. They can harden this in extreme moments, allowing them to reduce the total damage taken in a turn by 10. This however can't reduce an attack below half damage, and goes on a 3 turn cooldown once used.
Carapace of Ravana - Once Gnath have gathered enough ritualistic sacrifice, they can preform a ritual to their god Ravana. Typically the sacrifice can range in terms of vices of victory gathered from beasts that have been defeated, powerful magical items, and extreme degrees of gil. If Ravana respects your sacrifice he will grant you with an advanced carapace allowing you two additional arms. (This grants you an extra Weapon attack whenever making the first Weapon Attack on a turn.)
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Namazu - The Namazu are a short, chubby, catfish-like beast tribe. Unlike most beastmen races, they are not associated with any known primal (though Namazu worship a fish-like entity known as "the Big One," there is no evidence it has ever been summoned as a primal), though their belief in the kami suggests that they worship Susano and Tsukuyomi.
The Big One's Wisdom - Namazu are gifted with great inner wisdom, and emotional clarity. As a result, Namazu gain +2 WIS, +20 MP, and +1 to all Magical Attack Rolls.
Crafter-Gatherers - The Namazu are most well known for their roles as crafters, and gatherers. A Namazu gains an extra Gatherer slot, as well as an extra Crafting slot. In addition, weapons and armor crafted by Namazu gain +1 quality compared to their original amount. Meaning that a Silver gilded weapon would be +2, and a Platinum gilded weapon would be +4, for example.
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Viera - This race of people are humans that have bunny like features. Most notably the long bunny ears residing upon each of their heads. They have small fluffy tails on their backside, but depending on their lineage this can be very small or average sized. Viera are well known for their incredible speed and leaping, their hearing is unmatched within the other races.
Bunny Ears - Viera have an amazing sense of hearing and thusly can not be snuck up on. The slightest sound is easy captured within a range. Anything moving that is capable of making sound no matter how quiet, can be heard within 3 tiles of this person in all directions. This adversely can’t be used against them, as they can deafen their hearing slightly, however sound based skills still work on them.
Rabbit Legs - This race has very strong legs, even at birth. They can jump up to 15 feet in the air or 3 additional tiles admist movement in any direction for 5 Mana.
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Lalafell - This is a race of very short humans. They can grow to be 3 feet tall averagely, and 3 1/2 feet tall maximum. They often get mistaken for children due to their childlike looks and height. They can have normal human ears or more pointed horizontal ears. Lalafells are known for incredible enchanting skills, and have adapted to use their size to their own advantage.
Natural Enchanters - Lalafell are known for their amazing enchanting skills, and averagely craft enchanted items with less practice and more ease then other races. Lalafell start with T3 Enchantment. Enchanting also does not take up one of their crafting slots.
Pint Size - Lalafells are very tiny compared to the other races and have an easier time getting into small places, they can occupy the same tile as another person and if the willing person whom the Lalafell is sharing a tile with wants, they can be a shield and take half of the damage from an attack for the Lalafell. Lalafell gain a +2 to WIS.
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Roegadyn - This race is the complete opposite of the Lalafell, they are largely taller and better built than your average human, however they are still human in shape and their skin can range from green, tan, and white. Green Roegadyn are very rare, compared to their tan and white brethren. This race excels at smithing and generally take up weapon or armorsmithing at a young age. Roegadyn are also known for their incredible physical strength when lifting or moving something.
Natural Smithy - Roegadyn are adept at smithing and generally take it up at a young age. They can choose armor or weaponsmithing in creation without it taking a slot and start at T2.
Roegadyn Strength - This person can lift, push, pull, etc with incredible strength and efficiency. This does not translate to combat strength, however they can use this to their advantage in combat to move debris or obstacles on the field. Roegadyn gain a +2 to their Strength score.
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Ronso - The Ronso are a peaceful Beastmen tribe that are native to the coastal shores of the western Spira region. They are some of the only Beastmen that are on good terms with Humans. The primal they worship is Ixion, the Stormhorse. They worship Storms and Rain, as storms bring high tide; which allows for greater fishing harvests, thus allowing them to propser.
Nature Lore - Ronso have a deep connection with nature, and understand monsters well. Ronso may gain an amount of BLU abilities from the BLU spell list equal to that of a BLU mage, even without choosing the class.
Ronso Resilience - Ronso, due to their connection with Ixion, the Stormhorse - have tempered their body throughout the ages against lightning and electricity. Ronso have resistance to Thunder damage.
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Au Ra - The Au Ra are a race of reptilian humanoids. Most Au Ra are tribal creatures choosing to stay within their tribes where they fight for supremacy among their rivals. There are many Au Ra that choose to integrate into society forsaking their tribal lives. Au Ra's have a rougher skin texture, with patches of brilliant scales covering areas of their body. They sprout horns that are vital to an Au Ra's functioning life.
Cranial Projections - An Au Ra's horns are directly connected to their brain serving as a powerful sensory organ that can allow them to perceive the normally unperceivable. An Au Ra can sense anything within a 4 tile radius regardless of whether it is invisible or underground. This also makes Au Ra's nearly impossible to sneak up on as they will sense everything within their radius.
Preemptive Instincts - An Au Ra knows when it is time to strike. Years of war have built in instincts into the Au Ra's being given them an almost paranormal sense of when a battle is about to start. When a battle begins Au Ra have +1 initiative, and a +1 attack bonus to Physical Attacks.
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Al-Bhed [Semi-Unique] - A race of highly intelligent humans, who have looked toward the future. They are known for being incredibly good with machines and machinery. Most of the well known machines in the world were more than likely build by and Albhed. They know the ins and outs of machinery just by the looks, and can target critical spots with ease.
Master Machinist - Al-Bhed start with the 'Initiate Roboticist' and 'Basic Machina Weaponsmith' perks, irregardless of job.
Critical Thinker - This Al-Bhed has looked at a machine and assessed its build, they know all of the weak points it might have or even the weakest point and can deal double damage to any type of machine.
Pilot - Al-Bhed are undeniably smart and thusly can drive any machine put in front of them.
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Moogle - A race of strange, magical creatures. They are small in stature, but they make up for it with their lovable nature, and inherent mystical power.
Moogle Power - Moogles naturally have higher magical reserves, granting them +50 flat MP on creation.
Cute Thing - Moogles are very cute things! They have advantage on all persuasion, and Charisma checks for the sake of social interaction, Kupo!
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Gria - Gria are a race of winged Humanoids, who also have small, dragon-like tails and horns. Seemingly, they are draconic in origin. Gria have a strong sense of loyalty, and an honest nature. They are unable to use their wings for flight, however.
Inner Strength - Once per encounter, Gria are able to channel their inner strength to impose advantage on a single roll.
Gria Stamina - Gria are somewhat more resilient than other races, gaining +10 HP on creation, as well as 1 flat impenetrable damage reduction from all sources.
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Cetra [Unique] - The Setra are the originators of the Human race. Setra are Humans whose bloodlines are not tainted, and still carry the blood of the ancient tribe of Humans who lived in harmony with the life-stream. Their magical potency is extremely high, and they are natural healers. On top of that, they have the eerie ability to sense the surroundings around them - as well as to communicate directly with the life-stream.
[Abilities hidden.]
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Genome [Semi-Unique] - Genome are artificially created souls that are made from leftover residual energy in the Lifestream crystal. When all is in balance, it is possible for the Lifestream to build up an excess in energy - and Genome are the result of that. Genome do not appear to age, and all have the strange trait of having a Monkey tail. They are essentially 'blank slate' beings with an aptitude to learn similar to humans.
Lifestream Connection - Similar to Cetra, Genome are inherently linked to the Lifestream, just in a different way. Being artificial souls created entirely by the lifestream, they have very little sense of urgency as they know they will one day join it again, and be recycled into the cycle of rebirth. While they are alive however, their Lifestream energy is quite potent, gaining them +2 to all physical ability scores [STR, DEX, CON], and luminescent green eyes.
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Golem [Semi-Unique] - Golems are similar to Genome, in that they are created via the excess energy of a crystal, and are artificial souls. In the case of a Golem, they are created by excess energy from the Aether crystal - giving them a more potent connection to the crystal itself. For that reason, Golem are more often found in the Lucia Kingdom due to proximity to the Aether crystal.
Aether Connection - Adverse to Genome, Golem too are usually lacking of a sense of urgency as they understand their souls will one day be filtered through the Aether crystal. Their connection grants them higher magical potency, as opposed to physical ; granting them +2 to all mental ability scores [INT, WIS, CHA.]
[More to be added later, potentially.]
Human Determination - This person is determined, they’ve set their goals and will stop at nothing to achieve this. They get a short burst of inspiration to help push them towards their goals. This allows them to add +5 to a single roll. It can only be used once per encounter, dungeon, or instance.
The Will to Overcome - A humans Will is one of their most admirable traits, nigh impossible to break for some. They can use this willpower to overcome weak levels of mind control however this only works once. Additionally, they can instead overcome one status ailment. This effect can only be activated once per encounter, instance, or dungeon. This only applies to mortal-level mind control, i.e. from creatures such as Mindflayers. It does not apply to Mind Control or things inflicted by Unique perks such as Body of Sin, Embodiment of Sin, Fal'Cie, L'Cie, or anything similar to them.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Guado - A somewhat human like race of people, who have two distinct features - they have extremely long, lanky arms - as well as long, sharply shaped fingers. They generally settle within forests, but Guado do migrate to other regions at times. They are native to the land of Midgar and are said to be somewhat distant relatives of the Cetra. Unlike the Cetra however, the Guado have a latent connection to the concept of death, and the Aether - able to see visions of the dead and beckon spirits forth from the Aether.
Guado Physiology - Guado have extremely long arms, with sharp claw-like hands. They gain +1 tile attack range with all Melee weapons, and may use 'Guado Rend' as a bonus action, as a Melee Attack Roll scaling to STR, and dealing 1d8+STR damage on a successful hit. Guado also gain a +2 to WIS. Guado Rend has +1 to hit, and deals 2 additional damage.
Connection to Death - Guado are immune to the 'Doom' status effect, and due to their latent connection to the Aether - may return a single individual from the Aether as an 'Unsent' by drawing on the connection and bonds they have formed with them. This may only be used once per lifetime.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Cyborg [Semi-Unique] - A Cyborg is an individual who has had their body modified to have the inclusion of technology upon their biology.
Mana Core - A Cyborg has Magitek technology within them, somewhere in their body - powered by a Magitek Core. This core grants them +40 MP, and also increases the damage of Magical attacks by +5.
Cybernetic Resilience - A Cyborg has a much more sturdy body than a normal organism, and therefore gains +3 global damage reduction, as well as +1 AC.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Miqo’te - This is a race of people that are human in almost every way, however they have cat ears instead of human ears and they have cat tails protruding from their backside. Due to their feline lineage, they have incredible reflexes.
Feline Grace - Miqo’te when falling are almost sure to land more gracefully than any other race, granting them a reduced damage to falling. 10 damage reduced per tier of reflex when calculating fall damage.
Miqo’te Agility - This race is well known for its feline traits, they can use their agility to avoid large area of attacks more easily than other races. Miqo’te gain advantage on reflex saving throws.
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Gnath - A race of bipedal bug-men. While their limbs are rather spindly and curved on the outside, within the chitinous armor layered muscle coats their bones. While the Gnath generally don't tend to live very long lives, they mature at a very young age and sustain their physical peak for most of their lives.
Layered Muscle - Gnath are typically very physically inclined creatures giving the creature +20 total HP and +2 to Strength.
Exoskeleton - Gnath have a extremely tough shell that protects their gooey insides. They can harden this in extreme moments, allowing them to reduce the total damage taken in a turn by 10. This however can't reduce an attack below half damage, and goes on a 3 turn cooldown once used.
Carapace of Ravana - Once Gnath have gathered enough ritualistic sacrifice, they can preform a ritual to their god Ravana. Typically the sacrifice can range in terms of vices of victory gathered from beasts that have been defeated, powerful magical items, and extreme degrees of gil. If Ravana respects your sacrifice he will grant you with an advanced carapace allowing you two additional arms. (This grants you an extra Weapon attack whenever making the first Weapon Attack on a turn.)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Namazu - The Namazu are a short, chubby, catfish-like beast tribe. Unlike most beastmen races, they are not associated with any known primal (though Namazu worship a fish-like entity known as "the Big One," there is no evidence it has ever been summoned as a primal), though their belief in the kami suggests that they worship Susano and Tsukuyomi.
The Big One's Wisdom - Namazu are gifted with great inner wisdom, and emotional clarity. As a result, Namazu gain +2 WIS, +20 MP, and +1 to all Magical Attack Rolls.
Crafter-Gatherers - The Namazu are most well known for their roles as crafters, and gatherers. A Namazu gains an extra Gatherer slot, as well as an extra Crafting slot. In addition, weapons and armor crafted by Namazu gain +1 quality compared to their original amount. Meaning that a Silver gilded weapon would be +2, and a Platinum gilded weapon would be +4, for example.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Viera - This race of people are humans that have bunny like features. Most notably the long bunny ears residing upon each of their heads. They have small fluffy tails on their backside, but depending on their lineage this can be very small or average sized. Viera are well known for their incredible speed and leaping, their hearing is unmatched within the other races.
Bunny Ears - Viera have an amazing sense of hearing and thusly can not be snuck up on. The slightest sound is easy captured within a range. Anything moving that is capable of making sound no matter how quiet, can be heard within 3 tiles of this person in all directions. This adversely can’t be used against them, as they can deafen their hearing slightly, however sound based skills still work on them.
Rabbit Legs - This race has very strong legs, even at birth. They can jump up to 15 feet in the air or 3 additional tiles admist movement in any direction for 5 Mana.
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Lalafell - This is a race of very short humans. They can grow to be 3 feet tall averagely, and 3 1/2 feet tall maximum. They often get mistaken for children due to their childlike looks and height. They can have normal human ears or more pointed horizontal ears. Lalafells are known for incredible enchanting skills, and have adapted to use their size to their own advantage.
Natural Enchanters - Lalafell are known for their amazing enchanting skills, and averagely craft enchanted items with less practice and more ease then other races. Lalafell start with T3 Enchantment. Enchanting also does not take up one of their crafting slots.
Pint Size - Lalafells are very tiny compared to the other races and have an easier time getting into small places, they can occupy the same tile as another person and if the willing person whom the Lalafell is sharing a tile with wants, they can be a shield and take half of the damage from an attack for the Lalafell. Lalafell gain a +2 to WIS.
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Roegadyn - This race is the complete opposite of the Lalafell, they are largely taller and better built than your average human, however they are still human in shape and their skin can range from green, tan, and white. Green Roegadyn are very rare, compared to their tan and white brethren. This race excels at smithing and generally take up weapon or armorsmithing at a young age. Roegadyn are also known for their incredible physical strength when lifting or moving something.
Natural Smithy - Roegadyn are adept at smithing and generally take it up at a young age. They can choose armor or weaponsmithing in creation without it taking a slot and start at T2.
Roegadyn Strength - This person can lift, push, pull, etc with incredible strength and efficiency. This does not translate to combat strength, however they can use this to their advantage in combat to move debris or obstacles on the field. Roegadyn gain a +2 to their Strength score.
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Ronso - The Ronso are a peaceful Beastmen tribe that are native to the coastal shores of the western Spira region. They are some of the only Beastmen that are on good terms with Humans. The primal they worship is Ixion, the Stormhorse. They worship Storms and Rain, as storms bring high tide; which allows for greater fishing harvests, thus allowing them to propser.
Nature Lore - Ronso have a deep connection with nature, and understand monsters well. Ronso may gain an amount of BLU abilities from the BLU spell list equal to that of a BLU mage, even without choosing the class.
Ronso Resilience - Ronso, due to their connection with Ixion, the Stormhorse - have tempered their body throughout the ages against lightning and electricity. Ronso have resistance to Thunder damage.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Au Ra - The Au Ra are a race of reptilian humanoids. Most Au Ra are tribal creatures choosing to stay within their tribes where they fight for supremacy among their rivals. There are many Au Ra that choose to integrate into society forsaking their tribal lives. Au Ra's have a rougher skin texture, with patches of brilliant scales covering areas of their body. They sprout horns that are vital to an Au Ra's functioning life.
Cranial Projections - An Au Ra's horns are directly connected to their brain serving as a powerful sensory organ that can allow them to perceive the normally unperceivable. An Au Ra can sense anything within a 4 tile radius regardless of whether it is invisible or underground. This also makes Au Ra's nearly impossible to sneak up on as they will sense everything within their radius.
Preemptive Instincts - An Au Ra knows when it is time to strike. Years of war have built in instincts into the Au Ra's being given them an almost paranormal sense of when a battle is about to start. When a battle begins Au Ra have +1 initiative, and a +1 attack bonus to Physical Attacks.
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Al-Bhed [Semi-Unique] - A race of highly intelligent humans, who have looked toward the future. They are known for being incredibly good with machines and machinery. Most of the well known machines in the world were more than likely build by and Albhed. They know the ins and outs of machinery just by the looks, and can target critical spots with ease.
Master Machinist - Al-Bhed start with the 'Initiate Roboticist' and 'Basic Machina Weaponsmith' perks, irregardless of job.
Critical Thinker - This Al-Bhed has looked at a machine and assessed its build, they know all of the weak points it might have or even the weakest point and can deal double damage to any type of machine.
Pilot - Al-Bhed are undeniably smart and thusly can drive any machine put in front of them.
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Moogle - A race of strange, magical creatures. They are small in stature, but they make up for it with their lovable nature, and inherent mystical power.
Moogle Power - Moogles naturally have higher magical reserves, granting them +50 flat MP on creation.
Cute Thing - Moogles are very cute things! They have advantage on all persuasion, and Charisma checks for the sake of social interaction, Kupo!
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Gria - Gria are a race of winged Humanoids, who also have small, dragon-like tails and horns. Seemingly, they are draconic in origin. Gria have a strong sense of loyalty, and an honest nature. They are unable to use their wings for flight, however.
Inner Strength - Once per encounter, Gria are able to channel their inner strength to impose advantage on a single roll.
Gria Stamina - Gria are somewhat more resilient than other races, gaining +10 HP on creation, as well as 1 flat impenetrable damage reduction from all sources.
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Cetra [Unique] - The Setra are the originators of the Human race. Setra are Humans whose bloodlines are not tainted, and still carry the blood of the ancient tribe of Humans who lived in harmony with the life-stream. Their magical potency is extremely high, and they are natural healers. On top of that, they have the eerie ability to sense the surroundings around them - as well as to communicate directly with the life-stream.
[Abilities hidden.]
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Genome [Semi-Unique] - Genome are artificially created souls that are made from leftover residual energy in the Lifestream crystal. When all is in balance, it is possible for the Lifestream to build up an excess in energy - and Genome are the result of that. Genome do not appear to age, and all have the strange trait of having a Monkey tail. They are essentially 'blank slate' beings with an aptitude to learn similar to humans.
Lifestream Connection - Similar to Cetra, Genome are inherently linked to the Lifestream, just in a different way. Being artificial souls created entirely by the lifestream, they have very little sense of urgency as they know they will one day join it again, and be recycled into the cycle of rebirth. While they are alive however, their Lifestream energy is quite potent, gaining them +2 to all physical ability scores [STR, DEX, CON], and luminescent green eyes.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Golem [Semi-Unique] - Golems are similar to Genome, in that they are created via the excess energy of a crystal, and are artificial souls. In the case of a Golem, they are created by excess energy from the Aether crystal - giving them a more potent connection to the crystal itself. For that reason, Golem are more often found in the Lucia Kingdom due to proximity to the Aether crystal.
Aether Connection - Adverse to Genome, Golem too are usually lacking of a sense of urgency as they understand their souls will one day be filtered through the Aether crystal. Their connection grants them higher magical potency, as opposed to physical ; granting them +2 to all mental ability scores [INT, WIS, CHA.]
[More to be added later, potentially.]