Post by FF:JE Manager on Jan 1, 2012 12:19:06 GMT
Racial Evolutions:
Racial evolutions are steps forward in evolution taken by members of certain races, allowing them to gain more powerful abilities dependant on their evolution. Evolutions have specific requirements all of which must be met before obtaining this evolution.
Human
Name:
Lama
Information:
Some humans through religion or experience manage to be attuned to the spiritual world on a deep level, to the point where they can tap into it for power or knowledge.
Qualifications:
Acquire 4 Summons
Have 2 level 3 CA's or Magic
-or-
Become deeply linked to the spirits or gaia
Have 2 Summons, 2 level 3 CA's and 2 level 3 Magic.
Additional Species Skill:
Guidance:
Free Magic:
A Lama is extremely close to the spiritual world. Upon evolving into a Lama the human gains a free magic. (However you must start with the lowest level of the spell)
Spiritual Combat Ability:
Access to a level 4 CA powered by the spirits of gaia.
Name:
Overman
Information:
Some humans some how manage to unlock a power that elevates them along the evolutionary step, making them very close to E-humans. However this power is unlocked not by being born at this stage but through ascension by Magic or Science. Most SOLDIERs are close to what the Overman is, but they have not yet reached this level.
Qualifications:
A combination of 6 Level 3 CA's and Magic.
Additional Species Skill:
Mighty Guard:
An Overman unlocks a hidden power that can bolster their defenses to a higher level. A Skill that inflicts Protect, Shell and Reflect onto the party. Costs 100MP
Free Combat Ability:
An Overman spend their time developing themselves, pushing their abilities to the limit. Upon evolving into an Overman the human gains a new Combat ability. (However you must start with the lowest level.)
Overman Skill:
Allows a level 4 upgrade to one of their combat abilities.
Enhanced Humans
Name:
Augur
Information:
Augurs are E-humans who are what they are becuase of magic, they find that when they learn their true source that they become close to the flow of Mana through out the world. They can feel magic itself around them if they focus.
Qualifications:
A Combination of 6 level 3 CA's and Magic.
Know that you are what you are becuase of Magic.
Additional Species Skill:
Spell Eater:
Augurs unlocking their latent magical powers have gained the ability to devour an elemental spell cast at them. A skill that restores the users HP for the same amount of damage that the spell should of done. Costs 50MP takes up two actions.
Spirit Break
Augurs unlock the power to further weaken their targets in order to make their magic hit harder. A skill that deals no damage but lowers the targets Spr by 100 points. Costs 75MP.
Magical Mastery
Augurs amongst the closest beings that spring from humanity to the magical source. Upon becoming an Augur the human gains a free magic. (However you must start with the lowest level of the spell)
Name:
Manufactured
Information:
Manufactured are E-humans who are what they are becuase of science, the knowledge affects the Manufactured differently but more often than not they become alittle unhinged. Either way they understand their body better and are able to trigger a change within it.
Qualifications:
A Combination of 6 level 3 CA's and Magic.
Know that you are what you are becuase of Science.
Additional Species Skill:
Second Form:
Manufactured Humans have the unfortunate ability to transform in battle. In this form a Manufactured gains an extra 1000 stat points and the stats can be altered at creation [If you have 2300 points normally, your altered form will have 3300. And the stat points do not have to be set out in the same way as the original form.]. This second form requires a round to turn into and costs 200MP per turn.
Flawed:
While in the altered form the manufactured loses all weapon and armour bonus's, all status and elemental immunities, loses the ability to use items and becomes immune to the fount status effect.
Power of Science:
Allows a level 4 upgrade to one of their combat abilities, including the mutation combat ability.
Cetran
Name:
Druids
Information:
Druids are Cetrans who have a close enough link to Gaia that they are choosen by the planet to undergo a unique evolutionary step that brings them even closer to the planet and nature itself.
Qualifications:
Communication with the planet on a regular occurance.
Have 2 Summons, 2 level 3 CA's and 2 level 3 Magic.
Additional Species Skill:
Natural Protection:
Gaia will protect Druids valiantly when and where it can. In battle's in places where nature rules [jungles, wild grassland, mountains] Gaia will work towards protecting the Druid using nature itself. Reducing all physical damage by half.
Free Magic:
Gaia's Blessing
Access to a level 4 CA powered by Gaia itself.
Name:
The Marked
Information:
The Marked are cetrans who avoid relying on the planet for anything, some marked even carry jenova cells in their bloodline. Whether their Jenova cells become active or they continue to avoid using the planets power they become marked by Gaia, finding that the world is crueler to them, thus making them tougher than most.
Qualifications:
8 or More Combat abilities slots used, 3 of which are at level 3.
Under 4 Magic slots used, 2 or less at level 3
Additional Species Skill:
Planet Foe:
Due to their Jenova cells the Marked becoe stronger and more dangerous towards Gaian's. They gain 20 HP and inflict an extra 10 damage to any creature of Gaia (this includes undead). However Gaian creatures also deal an extra 10 damage as the planet tries to purge them.
Only Marked whose Jenova cells have awakened gain this.
Free Combat Ability:
Upon evolving the centran gains a new Combat ability.
(However you must start at the lowest level.)
Marked Strength:
Allows a level 4 upgrade to one of their combat abilities.
Demon
Name:
Overlord
Information:
Demons who achieve immense strenght find that the force and power flowing through their very being ascends and unlocks a rare and dreadful power, the power of an Overlord. Overlords normally claim the realm they ascend in as their home, conquering and converting it to their needs.
Qualifications:
A combination of 8 Level 3 CA's and Magic.
Additional Species Skill:
Vassals:
Overlords can create a Vassal/minion that they can call forth to aid them in battle. The Vassal is the same level as the character at creation and starts off with a combination of 2 CA's and Magic. A Vassal can be summoned at any moment, but cannot be summoned multiple times a thread. Costs 200MP to summon in battle.
Free Combat Ability:
Upon evolving the demon gains a new Combat ability.
(However you must start at the lowest level.)
Overlord's Power
Access to a level 4 CA of a demonic nature.
Name:
Hunters
Information:
Hunters are Demons who focused their lives upon hunting one specific race for some reason. The reason itself can vary, for some they hunt other demons to protect mankind, others hunt humans for the fun of watching them squirm, but no matter the reason hunters know their prey race better than they do. Eventually they ascend
Qualifications:
Focus on fighting/hunting 1 specific race.
A combination of 4 Level 3 CA's and Magic.
Additional Species Skill:
Favoured Prey:
Hunters are as the name implies hunters, they are masterful hunters beyond even what humans can dream of. Hunters choose one race upon their evolution, this race will be the race that the hunter has chosen as his prey. He'll have studied the race and learnt their traits so that they can better hunt them. In battle against their chosen Hunters attacks deal an extra 200 dmg.
Slayer:
Hunters train in order to be able to outmatch their chosen prey, this attack shows just how far their training actually goes. A Atk based skill that deals a base of 200 damage to one foe of their chosen race, deals only normal attack damage against others. Costs 100MP.
Killer:
Access to a level 4 CA designed to work against their chosen race.
Moogle
Name: Mog Wonder
Information:
Some moogles end up becoming the fateful partners of some of the heroes of legends, they never hold the spotlight themselves, yet help another to achieve it.
Qualifications:
Partner/Party with at least 1 person with 4 or more level 3 abilities for 5 consecutive threads [ideally in pursuit of a plot quest but not a requirement]
Have at least 2 level 3 CA's or Magic
Additional Species Skill:
Morale Plus:
A Mog wonder can once per battle and only in the first 3 rounds inflict all positive status effect spells they know as one action for 200MP, all status effects gained here cannot be dispelled.
Self Sacrifice:
Mog wonders through legend have often given their lives to save their friends. Against a Boss battle a Mog Wonder can take the finishing blow in the place of their party taking the full effect of the finishing blow alone and rendering them Knocked Out for the rest of the fight, life spells of any sort will not work until after the battle. However in exchange the party will regain all MP and have Brave, Wall, Haste and Fount status for the rest of the battle (Cannot be dispelled). Please note this can only be used against a boss battle or if in an event/saga in the final battle. This can be used in a Player versus Player battle but only upon agreement of all participants.
Ace in the Hole:
Access to a party support based level 4 CA.
Name: Magic Moogle
Information:
Through honing their natural magical powers some moogles can become powerful forces of magic on their own
Qualifications:
Have at 6 level 3 Magic
Additional Species Skill:
Bigger Badder Boom:
A Magic Moogle generally loves the raw power and passion that comes from some of the strongest spells around. A skill that casts the chosen spell triples the base damage of the spell (Does not affect Gravity spells). Cost 4 times the base MP of the spell.
Roulette:
A Magical moogle can use this ability to cast a random spell from a random level of all magics on the site [The spell cast is chosen by an Admin as is its target]. Costs no MP
Master of Magic:
Access to a magic based level 4 CA.
Elves
Name: High Elf
Information:
High Elves are elves that have devoted themselves to magic, completely and utterly to the point where some develop the delusion that they are Hyne reborn. They have an understand of magic that most Sages work decades to achieve.
Qualifications:
Either 8 magic slots or 4 level 3 Magic
Additional Species Skill:
White Overcharge:
All base damage of White magic spells are doubled when cast by a High Elf.
Half MP:
A High Elf can cast spells for half the MP cost normally paid.
Shade of Hyne:
Access to a magic based level 4 CA.
Name: Savage Elf
Information:
Savage elves are those elves that have abandoned the traditional path of the elvish kind, they allow themselves to turn feral and beastial acting more like monsters and fiends rather than a sophisticated being, this however gives them an understanding of the monsters of gaia making them a dangerous foe in the wild.
Qualifications:
Less than 4 magics at level 3
More than 4 CA's at level 3
Additional Species Skill:
Savage:
A Savage Elf is a master of brutality and have learnt how to channel all of their brutality into a single blow against a foe. A Atk based skill that deals a base of 300 damage to a foe. Costs 75MP.
Lunar Childe:
When fighting against any non-fiend, non-l'cie monster the Savage gains an undispellable Wall and Haste status.
Fiendlike:
Access to a Fiend based level 4 CA.
Genome
Name: Reaper
Information:
Reapers are genomes who have awakened to the will of Garland and are actively working to save Terra for its fate. They normally seek to cause choas and destruction upon Gaia to allow Terra to take the souls of Gaians lost.
Qualifications:
Learn the truth about Genomes.
A Combination of 4 level 3 CA's and Magic.
Additional Species Skill:
Invincible:
As Agents of chaos and discord against Gaia itself reapers are granted some control over Terra's tech and weaponry and thus once a battle they can call forth the Invincible to the battle. Reapers will be shunned by the elemental crystals and gaia however after summoning the Invincible. A Mag based skill that deals a base of 500 damage to all foes. Cost is the max MP of the character.
Free Combat Ability:
Upon evolving the genome gains a new Combat ability.
(However you must start at the lowest level.)
Terra's Hope
Access to a level 4 CA designed to work against Gaia.
Name: Gaian
Information:
Gaian Genomes are genomes that have become one with gaia, merging themselves into the world just like any other gaian would of done. They have forgotten their true purpose and have become ensouled, to them Gaia is their home and always will be. All Gaians gain a soul of their own as gaia itself chooses to accept them.
Qualifications:
Loyalty to Gaia
A Combination of 4 level 3 CA's and Magic.
Additional Species Skill:
Trancer:
A Genome that calls Gaia its home finds that the world aids them in their time of need. In battle when the Gaian Genome is below a quarter of their max HP they may find themselves inflicted with Haste, Shell and Protect.
Free Magic:
Upon evolving the genome gains a new magic.
(However you must start at the lowest level.)
Gaia's Love:
Allows a level 4 upgrade to one of their combat abilities.
Native
Name: Nomads
Information:
Nomads are natives who have left their homeland to wander gaia, to see its sights and to experience the larger world. They see Gaia itself as their home and thus continue to move These vagrants generally lack the spirit needed to settle down. They like the road they're on and don't see any reason why they should stop. These strange natives are generally known as the nomads. After growing bored of their natural habitat they decided to look out more in the world.
Qualifications:
Roleplayed on at least 3 different continents.
A combination of 4 Level 3 CA's and Magic.
Additional Species Skill:
Loner:
Nomads have learnt how to fend for themselves in the world, whether by choice or not, they find that they are often better when fighting alone. When they have no Allies in battle or when their allies are disabled they are inflicted with Brave, Faith and Wall until the battle ends or an ally arrives/is revived.
Army Of One:
A powerful combination of blows that the Nomad have honed over their constant travels. A Atk based skill that deals a base of 250 damage to a foe. Costs 150MP.
Experience
Allows a level 4 upgrade to one of their combat abilities.
Name: Shaman
Information:
The Shaman are the magical cores of most native races, they are consided the spiritual leaders and centers of their race, they are well known and often have power within their races.
Qualifications:
Have 4 level 3 magic spells.
Have 2 level 3 combat abilities
Additional Species Skill:
Paragon
Shamans' are spiritual beacons for all of their kin. When a paragon is in a battle alongside another member of their race both are inflicted with Shell, Protect and Faith for aslong as the Shaman remains alive.
White Wind:
Shamans can summon forth a holy wind that washes over the party healing their wounds and restoring their health. A Spr based skill that heals a base of 300 HP and cures all status from the party. Costs 150MP.
Shamans Tricks.
Allows a level 4 magic upgrade.