Mog

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For player use, you know the drill by now.

Description: Much like moogles, but they tend to be fuzzier, cuter, and speak very clearly, if not for the occasional kupo that comes out more as a random noise than a replacement for various words. They came to be when the spirit and mortal world drew up its pact of seperation, and the mog was given to humanity as a gift.


Advantages:

Blameless: Mog are incapable of crime. This fact is well known. Magical coersion to force a mog to perform an unlawful deed fails automatically, often rebounding on the attempter with strange but temporary curses. Mog are simply as incapable of evil as a human is to dwell on the sun.

Social Acceptance: Mog are servants to all humanity. They are allowed most anywhere, usually carrying mail, picking up groceries, or performing any number of other sundry tasks. Only the most high security of locations forbades them.

Magical Nature: Mog are no more efficient at casting spells than any other, but may assist other magic users innately. Any time a magic user is casting a spell besides them, they may sacrifice a defensive action to increase the spells succs by 2%/level. If no defensive actions remain, but the moogle has primary and/or haste actions unspent, those may be used.

Innocent: Monsters attacks mog last.


Disadvantages:

Slave: Mogs are willing slaves. Resources are 1 and never rise for any reason.

Followers: Mog may not attempt to gain status in any societal structure.


Rarity: Common

Homeland: Imperial


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