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December 17, 2024

Concept: Semi-Unique Attributes

Semi-Unique Attributes are generally seen as the intermediate between Basic Attributes and Unique Attributes. While Semi-Unique Attributes grant the wielder a more significant power boost and advantage above those without their gifts in comparison to Basic Attributes, it is also not to the extent of Unique Attributes either, such that they aren't rendered outright untouchable, nor do these gifts defy the rules of nature (energy conservation in particular). They are unable to make weaker races fight at the same weight class as greater ones, like making humans fight Gods or Angels.

With this in mind, these Semi-Unique Attributes hardly change the Battlesuits of their wielders individually, and certainly does not render them less mutable to power growth. However, if they possess multiple Semi-Unique Attributes, at least two at minimum, then they can obtain Partial Super Battlesuits. These Battlesuits possess the lessened mutability of their full-fledged counterparts. However, their designs are also noticeably more plain-looking.

A prominent difference between Basic Attributes and Semi-Unique Attributes, outside of their better boost in power, is that the Semi-Unique Attributes often also come with Trump Cards, hidden abilities that if unlocked, can make the attribute even more potent and destructive than before, taking it to new heights. It is not to say, however, that all Semi-Unique Attributes need Trump Cards.

These Semi-Unique Attributes are mainly wielded by weaker races, with a Conceptual Reality Tier of roughly II to III, at least in their lonesome. While greater races still somewhat use Semi-Unique Attributes, it is less important to them than their full-fledged Unique Attributes, and are seen as no more than "rudimentary implants".

Like Unique Attributes, it has multiple types, being divided into Kichishiki (Base Type), Heikishiki (Weapon Type), Gazoshiki (Image Type) and Yososhiki (Element Type). Unlike Unique Attributes, however, there can be no Semi-Unique Attributes that are Koyoshiki (Exaltation Type) in nature. This is because Koyoshiki entails a higher class of entity than the norm, like a class of God above a God.

The Semi-Unique Attributes, in exchange, possess a category of attributes which is not held by the Unique Attributes (excluding the multi-type attributes), which is Mukoshiki (Null Type), reserved for extreme debuff-related attributes.

Below is the list of Semi-Unique Attributes, classified by their degree of potency:

<Tier I: Basic-Level Attributes>

The most basic of the Semi-Unique Attributes. Attributes of these kind either come with a decent amount of drawbacks to compensate their might, or are only graded due to their trump cards rather than the main ability (which would've merely accounted as Basic Attributes).

  • Crying Warmonger (Kichishiki): An evolution to Crisis, which not only allows one to become stronger as they are damaged, but also heal themselves of the damage with each activation, circumventing the critical flaw Crisis possessed. This is done by altering the process, such that the "fuel" is no longer merely the damaged flesh of the wielder, but also the very attacks harming them. This allows some of the "fuel" to be used for self-healing instead. This enhanced variant of Crisis also grants a trump card in the form of Warcry Overload, which mutates the wielder into a manic, berserk but also extremely powerful beast should they take a massive, consistent onslaught of damage past their regular threshold, like a form of "over-regeneration".

  • Essence of a Weapon (Heikishiki / Gazoshiki): An attribute given to entities who are also the embodiment of weapons, most prominently those of magical nature. It is to be noted that such beings aren't just spirits sealed into weapons, but ARE the weapon itself. Such beings are more strong and durable than most, and can turn their body parts into blades. The blades embodied within the wielder can either be singular or multiple. This attribute also has three universal trump cards, the first being Comet Sword Mode, that fully transforms the wielder into a "living weapon", a perfected hybrid between weapon and person, drawing out 120% of both their own and their embodied sword (or swords)'s potential, potent enough to sometimes sever entire abstract concepts. The second is Unlimited Blade Works, the manifestation of a Bounded Field of countless lesser weapons that can home in and attack opponents within the domain automatically, and are likewise again empowered to 120% output. The third and final one is Ancestral Power, calling forth a brief burst of power from the wielder's Ancestors in Heaven for a brief burst of power. It is said that Comet Sword Mode is for the singular bosses, while Unlimited Blade Works is for weeding out large numbers of mooks, and Ancestral Power being "an additional burst of juice if the first two aren't enough".

    • Sword of Anubis (Heikishiki / Gazoshiki): An enhanced variation of Essence of a Weapon carried by Anubis, taking the form of an ornate longsword mentally linked to Anubis. Aside from the standard abilities, the Sword of Anubis allows Anubis' hosts to perpetually improve themselves the longer they last in combat, slowly increasing their striking and slashing strength, their agility and precision, and sometimes even develop entirely new skills such as dual wielding. Additionally, the Sword of Anubis can also selectively chose what they want to slice, such that they can purposefully phase through certain surfaces if they do not want to waste energy or cause collateral damage.

    • Ten Commandments (Heikishiki / Gazoshiki): An enhanced variation of Essence of a Weapon carried by all Angels. It manifests in the form of a Polymorphic sword mentally linked to the Angels, and has ten forms, some prioritising speed, others prioritising power. Each sword form also inflicts a certain debuff / restriction to the enemy. Like the original attribute, it also has three trump cards, two of which are also enhanced versions of the original trump cards. The first is The Ruler (the evolution to Comet Sword Mode), which on top of the original abilities granted by Comet Sword Mode, also allows the wielder to absorb offensive attacks to heal and empower the wielder instead. The second trump card is Ten Commandments - Domain Mode (the evolved form of Unlimited Blade Works), which manifests the Ten Commandments as a Bounded Field instead of a weapon, allowing the powers and debuffs of all the sword forms to be used at once. The final trump card is the same as the original, that being the Ancestral Power.

  • Full Counter Fragarach (Heikishiki): The ability to redirect an attack away from the wielder and back to the attacker. This redirection is ensured to always land and never miss, with causality outright reversed to ensure the attacker suffers his own attack. Additionally, this redirected attack will also be doublefold the power of the original attack. Its only downside is that it can only be configured to handle either physical or magical attacks at any given time, rather than both at once. Its trump card, if a high-risk one, is Revenge Counter, where the wielder temporarily turns off their ability in order to accumulate damage, before redirecting all of their accumulated damage at once.

    • The Balance (Heikishiki): A metaphysical and more powerful version of Full Counter Fragarach. This version not only reflects physical or magical attacks, but the very concept of "misfortune" in general. For example, with The Balance, one can make one's opponents experience the same level of misfortune that the wielder has been recently inflicted with.

  • La Pucelle (Yososhiki / Heikishiki): A conceptual weapon of flames bearing unimaginable and incalculable firepower, in exchange for sacrificing one's own life, or at least drain them to a near-dead husk. Using La Pucelle has a major condition, such that it must be used to save someone rather than out of negative desires such as hatred. Its trump card is La Pucelle de Rage, a far more powerful, yet focused and non-life threatening version of this ability, realised only by those who truly resonate with both their opponents and those to be saved. La Pucelle de Rage, rather than taking the form of chaotic flames, instead focus into the shapes of twin crosses. This power is sometimes also called Zero Hand.

  • My Pleasure (Kichishiki): A common and highly-coveted defensive attribute, this attribute allows the wielder to restrict the maximum amount of damage they can experience, essentially giving them a damage cap that protects them from opponents far above their weight class, and forcing them to fight in a level one. However, the wielder is still capable of damage in the end, and sufficient max-limit damage attacks can still prove painful for the wielder to handle.

  • Omega Force Armor (Kichishiki): An attribute exclusive to the Omega Force Absolute Creators. They possess specialised charged plating around their Battlesuits, that highly enhance their durability and make them extremely difficult to penetrate. Its trump card is the Omega Force System, which overclocks this charge to further enhance its defense, giving it a Platinum sheen in the process. However, this has a time limit, and the armor become offline afterwards.

  • Polymorphism (Kichishiki / Yososhiki): An attribute commonly carried by Greater Demons. It grants the wielder the ability to freely shapeshift into various shapes and elemental states. This also causes them to lose most physical weaknesses. The wielder can also use their Polymorphism to trade one attribute for another, such as durability for strength. The High Elder Gods have an enhanced variant of this attribute known as Full Mimicry, while the Progenitors have the highest version in the form of Dead Cell Pulse.

  • Power Stockpiling (Kichishiki): A small class of attributes that entail the possession of attacks that continuously grow in power with each successful strike or charge. Attacks of this type include the likes of Constant Flux and Combo Star. A version of this, but for speed instead, is also known as Speed Stockpiling, and encompasses techniques such as Angel Arm and Niflheimr Fenriswolf.

  • Strength Threshold (Mukoshiki): Described as the basic, starting technique and principle, that allowed for Gods to enforce boundaries between mankind and themselves. It prevents a lesser race from reaching a certain power level, be it from a special form or something. The outcome is that such opponents can never surpass a God, not even with a miracle. Only an extremely potent unique attribute, such as Alkaid, could theoretically overcome this barrier. It is a power that perfectly counters the 7th Sense, at least for opponents who are not brethren Gods or Anti-Taboo in nature.

<Tier II: Advanced-Level Attributes>

More powerful Semi-Unique Attributes, with less drawbacks and a more potent base ability. Though, most of these may not have a Trump Card.

  • Alignment Border (Kichishiki): A small class of attributes that allows the wielder to be nearly invulnerable to attacks from opponents from certain lines of alignments. These lines of alignments include both alignment rows (i.e. Good Alignment) and alignment columns (i.e. Law Alignment). A massive difference in power will be necessary, for someone under the fulfilling alignments to harm someone with this attribute.

  • Atheism (Mukoshiki): A trait only used by Paradoxical Gods, gods that embody atheism and faithlessness. These rare few Gods, possessing this ability, can generate an aura that drastically weakens their enemies' supernatural powers, if not negate them outright, leaving them at their wielder's mercy. Their only known limitation so far, is that their opponent cannot be overwhelmingly stronger.

  • Blood Magic (Heikishiki): Blood Magic users are able to utilise armour and weapons that perpetually improve themselves with more blood spilled. With every death, their blades become sharper and their armour becomes more hardened. A power built on death, one can eventually become ten-thousandfold their initial power.

  • Enchantment (Heikishiki): A Magic subtype, that involves enhancing oneself or one's weapon in one form or another, either improving its general attributes, or giving specific elemental or debilitating effects to them. Its trump card is Deus Sema, the ability to "enchant" the skies to generate a meteor strike.

  • Full Elemental Mastery (Yososhiki): An indication of full mastery over a certain element. Such elemental masters can become their very element, effortlessly generate physical constructs made of their element, and as a trump card, take the form of a Draconic Hybrid that is associated with their element.

  • Ignition Mode (Heikishiki): A largely-encompassing attribute, but mainly involving the wielder metaphorically "igniting" the weapon they are holding (or wearing), drastically improving its output and capabilities. Generally, it has three phases, named after the later three stages of Alchemy: Nigredo, Albedo and Rubedo. Each successive stage further increases output in exchange for operation time. Wielders are also granted flames similar to those wielded by the Seraphs and Lunarians. By some irony, the Absolute Archetypes find no need for this power. This ability is also known as Seidou Gōitsu by the Taoists.

  • Infinity Affinity (Heikishiki): Lesser fragments of the Power of Infinity unique attribute, often in the shape of single gems. These fragments, while obviously nowhere as powerful as their complete iteration, can still pack a punch, possessing extremely deep wellsprings of power for the bearer's disposal. Almost all Stellar Spirits possess this attribute.

  • Mask of Empowerment (Heikishiki): The general term for masks that amplify the power of their wielders, mostly fivefold. The Masks fall into multiple types, such as Time Breaker Masks and Hollow Masks. Each mask has different mechanics to how they empower their wielder, but ultimately their end function is all the same.

  • Nine-Tailed Fox (Kichishiki / Mukoshiki / Yososhiki): An attribute prominently used by the Nine-Tailed Foxes and those of their blood. Wielders of the blood of the Nine-Tailed Fox have enhanced control over their power output, being able to divide their power into ninths, one for each of the nine tails. Depending on the situation, they can either release more tails to regain their full power for difficult fights, or restrict their tails to limit themselves to train or spar. Additionally, they also gain Cryokinesis, Pyrokinesis and Polymorphism. However, the greatest power of the Nine-Tailed Fox is their nature as Keys, which allows them to freely control the seals in humans and gods. For example, they can unlock the "Taboo" in humans that prevents them from being able to harm the gods, or seal certain abilities of a God to weaken their power, or even outright sever the contracts between a Riser host and their respective God.

  • Sorcery Mastery (Gazoshiki): An internal version of Mana Mastery, having full mastery of the inner Negative Energies of oneself rather than the world. With Sorcery Mastery, one has fully mastered all forms of Basic Sorcery (excluding specialised innate techniques), such as Simple Domain, Ash Blossom, Black Flashes and Enhanced Techniques. There are also further evolutions to this power, that allows the wielder to even manipulate the very properties of their inner energies without limit, known as All Chakra Natures. There is also another evolution separate from All Chakra Natures, Hex Magic, that involves the wielder also being able to "quench" their inner energy into the environment, both to disrupt it and be empowered by it.

  • Triple Reload (Kichishiki): An attribute unique to Trinitarian Groups and Triple Gods/Goddesses. By performing a chain of continual 'good' deeds, the wielder can continually and exponentially bolster their power and magic, most of the time being threefold of whatever they had expended to perform the good dead (essentially having a 200% profit of power). For example, someone who performs the good deed of saving the world, would be rewarded with threefold the power needed to do so again.

<Tier III: Expert-Level Attributes>

More powerful Semi-Unique Attributes, with both a strong base attribute and Trump Card.

  • Anima's True Essence (Mukoshiki): An attribute exclusive to the Absolute Archetypes and their successors. It allows them to possess full dominance of beasts of almost all kinds, able to tame them, bestow power to them, mutate them, and sometimes even fuse multiple beasts into a Chimera or create new beasts altogether. One can even potentially "dominate" humanoid entities using parasitic beasts as a proxy. However, this skill's true power comes after an Absolute Archetype bestows them power. By "retaking their power", they can take back not only the bestowed power, but the full might of the beast, essentially giving themselves "power in interest". By extension, taking back all their "lost" power just makes them more powerful than they have always been. Additionally, at their "Full Power", they can also absorb surrounding corpses to further fuel their might.

  • Chakravatin (Heikishiki): An ancient wheel representing the Dharma. Whenever a wielder of this wheel gets attacked and harmed, they will heal all their wounds (even mass dismemberment) and adapt to said attack, with this moment being indicated with a turn of the wheel. This adaptation covers all levels, offensive, defensive and auxiliary. Additionally, the adaptation process does not stop after the first adaptation, and each further turn will allow the wielder to develop even more effective counters, provided they are not attacked with a different method by then. With every seven turns, Chakravatin's trump card, Amita Amitabha, will be activated. Amita Amitabha operates like a Spirit Bomb, converging the spiritual energies of humankind into a potent spiritual lance, delivering Moksha to the target. Furthermore, with every thirty turns, The Creator will be activated, massively empowering the wielder and giving them a silvery sheen and enhanced spatial manipulation.

  • Extreme Perfect Circle (Heikishiki): An attribute learned by some Buddhas, said to be the pinnacle of unarmed martial arts techniques. It allows the wielder to perform unarmed attacks at a perfect circular arc. On top of possessing absurd cutting power, it completely steals away the power and knowledge of those unfortunate enough to come into contact with this dreadful attack.

  • Magia Erebea (Yososhiki): The highest level of Magic Absorption. Contrasting the regular form of Magic Absorption that only enhances your power in accordance to what was absorbed, and which one can only absorb an opponent's spell, Magia Erebea allows the wielder to absorb their own offensive spell and directly fuse it to their soul, enhancing them by multiple times that of what the spell's normal output would have been. Additionally, Magia Erebea can also be stacked, so the wielder can continually absorb their own spells for even more power. However, it should not be used often, much less stacked, else the wielder's own soul becomes tainted and corrupted with darkness and malignance.

  • Mirage Slash (Heikishiki): One of the highest masteries of the blade ever known. This technique bends time and space to "multiply" the slashes of the wielder's sword strikes and direct them from multiple directions, creating a prison of slashes that prevents any possibility for defense or evasion. It has a trump card in the form of Hundred Avatar Mirage, that allows the wielder to use Mirage Slash on themselves and duplicating themselves hundredfold, with each one equally as strong as the original. The technique was said to be founded by the famed Sasaki Kojiro.

  • Soul Limit Break (Heikishiki): The highest mastery of the power of the Soul. Wielders of this attribute go beyond merely igniting their souls, but become completely one with their Spiritual Weapon, subsequently being capable of releasing near-godlike power. When this power is activated, green and black flames completely engulf the wielder and their Spiritual Weapon.

  • Völlstandig (Mukoshiki): This attribute allows the user to forcibly absorb spiritual energy from the ambient environment, improving their physical attributes and innate abilities. Additionally, the wielder can also generate spiritual weapons, if they didn't already have the ability before. This ability's trump card is Sklaverei, where the spiritual energy absorption process is overclocked for even more power, stripping away even the forms of lesser beings dry to amass spiritual energy.

<Tier IV: Master-Level Attributes>

Particularly powerful Semi-Unique Attributes, which come close to becoming full-fledged Unique Attributes, if not for one minor limitation that prevents them from fulfilling the quota. Some of them might even be diluted forms of preexisting Unique Attributes.

  • Central Power Battery (Heikishiki): Also known as a Mantra Reactor, a Central Power Battery allows the wielder to exponentially magnify their power in response to their emotions. For example, while even a rage boost from a God of War or Wrath merely amplifies their strength twofold at most, with the reactor, this wrath can boost their power up to almost a millionfold, if not even infinitely. Additionally, it also has a standard energy absorption function.

  • Invincible Victory (Mukoshiki): An evolution to normal Invincibility, on top of its basic attributes of being mostly invulnerable and resilient to standard debuffs, it passively alters reality to prevent the wielder from losing in a conventional sense, such that while they are not always guaranteed for a complete victory, they aren't allowed to "lose" either, merely having a tie or barely passing the winning quota at their absolute worst. For example, in a race where only the top eight racers advance, the wielder would never place ninth or lower, no matter their speed. Likewise, a battle against a vastly more powerful opponent, while it might be impossible for the wielder to claim victory, it would be equally impossible for them to be defeated, bringing a stalemate. It is theorised to be an incomplete form of Akhvarta Sraosha.

  • Mana Mastery (Gazoshiki): The ability to possess full mastery of the magical energy in your surroundings, at least up to a certain range. Bearing this level of Mana control allows one to lower down the Mana in an area to minimal levels to prevent others from using their own Magic, sometimes even asphyxiating them, or can cause them to self-destruct by destroying their own Mana from within. One can also simulate sharper and sharper Mana swords with each battle, or accumulate Mana in loops for powerful attacks. Koreans also refer to this attribute as Shinsoo Mastery. It is also the basic foundation for Primordial Magic.

  • The End (Kichishiki): An evolution to the art of Technique Mimicry / Copying. This attribute not only allows the wielder to easily copy abilities, but bring out 120% of their potential, essentially using them better than even their original wielders can. The only catch noted, is that the wielder cannot mimic the physical power of their original wielders or weapon-based powers (and by extension, they cannot mimic Koyoshiki and Heikishiki attributes). Its trump card is Power Transcendence, where the wielder brings out an even higher percentage of the copied ability's full potential, elevating them to unimaginable heights, and sometimes even merge two copied abilities to make new hybrids if necessary.