Races of Ganti


There are six major races that populate the world of Ganti, when it comes to playable characters. These races are the Humans, High Elves, Drow, Kobold, Geld, and Felis. Each of them comes with their own unique perk, to set themselves apart from the other races. These perks, as well as a little bit of information on the race itself will be placed below:

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--Humans: Humans are a versatile and adaptable race. They populate any and all areas of any and all continental space, because they always find ways around their own weaknesses in order to survive and prosper as a race...or to simple survive and prosper over one another. As adaptable as they are, they are very prone to infighting. This is the base of many conflicts in the Bastian Kingdoms.
Unique Trait: For every 10 stat points gained, you may place one free point in any stat.
When creating your character, you may begin with 120 stat points instead of 100. The extra 20 means you will automatically unlock your first skill slot.


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--High Elves: High Elves are masters of their own energies, and as a whole are usually an extremely level-headed people. They are logical and process things with intellect over heart. They do what is best for their people, not themselves. These traits have led them as a whole, into great prosperity. There is little divide in the way of poor and rich, as the people succeed as a whole. High Elves in general are a well-off populace with very few downtrodden members. They are second only to the Geld in class. These elves can be anywhere from five to eight feet tall.
Unique Trait: Gain 2 free levels to apply to all created skills, these two levels can go beyond your highest earned skill slot.


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--Drow: The dark elves, once feared out of ignorance, are know feared because of the actions of King Kanus, the Graytide of War. They are seen as a dangerous breed of people willing to do anything to survive, and conquer the other races around them. To an extent many of the horrific stories told about them are true, however, as a species, they are not a conquering race. They were led by a conqueror, but they are a meek people when not stirred to violence. They are not masters of their energies, but they are efficient in certain racial magics that amplify their combat abilities. Blow for blow, a Drow will succeed in culling a single High Elf, though against multiple foes, the Drow suffer greatly. Their skin is usually black, though it may be lighter shades of grey or purple as well. Their hair, usually white, has also been seen in a variety of colors. They stand the same height as an average man
Unique Trait: When an attack against a target misses, the next strike has 10% higher chance to land against that same target. This persists throughout the battle, and regardless of how many targets are affected by this ability. After a successful strike lands, the value is reset for that target.


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--Kobold: The half dragon people of the Vaylian continent are extraordinarily talented miners and crafters. Their skills with tools, and ability to use their racial flames to forge incredibly durable and refined equipment have awed all races since the first tools were made. However, their alliance with the Drow during the war has caused their reputation to be extremely damaged. Their people are now used as forced labor, mostly, and those who are very talented, and even more lucky, may even be able to run their own business. Their skin is lined with thick scales, allowing them extreme defensive ability. Their eyes, have snake-like pupils in very colorful irises, and their hands are usually adorned with quite savage claws. They have sharp enough teeth to easily rend flesh, and it is advisable to watch their elemental breath.
Unique Trait: When an attack lands successfully against a Kobold, they have a 20% chance to ignore all damage. There must be 4 attacks against you (successful or not) before this has a chance to occur again.


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--Geld: This race of Half-Giants has been a part of the kings courts and high aristocracy since the beginning of time itself. They have always succeeded in ruling over other races because of the sheer fact that...well, they are better. It is said they were made in the image of god, and it is believable. Their skin seems to shimmer with an unheard of vitality, and their features are as if they were sculpted from marble. They are agile and strong, and they have the uncanny ability to summon a second set of arms from their torso, directly beneath their armpits. These arms can be hidden at will, and summoned from their bodies as if they were sticking out their own tongue. The Geld stand an imposing average of eight feet tall, and they will often refuse to fight another person from their own race. It is a racial pride that runs extremely deep, and has even seen two commanding officers of pivotal battles sit out due to the inability to fight one another.
Unique Trait: When an attack is failed, and then rerolled, if it is then successful, increase the final damage by 25%. This applies to all rerolled attacks. You may activate this trait to reroll all failed attacks on the turn it was activated. This can only be activated once per battle. No action point cost.


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--Felis: These humanoid cat-like people are usually around five to six feet tall at maximum, though their lithe bodies are almost entirely muscle beneath their fur. They are extremely agile and their speed is unmatched by any other race. They are looked at in the same social class as humans, though they have a shady reputation for being pickpockets and thieves due to their extremely silent step, and agility. It isn't completely baseless, as they have and do make incredible criminals, but many of them just wish to co-exist in peace. The furs that coat their bodies can be a vast assortment of colors and patterns, and their features range greatly as well, due to the variety in the feline genome.
Unique Trait: These silent predators are able to maximize their racial trait for both defense and combat. Their speed and stealth allow them more reliable evasion as well as a solid basis for outmaneuvering their foes. +5% to all defensive actions, enemies -5% to all their own defensive actions against you.