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Reply Grimoire of the Rift (System Guide)
Race Guide

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Carlos Ralfer
Captain

PostPosted: Fri Aug 14, 2009 6:21 am


Race Guide
1) Intro
2) Races


Intro

Thanks to the various portals and pathways that intersect at this world, it is full of various races and creeds of people, working side by side. While some are more attune to the use of one Soul Stone, even being the original holders of it, there is nothing race wise that prevents anyone from using any Soul Stone they choose. Here is a list of the most prevalent races available to make your character out of.
If you don't see the race you want to make you can still say your character is of that race, you just get no special stats or effects, regardless of what the race may be able to do in game cause we haven't put it into 'guild terms' here yet.
 
PostPosted: Fri Aug 14, 2009 6:23 am


Races

Humans:

The most versatile of any of the races. They are also the most populous race in existence, having cities and towns in just about every region on the planet. They are, however, nothing special as their bodies aren’t built for any particular craft one way or the other and thus have no bonus or drawback.
Bonus: None

Moogles:

The greatest craftsmen the world has ever known. These small creatures, while not as numerous as humans, are still found in just about every region of the planet with any form of technology be it purely scientific or magical based. Their small size belies the amount of skill and ability they hold to craft. It was with their help that just about every country of any notable technology gained and advanced the technology to the point they have it today. Due to their small size, they aren’t the best at close range combat but excel at long range and magical combat as well as fighting styles reliant on speed and stealth.
Bonus: +3 Dexterity, +3 Intelligence, +1 Charm
Drawback: -3 Constitution, -1 Strength

Elvaan:

Mystical, wise and tall, the Elvaan are a race truly in tune with nature. Living primarily in the forest and woodlands of the world, they keep to themselves and don’t tend to commune well with other races. Their seclusion has allowed them time to enhance their magical abilities and learn many things about the world at large. Due to shying away from conflict, Elvaan’s tend to have lower constitution than others but have gathered mass amounts of knowledge and wisdom in their years.
Bonus: +3 Intelligence, +3 Wisdom, +1 Charm
Drawback: -2 Strength, -2 Constitution

Viera:

An all female race that would rather keep to themselves rather than interact with any outsiders. The Viera are in just about any woodland area but are particularly thick in the magic laced woods of the south. Tall and adorned with ears reminiscent of rabbit ears as well as sharpened claws, these women are highly tuned to combat. Their seclusion, much like that of the Elvaan’s, has allowed them to grow close with the planet and refine their magical arts making Viera quite formidable with magical abilities.
Bonus: +2 Strength, +3 Intelligence, +2 Charm
Drawback: -2 Constitution, -2 Wisdom

Gria:

An race where women are the fighters and the men just go unnoticed. A race of creatures who are said to have been born by the mating of a dragon and some humanoid race. This fusion has given the Gria an almost demonic appearance with small horns, a slender tail and wings large and strong enough to support their weight and others. Due to the dragon blood that's mixed in them, they tend to care more for physical combat than magic but they can still wield a pretty mean staff.
Bonus: Flight capability once user reaches level 5- Negates need for Jump Skill and grants immunity to Earth Element Attacks.
Drawback: During flight, takes double damage from Wind Element Attacks

Mithra:

A race of feline persuasion where the women do all the combat and the men stay home to tend to the house. Being they have thick feline blood, they have a deep appearance resembling that of a humanoid cat. Various sub species exist such as a tiger version and panther version but they all share basically the same strengths and weaknesses. It is known, however, that calling any of them a 'cat-girl' is a good way to get your face cut up.
Bonus: +4 Dexterity, +3 Charm
Drawback: -3 Constitution, -3 Strength

Ronso:

Large creatures covered in blue fur from the cold north. These creatures, until recently, had very little to no dealings with people. However, with the approach of more Magicite and newer technology, they have come down from their mountains and began to interact with people far more. Their bodies hold great physical strength and are built to take a lot of punishment. However, due to their seclusion from what most would consider a civilized nation, they aren’t as wise or intelligent when using more conventional means of measurements.
Bonus: +5 Strength, +3 Constitution
Drawback: -3 Intelligence, -3 Wisdom

Bangaa:

Reptilian adventurers of the south. The Bangaa are known for their strength and trickery. They can be found in many cities and villages around the world running both honest and crooked businesses. Just as their bodies suggest, they have exceptional physical strength and can take quite a beating from physical damage. However, their magical powers and resistance leave a bit to be desired.
Bonus: +3 Strength, +5 Constitution
Drawback: -3 Intelligence, -3 Wisdom

Nu Mou:

Small creatures with powerful magical capabilities. Nu Mou tend to be very reserved and keep out of other peoples business. Due to their small body’s restrictions on abilities, they excel in magic and also can commune with monsters to gain their cooperation and abilities.
Bonus: +5 Intelligence, +5 Wisdom
Drawback: -3 Strength, -5 Dexterity

Al Bhed:

“Where ever the Moogle tread, follow the Al Bhed” a saying that relates to how closely linked the history of the Al Bhed and the moogles are. The swirlly eyed human kin are few but enjoy anything mechanical. Their greatest pleasure normally comes from recycling or fixing old technology. It was by their hands that most of the technology in the world was even negotiated and brought through the portals. Just like humans, there isn’t much that they are necessarily bad at but they do boast enhanced intellect thanks to all the work they do on machines.
Bonus: +2 Intelligence
Drawback: none
 

Carlos Ralfer
Captain

Reply
Grimoire of the Rift (System Guide)

 
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