Gantu
Gantu are a heavy set marsupial shaped-humanoid. They tend to inhabit the plains, low-hills and rolling mountains of the world where they can employ their powerful legs and heavy tails to quickly move through an area. While the centaur species is well-known to inhabit the plains of the world, the gantu are often called the "Children of the Plains" as they prefer the open ranges.
Physical Description
Gantu stand between 7 and 12 feet in height, the mass of their weight seems concentrated in their powerful, and thick legs. They are further supported by a heavy, thick tail that they can use to strike at opponents that are behind them, as well as prop themselves upon them. Their arms are exceptionally long and end in large, strong hands. Gantu are often dressed in finely detailed hard-boiled leather armor and heavy cloth.
Most gantu are of a sandy to reddish color, they have long dark hair, and males tend to grow tufts of facial hair extending from their jowls.
All gantu have ram-like horns that grow from their brow and sweep backward over their heads. Their heads are covered in hardened ridges that cover their powerful olfactory receptors, some sages would label them nostrils if for the fact that they are much greater in size than other species. These receptors grant the gantu an incredible ability to track scents in the air.
Personality
Gantu are typically global thinkers with great passion for their unique vision. They tend to be highly creative, original, and independent. To a gantu their idea of "torture" is to be stuck in a rut, and they get impatient with those who doubt their insights or those that want to stick to traditional methods for tradition's sake. They tend to share their feelings and opinions easily without forcing them onto others. Most gantu tend to be greatly offended when others show disrespect for the beliefs and values of others. As a general rule, gantu dislike disorder.
As a species gantu are inspired, not impulsive. They tend to be cautious, deliberate and eager to make plans. Most are polite and somewhat reserved. Generally they are quite organized and, when properly motivated, highly productive. To most gantu their primary goal in life is to follow through on your ideas and be faithful to your vision. For a ganut a great reward is to others trust their inspiration and to watch their visions come true.
Languages and Names
Gantu speak a native language called Janti. It is a deep resonating language that is heightened by the bellowing sound from deep within their chest. To some there is an azhdehak quality to the speech. Almost gutteral and chesty sounding.
Cultural Kin and Communities
Gantu culture is unlike many other special cultures in the Omniverse. Gantu are essentially copies of each other within a family line and tend to reproduce asexually, though occasionally they have been known to reproduce with a mate. This has lead to a unique culture where gantu are not overly concerned with competition for mates. Gantu form various clans through out the Omniverse and on worlds, and tend to be aligned with a specific task or goal. Once a bloodline begins a task it will follow it through, many times this may take several generations as each new generation attempts to improve on the previous generations accomplishment.
Gantu clans are known to migrate from location to location, often following seasonal changes in the region that they deem as their home territory. Despite this categorization of territory, they do not see the region as theirs and will work to share the region with those that are non-aggressive or destructive in nature such as the okru, and their ilk.
Of great significance and importance to the gantu is the bloodline task or goal. This influence will last for many generations until the task or goal is complete. This goal or task is often arrived to through the influence of the dream life of the gantu. Though some have been known for their revenge against an enemy as their task or goal. An old gantu adage states: "In the beginning our people had no knowledge, had no strength. They could not learn from writings nor from teachers. All their wisdom and knowledge came to them in dreams. They tested their dreams and in this way we learned our strength and destiny." Gantu cultivate this ability to dream from an early age, from childhood. They are told to try to dream and to remember what you dream. This belief helps stimulate the imagination of the gantu on their bloodline task or goal, or generate a new task or goal should they finish their bloodline task or "blood tasks".
Gantu are known to fast, isolate themselves, and mediate while searching for their "blood task". Gantu say that in these dreams they are often returned to a previous state of existence of an ancestor. It is thought that the power these dreams is so great that a gantu is said to assume the form which had been his in a previous existence or to the form of their bloodline ancestor.
Gantu also have a strong oral history when it comes to their legends and myths. The most important story or myth of a bloodline is the birth of the Uanti or "First Ancestor". These stories often include references to isolation and the creation of the gantu world. The story of the Uanti, also known by many other names within the gantu clans, are told and retold by the older gantu of each respective clan. In the mind of the gantu Uanti is the master of life, the source and impersonation of the lives of all sentient things, all fauna and floral things.
The Uanti is held up as the source of life and teacher to all life on how to deceive its enemies and prolonging its life. It was he who gave the gantu the first dreams of their tasks or goal.
Because each bloodline is uniquely attached to a specific goal or task, those tasks that have a physical component or are a creation, the bloodlines mark each of their creations, with each generation adding to the first ancestral mark.
Additionally, each gantu commit to memory the log line of their bloodline. This is called the Memory of Ancestors and is used to list the name of each gantu before them and their contribution to the task or goal. Each time a gantu comes of age they are required to re-call this memory and state it out loud before the bloodlines of other clans.
Gantu have very little use of laws amongst the clans as gantu believe in a basic principle of a cultural of servitude towards others. This basic principle also extends to other species, so long as non-gantu do not show selfish, immoral or wicked behaviors. While gantu focus predominately on their bloodline goal, they are also well known as champions of freedom, they prefer to live their lives not burdened by emotions. They see things as they are and act upon each moment in whatever way they see fit.
Gantu Features
Species Merit Cost: 1200
Age: 12-20, live to be over 100 yrs
Size: Gantu tend to be medium or large creatures, (7 to 12 Feet)
Weight: Base 450 plus 2d10x10 Vision: Gantu have night vision
Move: Base Move of 30 feet per Movement Action
Languages: Gantu begin play speaking Janti (Gantu Common), and Cor Shan (Ta' jahu Common), Uthai (Syliph Common), or Common
Resistances: +10 Bonus to Fear or Horror checks
Gantu Bonuses: +30 Fatigue Points, +300 Max Lift, +10 Perception (Smell Checks);+10' to Leap and Jump
Gantu Attribute Modifiers: Strength, Perception, Intelligence or Wits
Gantu Traits:
Heavy Kick. Once per turn as a Simple action a Gantu is able to "stand" on its tail and kick with both of its heavy, large feet. This is considered a "off-handed" attack.
Epic Jump. Gantu are able to make incredibly long jumps or leaps. So long as they can run double their normal movement beforehand, a Gantu can quadruple its jumping or leaping distance.
Species Abilities Gantu begin play with two of the following abilities: Affable, Ancient Memories, Carrion Tracker, Curiosity, Focused Mind, Natural Magic, Prehensile Tail, and Vitality Sense
Species Abilities
Affable: You have that certain something that makes you even more likable. Anytime you attempt to influence (typically this includes Convince, Gaming, Haggle, Interrogate, or Leadership) other beings can make this check twice and take the better result of the two. Additionally, non-player character dispositions towards you always start off one level better than normal (for example, hostile changes to unfriendly).
Ancient Memories: You have a strong tie to the ancient wisdom and knowledge of the world and your ancestors. You gain four Lore skills, which also receive a +10 bonus to these skills.
Carrion Tracker: While not a tracker by choice you have the uncanny ability to sniff out carrion or badly wounded creatures that are within 500 yards of you (+100 yds per 3 ranks). You can track down undead and corpses with ease as well as track down badly wounded creatures (battered status). You may be subject to Perception checks as dictated by your surroundings (raining, snowing, windy etc.)
Curiosity: You’ve a strong, natural inquisitiveness about the world. You gain +10 bonus to any fear checks. Should you begin the turn affected by fear, you are able to reduce the severity of the fear effect from frightened to scared, and scared to trouble. You also have a tendency to end up with other peoples things; you gain a +10 to the Sleight of Hand skill. Additionally, while in an urban setting, once per day you may roll on the Minor Art Items treasure table to determine what small item you may have picked up.
Focused Mind: You gain +10 cumulative bonus for every hour you concentrate on any next non-combat skill check. You may only focus for 1/2 your Stamina modifier in hours to gain this bonus. During combat as a Simple Action you gain +10 bonus to any next non-attribute check that you make.
Natural Magic: Among your species you are known for your connection with the great weave of magic. The use of the spells is less taxing on you than normal. The cost of fatigue for spells is reduced by 2 per Power Rank of the spell to a minimum of 1. Thus, a Power Rank of 3 spell normally costs 9 fatigue, now costs only 3; where as a Power Rank 6 spell normally costs 54 fatigue points (9 fatigue per rank) now only costs 42 fatigue points.
Prehensile Tail: Your long tail is highly flexible and you have mastered its control. You can use it to retrieve small objects, hold onto small objects and be able carry these small objects as easily as if they were in your hand.
Vitality Sense: You have the unique ability to determine the health of another being simply by looking at them. Beyond visual cues of bleeding, you can see the true status of a specified creature that you focus on for 1 turn. With this sense you can determine how hurt they are by poisons, diseases, or determine how badly hurt they are. You can also easily sense whether they are undead or of another plane of existence.