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Human:
Bonuses: Damage: 0 Evade: 0 Strength: 0 Intelligence: 0 Charisma: 0 Dexterity: 0 Constitution: 0 Wisdom: 0
Humans are natural Strategists… sacrificing 3 turns, a human can come up with a strategy to: Find hidden monster weakness, or natural surroundings that can be used as a weapon. Ex: A boulder that’s loose and can fall on the opponent.

Troll/Gnome:
Bonuses: Damage: 0 Evade: +5 Strength: 0 Intelligence: -2 Charisma: -2 Dexterity: -1 Constitution: -1 Wisdom: -1
Gnomes may turn to stone in battle, and receive no Physical damage until they revert back, they will still receive Magical damage. This can be done any amount of times. Trolls can use riddles to trick their opponents if opponent is smart enough (10 Int or higher) opponent may not attack until the riddle is solved or until the opponent is attacked, this can be used for every new riddle the Troll comes up with.

Pixie/Fairy:
Bonuses: Damage: -2 Evade: +10 Strength: -2 Intelligence: 0 Charisma: +2 Dexterity: +2 Constitution: 0 Wisdom: 0
Pixies and Fairies can use magic dust in battle to turn their opponent into a pixie/fairy for 1d3 rounds, this can be done a maximum of 3 times. Pixies and Fairies must use Pixie and Fairy Weapons/Armor.

Dwarf:
Bonuses: Damage: +1 Evade: +5 Strength: +1 Intelligence: -1 Charisma: -1 Dexterity: -1 Constitution: 0 Wisdom: -1
Dwarves can tell a Dwarven story for 1d5 rounds, if the opponent is intelligent enough to understand (10 Int or higher), it won’t attack for that many rounds, even if attacked by an opponent (Dwarf may not attack, as he is telling the story) This may be used for as many new stories as the Dwarf can tell.

Elf:
Bonuses: Damage: -1 Evade: +5 Strength: -1 Intelligence: +1 Charisma: +1 Dexterity: +1 Constitution: +1 Wisdom: +1
Elves may call the forest to shield them, adding 5% armor to themselves when in an area with at least 1 tree… this may be used once per battle, and last’s until the end of the battle.

Ogre: Bonuses: Damage: +2 Evade: -10 Strength: +2 Intelligence: -2 Charisma: -2 Dexterity: -2 Constitution: -2 Wisdom: -2
Ogres can go into a rage for 1d3 turns, and will attack the last opponent that moved (Friend or foe) with +3 dmg –3 hit and –3 evade. This may be used once per battle.

Giant:
Bonuses: Damage: +3 Evade: -15 Strength: +3 Intelligence: -3 Charisma: -3 Dexterity: -3 Constitution: -3 Wisdom: -3
Giants can go into a rage for 1d3 turns, and will attack the last opponent that moved (Friend or foe) with +5dmg –5 hit and –5 evade. This may be used once per battle.

Orc:
Bonuses: Damage: +1 Evade: +5% Strength: +1 Intelligence: -1 Charisma: -1 Dexterity: +1 Constitution: -1 Wisdom: -1
Orcs have a natural affinity for water, and gains a +1 to Damage, Strength, Dexterity, and Constitution in the water, as well as a +5% Evade Bonus.

Shapeshifter:
Bonuses: Damage: 0 Evade: 0 Strength: 0 Intelligence: +2 Charisma: 0 Dexterity: +2 Constitution: +2 Wisdom: +2
Shapeshifters may Shapeshift into any living being they have touched including monsters. Shapeshifters get no bonuses for shapeshifting and receive no special benefits from the new form. But may use any added limbs. Ex: A shapeshifter turns into a Dragon, he doesn’t have Fire Breath or Claws/Sharp Teeth, but he CAN fly, because he does have Dragon wings.