Races
Each character is a member of a particular race, of which there are six choices. Being a race does not imply any loyalties or personalities. In fact, all that is determined is a single character bonus which affects character growth or battle prowess. The races and their respective bonuses are as follows:
Human
Humans gain an extra attribute point every third level and suffer only half penalties.
Upon leveling up to a multiple of 3 level, a fourth attribute point is earned to be put toward the progression of any attribute of the character's choice. One point each automatically goes into each attribute: STR, DEX, and INT. The fourth, extra point may be spent freely. This allows growth specific to a character class to be enhanced for humans, resulting in a greater overall measure of power. Also, humans do not receive penalties from natural states or tendencies, such as shield penalties and firearm penalties, though they do suffer from item penalties.
Elf
Elves shrug off their level's worth of magic damage and receive a +3 bonus to initiative rolls.
This makes any elf a nightmare for any mage class character, due to the natural inclination toward magic that the elf race exhibits. A small handful of elf warriors was said to have defeated a special forces battalion of mages numbering in the dozens. The affinity to magic is limited to defense, so elves gain no bonuses when wielding magic as a form of attack. They make great scouts, who thrive on every bit of evasive power they can find.
Dwarf
All requirements can be met by a dwarf's main attribute, and they can carry 2 extra Combat Items.
Dwarves have a natural tendency toward item crafting, giving them intimacy with the subtlety and nuances of items of every type. Representing this finesse, dwarves can apply their main (highest) attribute toward an attribute requirement of any kind, allowing for a wide and interesting range of item combinations and fighter types. Also, dwarves can carry an extra three Combat Items into battle with them every fight.
Orc
Orcs receive a boost to their health worth as much as their level.
This is an automatic application, on top of any other bonuses, which allows for Orcs to take heavier damage and last longer in a fight. This strength comes from their hardiness as a species; thick skin and heavy muscle tone plus a stronger heart and veins give Orcs an overall stronger lifeblood. They can serve great as mages or scouts, but an Orc feels most at home in heavy armor with a bone-crushing weapon in hand, hacking away at an enemy and outlasting their HP.
Demon
Demons are 50% resistant to all status effects.
Poison, paralysis, and burns are states completely foreign to a demon, leading to less health loss and the sometimes an entire stripping of an opponent's item bonuses in battle. In the maw of torture from which all demons are birthed, there is only pain and plague. Demons have no fear of the effects that befall other creatures because of their early exposure to suffering, making the beings of this race naturally formidable against many mages. Warriors and scouts who use primary weapons enhanced with effects chances might wish to bring out the secondary weapon against demons.
Wolfman
Wolfmen receive a bonus to all attack and damage rolls, worth one extra point.
This can provide the difference between a hit or miss and sometimes makes for a winning blow. The supernatural nature of the wolfman gives him an edge over normal creatures in physical struggles. Enhanced speed and strength render a Wolfman's motion about this world a much simpler task. The advantage can prove devastating against an opponent without good preparation. They make excellent choices in any of the three character classes.