Races
Lizardmen
Dry Skin: Any Liquid heals you either by D6 (if not harmful) or by however much it was meant to damage you by (if it was harmful). Anything Fire or Heat related does double damage.
Tough Scales: +2 armour at all times.
Natural Hunter: If you are not a Hunter, pick one of the Hunter's abilities and take it, if you are a Hunter you get both abilities.
Dwarf
Smith Folk: Can take a turn to Improve a weapon or piece of armour, adding +1 Circumstance onto it. One use per weapon or piece of armour.
Bane of Goblins: Do +2 Damage to all types of Goblins and Orcs, cannot talk with any type of Goblin or Orc, must battle with them.
Natural Fighter: If you are not a Fighter, pick one of the Fighter's abilities and take it, if you are a Fighter you get both abilities.
Elf
Arcane Archer: Can enchant any ranged weapon to fire magical projectiles. 1 turn to enchant weapon, unlimited uses thereafter. Weapons enchanted by an Arcane Archer can only be used by an Elf and/or a Wizard, Sorcerer or Hedge-Mage and give +3 Damage and no longer need ammunition to fire.
Beast-master: +2 Damage against all animals and beasts, can talk to (and thus try to control) animals and beasts in the same room. Talking to animals takes up a turn.
Natural Wizard: If you are not a Wizard, pick one of the Wizard's abilities and take it, if you are a Wizard you get both abilities.
Halfling
Tracker: Can take a turn to try and determine what is in the next room, if successful gain +1 Circumstances in all actions against whatever is in the next room
Sling-man: +2 Damage when using a sling as a ranged weapon, can also use a sling as a melee weapon for +1 Damage. Slings have unlimited ammo. If the target of a Sling-man is not focused on the Sling-man, +1 Circumstance
Natural Thief: If you are not a Thief, pick one of the Thief's abilities and take it, if you are a Thief you get both abilities.
Half-Orc
Bezerker Rage: +2 Damage on first 3 rounds of combat, no negative modifiers for injury during those 3 rounds, can't do anything for the next round afterwards though.
Tough Hide: +1 Armour at all times, injuries heal twice as fast.
Natural Barbarian: If you are not a Barbarian, pick one of the Barbarian's abilities and take it, if you are a Barbarian you get both abilities.
Centaur
Charger: Can Charge into combat, +1 Damage in first round of combat, becomes +2 if you have a lance or a spear (in addition to the damage of lance or spear). can't stop a Charge, so if the enemy dodges you (or dies before you get there) you can either potentially hit either a friendly NPC (or even another character) and do the full amount of damage to them, or you hit a solid object (eg a wall) and you take a hit of 4 Damage (before modifiers).
Healer: May attempt to heal another character, creature or NPC, roll 1D6, on a 1 creature loses 3 HP, on a 2 creature loses 1 HP, on a 3 it does nothing, on a 4 creature gains 1 HP on a 5 creature gains 3 HP and on a 6 creature gains 5 HP, effect is opposite for undead, cannot heal above max health.
Natural Hedge-Mage: If you are not a Hedge Mage, pick one of the Hedge Mage's abilities and take it, if you are a Hedge Mage you get both abilities.
Classes
Fighter
Weapons Master: Name one specific type of weapon (one handed axe, short sword etc.), gain +2 Damage when using that type of weapon, -1 Damage when using any other type of weapon.
Dual-Wielder: +1 Damage when Dual wielding, cannot Plate armour.
Barbarian
Woad Warrior: +1 Circumstance in the first round of every combat, enemy has -1 Circumstance when trying to hit you. However you can't wear Light armour or better.
Vanguard: +2 Damage if first person into combat, goes down to +1 Damage if another person enters the combat alongside you. Cannot voluntarily leave a battle. Cannot wear Heavy armour or better.
Knight
Shield wall: +1 Armour for each other player in combat in the room.
Man of Honour: +1 Circumstance when speaking to any female -1 Circumstance when fighting any female.
Hunter
Bowman: +3 Damage with ranged weaponry, -1 Damage with melee weaponry, cannot wear Mail armour or better.
Trapmaster: Can try and make traps to kill your enemy with, most will be deadly if made correctly. (Requires a roll, type of trap depends on what materials are around/on you, traps can blow up in your face however, either in the making of them or the setting of them) Setting traps takes an extra turn, but they can be made whenever you wish. Other Players CAN set off traps, even if aware of them (likewise if enemies are aware of them they may be able to avoid them) -1 Damage with all weapons. Cannot wear Mail armour or better.
Thief
Stealer of Things: +2 Circumstance when scavenging or looking for things -1 Damage with all weapons. Cannot wear Mail armour or better.
Stealer of People: +2 Circumstance when talking, can enthrall people to fight for you (a failed enthrallment could turn them against you, enthralling takes a turn) -1 Damage with all weapons. Cannot wear Heavy armour or better.
Rogue
Thug: +1 Damage on all weapons, -2 Circumstance when talking. Cannot wear Heavy armour or better.
Backstabber: +2 Damage on daggers, +2 Circumstance when attacking an enemy (or player) who is focused on something else. -1 Circumstance if attacking an enemy focused on them. Cannot wear Mail armour or better.
Hedge Mage
Cleric: Can heal any injuries on any person in the same room as them. Takes a turn, -2 Circumstance on all combat rolls on turn you heal someone. +2 Circumstance if facing any type of undead. Can use Magic Items. Cannot wear Plate armour
Druid: Can control all natural things (although that does not mean they are initially friendly towards the Druid) takes a turn to try and gain control, but thereafter can use natural thing as needed. Can use Magic Items. Cannot wear Heavy armour or better.
Wizard
Enchanter: can 'enchant' add +1 Circumstance to any weapon or armour once per turn (takes the turn) can do this with any weapon or piece of armour in the room. Enchanting lasts for 5 turns. Can use Magic Items. Cannot wear Mail armour or better.
Necromancer: Can revive dead enemies (or players) as thralls (the larger/tougher the enemy (or player) the tougher it is to revive and control). Can try to control undead enemies -1 Circumstance if the enemy/thrall you're trying to control wasn't created/revived by you. Using this takes a turn. Cannot wear Light armour or better, Can use Magic Items.
Sorcerer
Fire Mage: Can control/create Fire. As with all things the more Fire the mage tries to create/control the harder it will be to a) create and then b) control. Doing this take a turn. Cannot wear Light armour or better, Can use Magic Items.
Water Mage: Can control/create Water and Ice. As with all things the more Water/Ice the mage tries to create/control the harder it will be to a) create and then b) control. Doing this take a turn. Cannot wear Light armour or better, Can use Magic Items.
Modifiers
Cir or Circumstance is when the circumstances the character is in have either a positive or negative affect on what they're trying to do (you can't fight effectively if you're dangling over a pit and holding on with one hand for example). It can also be used as a catch-all modifier for anything that could arise in the RP, if trying to do the impossible, expect a large negative circumstance modifier. A few Circumstance modifiers are permanent whilst the majority will be active for a set number of turns, or until something else happens (in the example above the circumstance negative modifier persists until the character either falls in the pit (they're then not fighting) or until they get out of the pit (no longer dangling over the edge)).
Inj or Injury. Only a negative modifier, Injuries happen in the same kind of way they do IRL. Injuries will wear off after a while to mimic your characters either healing or just getting used to the pain. They can also be healed by certain items, Clerics and potentially by friendly NPC's. Injuries also cover poisons and the like.
Arm or Armour. How much protection you are wearing. There are four types of armour in the RP, Clothing which can naturally confer a +1 bonus max. Light Armour which can naturally confer a +3 bonus max. Mail Armour can naturally confer a +5 bonus max. Heavy Armour can naturally confer a +7 bonus max and Plate Armour can naturally confer a +9 bonus max. Although Class and Race powers can improve these bonuses above their normal maximum. If you pick two different class powers through the use of the Natural Class Race power, then the lowest armour type is the one you are able to equip. Shields will also give an Armour bonus, and can be wielded by any class, although if you have a Shield you can't wield a two handed weapon.
Dam or Damage. The amount of bonus damage you do with a weapon, all weapons will have a set damage bonus they will give you which can then be increased or decreased by your characters powers, and any enchanting or improving of the weapons you may do. Shields can also turn their armor bonus into a damage bonus if you try bash with them. Weapons are either one handed or two handed (you will be told which).