

NEONOSA CITY_
Known as the dark dwarves, these cave dwellers root down tunnels deep within the earth’s crust to stay warmer next to the core. They are the leading provider of irons and advanced weaponry. Duergar live a more chaotic life style than their surface cousins. Although not rare in Neonosa, Duergar are known to have darker shades of skin tones.
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Duergar can live to the age of 200. They age slowly.
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Standard Abilities:
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Iron Flesh: Works almost the same as Stone Flesh, except they add +1 to their defensive rolls and +2 to their attack rolls. This can only be used once per combat and last for 3 rounds of combat but require a charged post to shift (2 post to shift can be stopped)
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Molten Core: Once per combat, a Duergar can super heat their bodies into a Magma like state. While in this form, players add a +4 to their attack rolls for 2 rounds of combat. This acts like a charging attack as well to shift forms and can also stack with other abilities (2 post to shift can be stopped). However once 2 rounds are completed, the Duergar revert back to their normal form, and are Fatigued for 2 rounds of combat, meaning they cannot attack but may defend.
Stability: Dwarves are normally excellent at keeping their balance because they are close to the ground. These dwarves are normally good at missing trips and ball roll attacks from other races because they can see it coming. This gives +2 to their defensive rolls for three rounds of combat.
Special Abilities
You may pick one.
Stun Immunity: These Duergars have are normally quick witted in their thinking to avoid the stun but this ability can only be used once during combat. Once used, the Duergar will be more susceptible to the next stun. This ability only gives +4 to Defense Rolls when trying to avoid a stun-based attack for three rounds of combat.
Silent Movement: A Duergar can come up on their opponent very sneakily and quiet. This skill can be used in a wide range of things. Their attacks that they can use it one is when they are not being spotted otherwise it doesn’t help. It will give +2 to their attack and +3 to escape attempts for three rounds of combat.
Dark Vision: Sometimes dwarves get a special ability to see really good in the dark as they are in the daylight. In the dark the can see up to one-hundred feet! This can give them an advantage in combat at night. This will give +5 to an Escape roll.
Dwarven
The Dwarven race comes in two sizes. A small Dwarf and a medium Duergar. Each has their own unique aspect. They are both stable when standing on the ground but not so much anywhere else. Each can live up to 200 years old, some may live longer than others.
Strengths:
Heightened hearing - Able to hear things 2x better than that of a human
X3 Strength - 3x Strength compared to a human
Weaknesses:
Stubbornness - Dwarvens are incredibly stubborn, especially in combat.
Temper - Dwarvens can be unpredictable when it comes to their temper, sometimes causing information being miscommunicated.
ABILITIES for all DWARVEN
Iron Will: Incredibly stubborn, the Dwarven stick together. As a initiative ability before combat, each dwarven can spend 2 AP each to boost their attack and defense by +3 each using the iron will buff for the first 3 rounds of combat. If there are more than one, then it increases the amount by +1 for every dwarf, giving the stack a max of +5 to attack and Defense. However, when a single dwarven falls, the buff is reduced to 0 and all remain dwarven take a stun for 2 rounds to cope with their fallen brother.
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Dwarves
Strong and sturdy people of the mountains. Dwarves are known for their warm welcomes, their ale, and their quick tempers. What they lack in height they make up for in strength. Dwarves are also well known for their construction, technology and structures.
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Dwarves can live to the age of 200. They age slowly.
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Standard Abilities:
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Stone Flesh: Dwarves are able to shift their skin into a stone phase adding +2 to their defensive rolls and +1 to their attack rolls. This can only be used once per combat and last for 3 rounds of combat but require a charged post to shift (2 post to shift can be stopped)
Iron Blood: Stubborn even if fatally wounded, Dwarves can make a combat saving roll once they hit 0 HP. If successful, the dwarf add +1 to their HP. Can only be used once. (This is not count towards a heal)
Stability: Dwarves are normally excellent at keeping their balance because they are close to the ground. These dwarves are normally good at missing trips and ball roll attacks from other races because they can see it coming. This gives +2 to their defensive rolls for three rounds of combat.
Special Abilities:
May pick ONE from this category.
Defensive Training: Some dwarves are just meant to be well trained when it comes to being on the defense line. These dwarves are normally smart in how they they go about their defense tactics. This special ability can give +5 on Defense Rolls for three rounds of combat.
Dark Vision: Sometimes dwarves get a special ability to see really good in the dark as they are in the daylight. In the dark the can see up to fifty feet! This can give them an advantage in combat at night. This will give +5 to Escape roll.
Weapon Familiarity: These dwarves are excellent and proficient in their use with weapons. With any weapon, the dwarf can learn it pretty quickly and basically think it was made for them giving them a +3 on Attack Rolls for three rounds of combat.