Humans: +1 to all skills.
Dwarves: +2 Strength (max 20.)
Elves, Autumn: +2 Dexterity (max 20.)
Elves, Summer: +2 Intellect (max 20.)
Elves, Winter: +2 Intellect (max 20.)
Fetchlings: Small (+1 to attack rolls and Defense, +5 Subterfuge (stealth), reduced movement speed and carry capacity)
Tieflings: +2 Charisma (max 20.)
(Summer elves and winter elves do not get along.)
Artificer: Can use upgrade kits to upgrade weapons and armor (THERE IS A CAP TO THIS), can create turrets and some crowd-control effects (like elemental damage walls.)
Chymist: Can create concoctions to aid the team and hinder the enemy, such as healing compounds, buff/unbuff potions, and explosive grenades.
Fighter: Is good at fighting. *REALLY* good at fighting. Gets additional Health and can specialize with weapons, increasing accuracy/damage and critical threat range.
Mentalist: Gets the classic suite of psychic abilities, like telekinesis, pyromancy, and telepathy. WARNING: Overextending mental technicks can cause serious injury and/or death.
Reporter: Half-scholar, half-orator, the reporter’s charismatic ways can help the team out when her knowledge cannot.
Scoundrel: Besides sneak attacking, scoundrels have contacts that can help the team out once per day. If all else fails, they have a bug-out identity that they can fall back on.
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