(Post your character sheets using this format. Once everyone posts theirs, we can start.
Name: Angelus Sarelia (Sarah for short)
Gender: Female
Species: Elvish
Stats:
Primary:
HP: 7
Str: 2
Cha: 12
Int: 7
Secondary:
Bl: 3
Bo: 5
Courage: 1
Skills:
Healing Chant: Roll a D10 and pick a target within three meters. On a 1, the target takes a point of damage and cannot be healed for five minutes. On a 2-5, they are healed for half the casters charisma. On a 6-9, they are healed for the casters charisma. On a ten, all wounds are healed.
Warrior Boost: Pick a target within ten feet and roll a D10. On a 1, they lose a point of health and must take a fear test. On a two or higher, they are given (Roll+Charisma/3) additional armor points and strength points for two turns.
Lucky Chant: Roll a D10+Charisma-13. If the result is greater than one, all friendly units may re-roll one attack or spell on their next turn.
Inventory: (Names are purely for aesthetics, we all get ten gold, basic armor (+2 def) and a basic weapon (6 attack.)
Healers Garment (Armor)
Staff (Weapons)
(I don't start with gold for reasons I'll explain later)
Bio: Sarah was raised by her mother, working as a healer deep in the forest. They lived very peacefully, quiet lives, doing things just as they wanted. If you were hungry, you ate. Tired, you slept. If your bladder required relief, there was no need to hold it longer than it took to walk outside. Due to their prowess in healing arts, men would seek them from miles around searching for remedies, so they never wanted for food or company.
However, upon her hundredth birthday, her mother made her leave. She had been taught everything her mother knew, and now as family traditions must explore the world for twofold decades, before taking up a child of her own. Her mother would gladly take her daughter in for shorts rests and visits, but their cottage was no longer her permanence home.
So, she travelled. There were plenty of fruits in season, and she had a bag of herbs for healing purposes, not to mentioned a sizeable amount of money. She wandered roads, living rather like she always had, to seek her fortune in the world.
EDIT:
Perks:
Health related:
Tough skin: (req. 9+ health) gives +1 armor at all times. Can be taken three times.
Unstoppable warrior: (req 14+ health) upon hitting 0 health, may continue fighting for one turn before passing out. (Will still pass out even if healed.)
Feel no pain: (req. 10+ health, 3+ courage) if only 1 or 2 points of damage are taken, no fear test is required unless specified by the GM. (Me.)
Strength related:
Swift blow: (req. 8+ strength) +1 on all rolls to hit.
Powered warrior: (req 12+ strength, swift blow.) Replaces swift blow. All to hit rolls may be re rolled.
Double strikes: (req. 16+ strength, powered warrior.) Replaces powered warrior. Two attacks may be made on the same turn instead of 1, at a -1 to hit.
Deadly blow: Damage rolls for weapons are given +2, though they still cap at the weapons maximum damage.
Magic related:
Spellcaster: (req. 8+ Cha.) All spells may add one to their roll. (Does not count on critically fails.)
Magician: (req. 10+ Cha, replaces Spellcaster.) All spells may be re rolled, except on critical fails.
Sorceress: (req. 14+ Cha, replaces Magician.) Spells may be dual cast at a -2. (Only natural ones remain as critically failures.)
Moral Discerning: (req. 9+ Cha, 8+ Int.) All moral based spells are at +3.
Thief related:
Shadow in the night: (req 8+ Int.) When nighttime, all sneak tests may be re rolled.
Who, me?: (req. 8+ Cha, 9+ Int.) When stealing or pickpocketing and caught in a crowd, a patsy can be blamed as a pitted intelligence or charisma test.
Through the window: (req. 10+ Int.) Intelligence tests may be taken to find unconventional entrances.
Unseen, unheard: (req. 14+ Int, all above perks.) In addition to listed perks above, when not in direct line of sight the perk holder cannot be detected in any way.
Other related:
Barter
req. 9+ Int.) All prices are 20% better, regardless of salesman intelligence.
Fearless: (req. 3+ courage.) Fear tests may be re rolled.
Big Boy/Big Girl: (req. 4- of any continence stat.) All diapers increase capacity by 2 when worn, pullups by 1.
Potty trained: (May be taken 3 times per stat, no requirements.) Add 1 to a chosen continence stat.
Clever trickster: (req 8+ Int.) All tests to taunt, trick, or lie are at +2.
Note that you can only have 1 of every perk, buy if a perk is replaced by a better one, you can retake the original.
Also, I'm adding 'taunt' and 'lie' rules.
Both are simple pitted intelligence tests: the person with greater intelligence plus D5 wins. If the taunt is successful, any enemy will direct their next attack at the taunter. If the lie is successful... It depends on the lie.