It was a cool autumn day when the group of adventurers left Greenwater. That had all only just met, but they were going to be a team from now on, so they had to learn how to trust each other, and they had to learn it fast. It would only take them a couple days to reach the tower, and once there, they couldn't afford to make any mistakes. They might not survive otherwise.
After several hours of walking through the wilderness, they came upon a small pond amidst the dry, cracked rock. They decided to take a quick break to rest before continuing on further. This might also be a good time for socializing so that they could get to know each other better.
The Location:
There is a small pond, about fifteen feet wide, though there doesn't seem to be much alive in it. The pond is surrounded by occasional patches of dry, tough grass and a single small bush. There doesn't appear to be anything else for miles, and the land looks truly inhospitable.
Miriam:
Primary Skill: 6
You are so engulfed in the power of darkness that you are literally engulfed by the power of darkness. All the time. You seep darkness from your very pores. (+2 Bonus on all rolls involving your darkness power. -1 Penalty on all rolls involving sight.)
Secondary Skill: 3
You possess the ability to cause fear in others, but it doesn't particularly help when you don't really understand the concept of fear, so you only end up succeeding in causing enemies to experience mild discomfort and an inexplicable craving for apple pie.
Weapon: 5
Oh, your sword is big and black alright. What? No, not like that you pervert. Your sword is also highly cruciform, so much so that it actually qualifies as a holy relic. Lucky you. (+1 Bonus on all attack rolls against demons.)
Armor: 5
You also happened to get this nice black armor along with your sword. The blacksmith was having a nifty 2-for-1 sale. So, your equipment perfectly matches. Isn't that swell? (+1 Bonus on all defense rolls. +2 Bonus on all defense rolls against demons. +1 Fashion Sense.)
Jessy:
Primary Skill: 3
As a trained waterbender, you possess the incredible ability to move water at will. Of course, simply calling yourself a "waterbender" doesn't actually change the fact that all you're doing is throwing buckets of water at people. (+1 Bucket of Water.)
Secondary Skill: 2
You have about as much charm and charisma as an average person. Well, at least you're not ugly.
Weapon: 2
You had a longsword, emphasis on had, but then you pawned it to buy some pixie dust. One of these days, your friends really need to sit you down for an intervention.
Armor: 4
Thankfully, you still have your armor. Although, that's mostly just because it's your only outfit, and you don't really feel like walking around in the nude. (+1 Bonus on all defense rolls.)
Willias:
Primary Skill: 6
You truly are a holy woman of purity and goodness, and you have devoted your life to one of healing. The plus side is that you have plenty of experience doing so. The downside is that you kind of have a thing against killing. (+2 Bonus on all healing attempts. Must make an extra roll whenever you deal lethal damage to a living creature.)
Secondary Skill: 3
You are so blessed and pure that you exude righteousness. Or maybe that was just the bean burrito you ate earlier.
Weapon: 2
You wanted to bring a greatsword with you on your journey, but you unfortunately ran into a brick wall of sexism, and the Paladin's Guild would give you one, saying that women aren't strong or skilled enough to wield deadly weapons.
Armor: 4
Thankfully, that sexism worked in your favor when they not only allowed you to use armor but insisted on it. Of course, women are too weak to survive if they're not encased in metal. Of course, you're not really encased in metal as it seems to be quite revealing in parts of the body that you probably want covered up, but that doesn't seem to have any detrimental effect. (+1 Bonus on all defense rolls.)
Pedro:
Primary Skill: 3
You possess an incredible amount of untapped telekinetic power, the key word being "untapped." The most you've ever been able to do is slightly rustle a piece of parchment after grimacing at it for an hour.
Secondary Skill: 3
You seem particularly resilient to injury and rarely seem to notice it until after the fact. Of course, your doctor says that it's probably an early warning sign of leprosy, but what does he know?
Weapon: 5
You possess a double-ended chainsickle. I'll repeat that: You possess a double-ended chainsickle. The only thing more ridiculous than your weapon is the fact that you can actually use it without killing yourself. In fact, you're quite good at it. You could probably be a circus performer if this whole "adventurer" thing doesn't work out. (+1 Bonus on all attack rolls. +1 Performance Act.)
Armor: 5
You own a suit of full-plate armor. That's it. Just regular, plain old full-plate. It's really quite ironic that you have such boring armor after that whole chainsickle thing, but it does have its perks. Your armor is so boring that it literally causes your opponents to become apathetic at the prospect of attacking you. (+2 Bonus on all defense rolls.)
Samuel:
Primary Skill: 4
You are quite good at that whole "stealth" thing, aren't you? Is it because you like the challenge or because you're just a coward? Only time will tell. (+1 Bonus on all stealth rolls.)
Secondary Skill: 6
One could say that you possess an animal companion, but that would kind of depend on one's definition of "animal" and "companion." No one knows where you managed to find it, but you somehow got your hands on a wolf-shaped eldritch abomination. Sure, it's great in battle, but it seems to have a slight negative affect on your mental health... (-2 Penalty on all rolls involving sanity or willpower. / Wolf: +2 Bonus on all attack rolls. +1 Bonus on all defense rolls. Aura of Insanity.)
Weapon: 4
You are armed with a good, sturdy bow. It has seen you through many a battle and is a trusted friend and lover.
Armor: 5
While most leather armor is remarkably weak, yours isn't because yours is magic. Apparently it creates spacial anomalies at random that occasionally opens tiny portals just as you're about to be hit, causing the weapon to pass harmlessly into the portal and get sent to who knows where. Plus, you can go to the bathroom without taking it off. ...Somewhere out there is an interdimensional being that is secretly plotting your demise. (+1 Bonus on all defense roll. 17% chance to block all damage and disarm the opponent.)
Mr. Utterson:
Primary Skill: 4
You are quite good at punching things. I bet your mother is so proud at what you've accomplished. (+1 Bonus on all attack rolls with your fists.)
Secondary Skill: 2
You tried headbutting once. It gave you a concussion. You tried it again just to make sure it wasn't a coincidence, and you were put into a coma for three weeks. Maybe you shouldn't try it any more.
Weapon: 3
While you more often than not end up getting into slap fights instead of actually attacking the enemy, you can still throw a punch when you need to.
Armor: 5
One day, when you were really drunk, you ended up taking off all your clothes and selling them to a homeless man for a magic rock. The rock turned out to be worthless, but you still found the unexplainable joy of public nudity. You have never worn a single article of clothing since that fateful day. Of course, over the years you have managed to perfect the art of being naked to the point where it actually aids you in battle as you can invoke hate and disgust in any who look at you, causing them to avoid you on the battlefield. (Enemies will never attack you as long as there is another applicable target within range.)
Alexander:
Primary Skill: 3
As a rogue, you possess the ever-useful ability to perform sneak attack on enemies. Unfortunately, you completely lack any knowledge of anatomy, so your sneak attacks tend to be effectively identical to your regular attacks.
Secondary Skill: 4
Luckily, you paid more attention when the teacher at your rogue academy was talking about the inner-working of locks, so you actually have a useful talent for opening them. (+1 Bonus on all lockpicking rolls.)
Weapon: 5
You possess a keen eye for weaponry and picked out the perfect weapon with which to kill people: a sharp one. The sword can also poison people, but who really cares about that? (+1 Bonus on all attack rolls. 33% chance to poison.)
Armor: 4
Normally, chainmail doesn't really go well with those color boots, but on you it works. (+1 Bonus on all defense rolls.)