<strong>Current List of Fools and Corpses:</strong><br/>---------------------------------------------------<br/>Character Name: Bitter Quip<br/>Class: Hellion<br/>Attribute Stats:<br/>STR:  15  (+2)<br/>DEX:  13 (+1)<br/>CON: 16 (+3)<br/>INT:   11 (+0)<br/>WIS: 12 (+1)<br/>CHA: 10 (+0)<br/>HP: 5<br/>Barbaric Yawp   (CON): Makes enemies unable to move for a while. Once per combat.<br/>Adrenaline Rush(CON): Prevents damage from bleed/blight if bleeding/blighted.<br/>Quirks: Hardy (passive): +1 to Constitution Stat.<br/><br/><em>Bitter Quip is not really his name, so much as it is a title or by-name that he prefers to go by. Anybody that wants to know why need only ask--he can be a sarcastic jerk, and is used to hanging out with a rough crowd that can handle rough people. His primary reason for coming to the Hamlet is exceedingly simple, yet speaks volumes to his character: he was dared to. He was dared by other members of his tribe to go find this place, this dungeon, and bring back a good trophy. <br/>And that challenge, that dare, is basically the only thing that motivates him. The other thing that contributes to it is that he sees it as a good way to test his skills.</em><br/>--------------------------------------<br/>Name: Morgan (And Morgan)<br/>Class: Houndmaster<br/>STR: 10 (0)<br/>WIS: 10 (0)<br/>DEX: 13 (1)<br/>CON: 14 (2)<br/>INT: 12 (1)<br/>CHA: 16 (3)<br/>HP: 3<br/>Hound’s Rush(CHA): Deal 1 damage to one enemy. Deals an extra damage for every time it hits the same target consecutively. +1 if Marked.<br/>Guard Dog(CHA): Sends dog to guard an ally. Dog becomes target instead of ally and evades 2 attacks before returning. Twice per combat.<br/>Quirks:  Light-Hearted: -1 Stress during any Stress inducing event<br/><br/><em>Morgan of Morgan&amp;Morgan doesn't seem to take much as seriously as he should, and most often jokes around with his dog who shares his name. All her commands are given in the form of whistling various tunes. Arrived at the hamlet by randomly encountering the stagecoach on a hike and deciding to join in on a whim. The driver seemed happy to have a new guest, so why not. He's friendly to all he meets no matter how they treat him. Even getting punched by a team member would likely end up with him joking about it and brushing it off</em><br/>-------------------------<br/><div class="floatright">(https://i.pinimg.com/564x/89/6a/80/896a80d6b1e46e574ba9dab7c2c9b701.jpg)</div><br/>Character Name: Lucrece (F)<br/>Class: Vestal<br/><br/><strong>Attribute Stats: </strong><br/>STR: 12 (+1)<br/>DEX: 5 (-3)<br/>CON: 9 (-1)<br/>INT:  7 (-2)<br/>WIS: 14 (+2)<br/>CHA: 10 (+0)<br/>HP: 4<br/><br/>Divine Comfort(WIS): Heals 1 HP for all allies.<br/>Divine Grace (No Roll): Heal 2 HP to one ally.<br/><br/>Quirks: Religious: +1 to rolls that deal with relieving Stress at the Cloister or Transept.<br/><br/><em>It was the chapel which drew Lucrece to the Hamlet, in the beginning. Driven from the place where she had been cloistered for so many years, after a disagreement she cares <em>not</em> to discuss, she was without a place in the world. The Hamlet seemed a good place to resume her prayer and meditation. If it was shadowed and the land beset, then at least she might do some good whilst there - that was what Lucrece supposed, at least. After weeks of watching other men and women delving into fiend-infested places, fighting back wickedness, Lucrece can no longer sit idle. She considers herself no great hero, not so pure of heart as she should be...but she will not let others go without the relief she might bring to their ailments any longer.</em><br/>-----------------