The Heart of the Matter Jeremy smokes for a bit as you all field your questions, "Well first off for Yarra, yes the world will end unless a lot of people work very hard to stop it. You won't be the only four though as there's others being recruited elsewhere, you are just the four who were in this town. Whether or not it's meaningless in the end is really up to you, if you want to charge people to save them that's your prerogative or if you'd rather demand they make great statues to your achievements and so on." He begins to get up, bones creaking a bit from his age at Elizabeth's question when Vibian interrupts with her own and is then backed up by Rold.
"Well, at the most basic level I can see the future while also knowing where objects and people are to a limited extent. Rold, you want your sister, a person who knows where she was taken is currently residing with a group of his comrades in a small cave up-river. The caves entrance is underneath the roots of a tree that hangs over the river itself so that the entrance to the cave has a hidden dock for small boats in it. Vibian for more immediate concerns of yours the same bandits have accrued a rather large hoard of gold, wines and rare foods stolen from the merchants who still brave the rivers dark waters. While together you two may be capable of taking out a handful of the Red Leagues weakest members, you'll need to get stronger to accomplish much more... Which brings me to Elizabeth's question..." He reaches inside his pocket and draws out a blackened human-looking heart and placing it on the stone slab in the center of the room he takes a few steps back.
"At it's core, the darkness is magic, hatred and death given form. It strives to take hold in people and animals, twisting them in it's own dark image and it is believed that all of it may stem from a fallen god... twisted and angry beyond imagining who in his eternally dying throes lashes out upon the world to try and drag it down with him. From ancient human history this magic gathered and grew inside vessels that in turn took on a minor spark of divinity themselves, until the original guild members learned how to purify it and turn it back on the darkness. This act however tainted them, and while it kept them from being able to be truly destroyed they had to... feed in a sort off the creatures of darkness to keep themselves alive. When it was last purged, most of the guild members didn't last the year, rapidly starving to death in the light of their victory." He takes a few steps back as he talks, before tossing some grey powder over the blackened heart which with a sound like a hammer hitting an anvil begins to beat rhythmically. The shadows from the edges of the room rush inwards, gathering around the beating heart. The tunnel behind Jeremy begins to howl as clawing figures made of blackest smoke rush past and around you, pulling in a vortex of darkness about the heart.
"Upon alters like these, they gathered their power and from the same alters they were reborn again and again to fight against the darkness. With each sacrifice they grew stronger themselves while the surrounding area grew brighter. Flee now if you wish or fight and take the ancient power for yourselves, with it lies the only key to truly defeating the darkness and if you are strong and pure enough in your ambitions you may overcome it's curse." The form on the table floats upwards, pure chaos making it's form impossible to discern until with a crack of sound it collapses inwards, solidifying into a lanky human with foot-long claws and a slavering hungry mouth full of wolf's teeth. Jeremy draws his long silver sword, it shining in the darkness, "Hum... a ghoul, only about half of the time did it end up one of those."
The ghoul stumbles forwards, landing on the floor in a heap of twisted limbs, bent at impossible angles. It struggles to right itself with a terrifying shriek.
Combat:Vibian Amarante Level 1:
Dodge AC: 2
AC:1+2=3
Equipment:
Well made traveler's clothes- AC 1/Unsuspicious-Normally non-armored clothes with some hidden reinforcement.
Pair of straight bladed daggers- DV 2/Crit capable-When beating the defense roll by more than 10, DV is doubled. On unaware targets an attack roll over 10 counts as a coup-de-grace
Skills:
Thievery -Skill Level:1
Sleight of Hand -Skill Level:1
Parkour -Skill Level:1
Dagger Combat -Skill Level:1
Attributes:
Strength - 11
Constitution - 10
Dexterity - 12
Charisma - 13
Intelligence - 11
Wisdom - 9
Derived Stats:
Health - 11/11
Speed - 12
Fortitude - 11
Mental Stability - 13
Resistance - 9
Rold Ravenshield Level 1
Dodge AC:3
AC:3+1=4
Equipment:
Hunter’s Bow 15/15 Arrows, DV 3/Ranged
Two Balanced Knives, DV2/Throwable
Bear Trap- DV 4/Trap-Attacks against targets awareness, takes time to set up/Immobilizer
Leather Travelling gear-AC 1/Functional over Fashion-Will insult higher class slightly if worn to important events.
Skills:
Hunting -Skill Level: 1
Wilderness Survival -Skill Level: 1
Marksmanship -Skill Level: 1
Moving in the wilderness -Skill Level: 1
Attributes:
Strength-11
Constitution-12
Dexterity-13
Charisma-9
Intelligence-10
Wisdom-11
Derived Stats:
Health = 12/12
Speed= 13
Fortitude = 11
Mental Stability= 11
Resistance = 9
Yarra Awerick Level 1
Dodge AC:1
AC:2+1=3
Equipment:
Utility Scythe-The blade has a lock and hinge to allow it to be repositioned for combat or harvesting. DV 5/Unwieldy-A repurposed farm implement, it is a terrifying weapon to wield. Dangerous to the wielder, on a crit fail an unskilled wielder will hit themselves in the legs while a skilled wielder will lose their next attack instead.
Farmer’s Garb-Thick flax cloth provides a material resistant to cutting and wear. AC 2/Useless against piercing attacks such as arrows and rapiers.
Skills:
Taming -Skill Level 1
Apothecary -Skill Level 1
Merchant -Skill Level 1
Scythe Combat -Skill Level 1
Attributes:
Strength: 9
Constitution: 9
Dexterity: 11
Charisma: 11
Intelligence: 13
Wisdom: 13
Derived Stats:
Health: 9/9
Speed: 11
Fortitude: 13
Mental Stability: 13
Resistance: 9
Holy Maiden Elizabeth Level 1
Dodge AC:4-1
AC=2+3=5
Equipment:
-Leather and Mail Hauberk AC 2/-1 D.AC Wearer can be on fire for 1 turn before taking damage.
-Black Powder Grenades x2- DV 5/Area/Fuse-Goes off the action after it is thrown, may not work in the rain.
-Throwing Knivesx3 DV2/thrown
-Bayonet- DV3/Takes a full action to fit onto an arquebus, may be used as a DV2/knife without fitting on, Arquebus can not fire with bayonet fitted on.
-Arquebus DV6/Inaccurate-Must beat defense roll by 4 to hit/ranged/Slow reload-Can only fire once every other turn
-Powder and shot-8 Charges of powder/20 cast lead shot balls
Skills:
Marksman/firearms-Skill Level: 1
Acrobatics-Skill level: 1
Alchemy-Skill Level: 1
Polearms-Skill Level: 1
Free: literacy
Attributes:
Strength-11
Constitution-10
Dexterity-14
Charisma-9
Intelligence-13
Wisdom- 9
Derived Stats:
Health=10/10
Speed=14
Fortitude=10
Mental Stability=12
Resistance=9
Ghoul:
Weapon: Grisly Claws DV ??/Unarmed-Strong defense rolls using a melee weapon to parry can cause damage to this creature.
Armor: Death hardened hide AC:5
Health: ??/??
Speed: ??/??
Fortitude: ??
Mental Stability-Not Applicable
Resistance: ??/High
Turn Order:
Holy Maiden Elizabeth, 14
Rold Ravenshield, 13
Vibian Amarante, 12
Yarra Awerick, 11
Ghoul Stunned-Auto goes last Speed=??
(Turns will happen simultaneously in a round. Order is used to determine when damage/healing/buffs/debuffs happen so you can determine who they affect. In this instance everyone does their effects before the ghoul. Please
bold actions for the purpose of combat.)