Placeholder while I work on this.
Wen-TsuHit Points = 26/26
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Active Boons=None
Active Banes=None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
JaoHit Points = 20/20
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Active Boons=None
Active Banes=Delayed (Initiative set to 0, unable to remove normally)
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
EmiliaHit Points = 28/28
Defenses
Toughness = 17+4 (scale shirt)=21
Evasion = 19+4 (scale shirt)=23
Resolve = 16
Active Boons=Angelic Forcefield (+3 Defense vs finesse attacks)
Active Banes=Immobilized
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
None
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
MoubuHit Points = 26/26
Defenses
Toughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor), Knockdown, Hungry (Suffering 1 level of exhaustion until he eats, kicks in after battle)
Active Effects/Abilities
Inspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
Passives
None
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
AndersHit Points = 8/14
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Active Boons=Haste (+5ft)
Active Banes=Persistent Damage I (1d4, tied to haste boon)
Active Effects/Abilities
Dagonspeak/Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature. (Available)
Passives
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
BalecarHit Points = 14/14
Defenses
Toughness: 10+2(Leather armor)=12
Evasion: 10+2(Leather armor)=12
Resolve: 12
Active Boons=
Active Banes=
Active Effects/Abilities
None
Passives
Pure-hearted: Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Skeleton MonkHit Points = 12/12
Defenses
Toughness: 11
Evasion: 12
Resolve: 10
Active Boons=
Active Banes=
Active Effects/Abilities
None
Passives
None
Equipped Weapon:
Equipped Armor: