(I'm fine with a rehash.)
Taking five, this seems to be somewhat more popular than I expected. Thanks for all the applications!
If you feel an ability is inappropriate, let me know.
Elephant Parade's Lancelot.
Bonus rolls, (9)(11)(6)
Description: A young knight with golden locks and silver armor.
Talents: Knightly combat, (+3 to combat with knightly weapons, ie, lance and sword.) Riding, (+2 to movement rolls when mounted) Swordfighting, (Additional +2 to counterattacks.)
Bonuses:
Reputation: You may force individual intelligent enemies to attack you personally, preventing them from attacking others. This works automatically against intelligent single targets. Unintelligent targets or swarms may be successfully taunted, but can ignore the challenge. Face: (+2 to social encounters. +3 to social encounters with other humans.) Gilded Plate: (+2 to protection)
Wounds: 0/3
Defenses: 9/9
Weapons: Lance and longsword, +3 to combat, +5 to counterattacks.
Lenglon's Ahrian.
Bonus rolls, (10)(7)(3)
Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Wounds: 0/3
Defenses: 7/7, +2 to dodge
Weapons: Shortsword.
Crystalizedmire's Terinas.
Bonus rolls, (12),(1),(3)
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 10/10, +3 to dodge
Weapons: Spear, +4 combat
Wolfkey's Gnwbimbir.
Bonus rolls, (11),(2),(6)
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards.)
Wounds: 0/3
Defenses: 8/8
Weapons: Envenomed Conical Gnome Hat.
Syvarris's Xin.
Bonus rolls, (11),(5),(8)
Startwolf was his equipment roll from the bonuses last time. It was a poor roll and I figured a mount with limited bonuses would be appropriate.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Talents: Berzerker, (+1 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 9/9, +2 to dodge
Weapons: Farron greatsword and dagger.
As above, let me know if you feel an ability is inappropriate. I'll start it during the weekend. Thanks for all the interest! If anyone drops out, I may take another player to replace them.