TEXT: The Blizzard’s Teeth
  player characters
  This document is presented as an additional aid for the adventure, if you prefer to
  give the PC details out this way rather than print double pages from the book. They’re
  much roomier like this.
  
  Jalmain the Unhanged
  First impressions
  A spry, cheerful man with a neatly oiled beard and a mass of dreadlocks. He wears
  leather armour with colourful bandanas tied around it.
  Qualities
  People: Citizen of Sartain
  Roguish thief – Expert [+4]
  Kind-hearted – Good [+2]
  Anything can be used as a weapon – Expert [+4]
  Silver-tongued liar – Good [+2]
  Fast as lightning – Good [+2]
  Small group of followers – Good [+2]
  Easily blinded by greed – Poor [-2]
  
  Background
  This wasn’t the plan. You were supposed to loot Count Rochelle’s gold and jewels, not
  kidnap his daughter. The information you had was bad, though, and not only did you
  not find the Count’s strongroom, but the Count’s young daughter, Lucie, interrupted
  you. The girl convinced you to take her ‘hostage’, saying that this would be easy
  money. She will take a third of any ransom and use it to build a life for herself outside
  the clutches of her controlling father. While the girl is scarcely more than a child, you
  are certain that there is more to her than meets the eye. She might even make a better
  travelling companion than Finn.
  You can think of no one you would rather have at your back in a fight than Finn, but
  his rashness, temper and lust for violence are going to get you killed one day. You’re a
  thief, not a murderer. You steal to survive, and you are honourable enough only to
  steal from those who can afford it. Robbing nobles makes you happy as well as rich.
  You’ve sent word to the count via one of your men that you have his daughter and
  will return her unharmed if he pays a generous ransom. It appealed to your sense of
  humour that you should hide out in the count’s own keep in the hills, used for
  hunting in the summer and left almost abandoned in the winter (although, thinking
  about it, this was Lucie’s idea). It was simplicity itself to overpower the skeleton crew
  of guards. Finn has locked them up in the cellar.
  Now the most frightful blizzard has started, and one of your men swears he saw
  hideous shapes moving in the snow. Finn has sent some men to investigate. Better be
  on your guard.
  
  Finn Redtooth
  First impressions
  A large, muscular man with long flaming red hair and a beard to match. His eyes are
  green and fierce. He is dressed in wolf furs draped over iron mail.
  Qualities
  People: Earth Tribes of Kalet
  Mercenary fighter – Expert [+4]
  Opportunist – Good [+2]
  Sneaky and stealthy – Good [+2]
  Tough and resilient – Good [+2]
  Singer of epic verse – Good [+2]
  Dangerous allure – Good [+2]
  Fearless – Good [+2]
  Unable to trust others – Poor [-2]
  
  Background
  Only the strong survive. This is the first lesson you learn growing up in the frozen
  wastes of Kalet. The strong take what they want and make no apologies. Mercy is a
  luxury that will get you killed. When the ground is littered with the bodies of the
  weak, Finn Redtooth will still be standing.
  You have been working with Jalmain since you travelled to Sartain, and while he
  would be too weak-stomached to last more than a week in your world, his skills as a
  thief have kept you both in wine and women for little risk. And when things do go
  wrong, you are strong enough to do what must be done.
  This last job went wrong in an unexpected way. Your plan to steal the jewels of Count
  Rochelle was interrupted by his slip of a daughter. Jalmain was set to flee, but the girl
  made Jalmain an offer to take her hostage and help her escape her cruel and
  controlling father. Now you are lying low while one of Jalmain’s men negotiates a
  ransom.
  The place Jalmain found for you to hide is a draughty old keep in the hills. There were
  guards, but you and Jalmain’s other men overpowered them. Jalmain asked you to
  lock them in the cellar, but you decided to play it safe and kill them as soon as they
  were out of Jalmain’s sight. Their bodies are hidden in the larder, the first lockable
  room you could find.
  Some of Jalmain’s other men have reported shapes out in the blizzard that started a
  few hours ago. You have sent a small group of men to investigate. They should be
  back at any moment…
  
  Absalom Grey
  First impressions
  A dour-looking man, whose sunken eyes and grey beard belie his physical strength
  and stamina. He wears a plain grey habit and layers of heavy cloth to block out the
  cold.
  Qualities
  People: Freemen of the River Towns
  Witch finder – Expert [+4]
  Skilled swordsman – Good [+2]
  Unshakeable faith – Good [+2]
  Small group of fighting men – Good [+2]
  Relentless tracker – Good [+2]
  Well-versed in the black arts – Good [+2]
  Passionate orator – Good [+2]
  Unlikable and rude – Poor [-2]
  
  Background
  Sorcery is the black pestilence that is rotting the body of Sartain. Since you travelled
  north to this land, you have been shocked at their decadence, ignorance and blindness
  to the dangers within. Happily not everyone here is blind, and you have managed to
  gather a group of men and women to your cause. Some are true believers, while
  others are mercenaries; you will convert them all in time.
  Rumours have abounded that Count Rochelle is involved in the practice of sorcery.
  His wealth and power have certainly grown in a short period of time, and his enemies
  have a way of dying strange and violent deaths. It is dangerous to take on such an
  enemy directly, so you have set out to gather irrefutable evidence first. You believe the
  count’s summer keep in the hills is home to his abhorrent rituals, and there must be
  sorcerous trappings there. You have set forth with a small group of fighters, making
  your way through the winter snows.
  When you came within a few miles of your destination, a vicious blizzard started up.
  You saw strange shapes in the snow, and then one of your men was dragged away by
  unseen forces. All you found was blood and meat. You drove your men as hard as you
  could, trying to make it to the safety of the keep, but there are only a handful of you
  left now. Erin, the warrior woman from Kalet, is at your side, as at home in the
  blizzard as any human can be. Maybe she will get the last of you to safety.
  
  Erin the Many-Fingered
  First impressions
  A tall, lithe woman with short-cropped red hair and the tattoos of her tribe adorning
  her face. She is dressed lightly for the cold weather, in colourful tights and a leather
  jerkin, but wears the skin of a polar bear for warmth when she is outdoors. She killed
  the bear herself.
  Qualities
  People: Earth People of Kalet
  Unarmed fighting techniques – Expert [+4]
  Acrobat and juggler – Good [+2]
  Sleight of hand – Good [+2]
  Quick on her feet – Good [+2]
  Good-humoured and likable – Good [+2]
  Well-travelled – Good [+2]
  Quietly perceptive – Good [+2]
  No respect for authority – Poor [-2]
  
  Background
  You are a long way from home, and all the happier for it. Kalet is a miserable, bleak
  land, full of dour men and women who see life as an imposition. You have a hunger
  for travel, experience and excitement that they could never understand.
  You have worked as a juggler, acrobat, thief and dancing girl in many, many lands.
  Now you have found work as a mercenary and bodyguard for a strange and
  humourless man named Absalom Grey. While you find Grey himself to be grating
  and joyless, his profession of hunting sorcerers and witches strikes you as the very
  essence of adventure.
  Grey has been trying to find evidence that one of the minor nobles of Sartain, Count
  Rochelle, has gained power through sorcery. This is going to be dangerous work, as
  Grey has no real authority and is making a powerful enemy. It could be time to
  consider another change of career.
  You and Grey are currently headed toward the Count’s summer retreat, which should
  be empty in the current depths of winter. As you have drawn near, a fearsome
  blizzard has blown up around you, and there are strange, misshapen things moving
  within it. A number of your party have been snatched away into the white maelstrom,
  only to be ripped to shreds. Unless you can get the survivors to shelter quickly, you
  are all doomed.
  
  Lucie Rochelle
  First impressions
  A delicate young woman of maybe fifteen years of age. Her hair is long and golden,
  and her clothing expensive if somewhat soiled. There is a constant look of curiosity
  about her face, as if everything is new and exciting to her.
  Qualities
  People: Citizen of Sartain
  Noble lady – Expert [+4]
  Sorcery* – Good [+2]
  Sweet and innocent appearance – Good [+2]
  Knowledge of drugs and poisons – Good [+2]
  Graceful dancer – Good [+2]
  Small knives and daggers – Good [+2]
  Maddened by demonic voices – Poor [-2]
  
  Background
  You were barely more than an infant when you first heard the voices whispering to
  you. You understand their words, even if you don’t know what language they are in.
  They speak of death and cold and secrets to freeze the blood. Sometimes their words
  still horrify you, even if they seem as much a part of you as your own thoughts now.
  It has been hard to hide your invisible tormentors from your family and servants.
  Your father, Count Rochelle, believes you to be mad. He has kept you a virtual
  prisoner, and has brought in wise women, alchemists, herbalists and priests to try to
  make you into a normal girl. You have learned much from them, but the voices still
  whisper to you. They teach you things as well. You can channel their power, but the
  cost always has to be paid in blood. In between the bouts of madness and terror, you
  have learned the basics of being a lady. You can pass yourself off as a good girl for a
  while, but sooner or later the whispers start and someone always ends up dead. Are
  you becoming a monster too? Is there any hope for you?
  A couple of bumbling thieves tried robbing your father’s home, but ended up finding
  you instead. Thinking quickly, you convinced one of them, named Jalmain, to take
  you as a hostage in exchange for freeing you from the prison your father has made for
  you. He will even give you a third of the ransom, which you can use to start a new life
  for yourself. You are out in the world for the first time, away from your father and his
  hirelings. The possibilities are endless.
  You convinced the thieves to hide out in your father’s summer keep, currently empty
  for the winter except for some servants. There is the smell of blood in the air, and you
  can feel the power of dying souls running through you. The whispers have grown
  loud in your ears, and you know that the Whisperers are close now. Maybe they want
  their freedom too.
  A note on sorcery. It’s freeform magic that can be powerful and dangerous. You can
  try to do pretty much anything with it: big effects are harder and riskier. For this
  adventure any sorcerous ritual, no matter how minor, will require a human sacrifice.
  Lucie’s sorcery is a function of her link to the Whisperers, and they can only be
  appeased by blood and death. If a character is killed in Lucie’s presence, she can
  gather their blood and life energy to perform an act of sorcery right then. This will be
  obvious to any observers.
  
SOURCE: textdata/thevault/Jaws of the Six Serpents (PDQ)/Blizzards Teeth - PC Sheets.pdf