For the new folks, I'll have posted a page with much of the common rules used in the game.
I will also lay out how some of your attacks will work and what some of your personal options are going to be.
Shadow:
Your standard
melee attack will be with your scimitar. You'll roll 1d20+2 (from agility, because it's a finesse weapon). You have the option to apply one boon, due to trickery. You'll do 1d6+1 damage. If your boon/bane total is positive, you'll add 2d6 damage (1d6 from trickery, and 1d6 from dirty tricks). You can also expend a casting of a spell to add additional damage. You can attack anyone within your reach (1 yard), or out to 2 yards by adding a bane to the attack roll (see pg 50).
Since you have a sword and shield, you can attack with two weapons. If you do this with your shield, then you lose your defense bonus until the end of the round. If you attack with both weapons against a single target, then make a single attack roll and add 2 banes to your attack roll, and then add 1d3 damage to your total (the shield damage). If you attack against two separate targets, you make each attack roll separately, adding 3 banes to each attack - but since this is two separate attacks, then you can use both uses of trickery on each attack, dealing your full damage for each attack (1d6+1, +extra damage if your boon total is positive, then 1d3+extra damage if your boon total is positive).
Your standard
ranged attack will be with your hand crossbow. You'll roll 1d20+2 (from agility). You have the option to apply one boon, due to trickery. You'll do 1d6 damage. If your boon/bane total is positive, you'll add 2d6 damage (1d6 from trickery, and 1d6 from dirty tricks). You can also expend a casting of a spell to add additional damage. This ranged weapon can fire out to SHORT range (5 yards) without penalty; you can double this distance by adding one bane to your attack roll (see pg 51). Your hand crossbow is a reload weapon, meaning that you need to use an ACTION to reload it before you can fire it again.
You also have several attack options you can add on to these attacks. You typically add a bane to your attack roll in order to add on an additional effect. See
here for some attack options.
Your standard use of
magic requires a free hand to wield your implement. Please note that you won't be able to cast spells if both your hands are being used to wield weapon & shield; you'll have to drop or sheath your weapon to wield your implement. This does not apply when you are expending a casting to do one of your paladin talents.
If you roll a 20+ (including bonuses and boons) on an attack roll, and the result is 5 higher than the target number, then you get a second turn, used at any time you would like in the round.
You have two uses of trickery per round; this means that twice you can add a boon to any of your attack rolls or challenge rolls. You also have Hunches & Instincts, which allows you to add a boon to any challenge roll.
Caranthir:
Your standard
melee attack will be with your maul. You'll roll 1d20+5-1d6 (+5 from strength, with one bane from cumbersome). You'll do 4d6 damage (3d6 from the maul, 1d6 because you're size 2). You can attack anyone within 2 yards of you, and you can make it 3 yards by adding another bane to your attack roll. This is a two-handed weapon, meaning you must use both hands to wield this weapon. You can expend the casting of a spell to add additional damage.
You have several attack options you can add on to this attacks. You typically add a bane to your attack roll in order to add on an additional effect. See
here for some attack options.
Your standard use of
magic requires a free hand to wield your implement. Please note that you won't be able to cast spells if both your hands are being used to wield your weapon. This means that you cannot be wielding your implement at the same time, and you must figure out some other way to quickly access your implement while you have your weapon out. This is relatively easy to do, just give me a reasonable narrative justification for it, such as having your implement always out and showing while hanging off a leather shoulder belt or something. This does not apply when you are expending a casting to do one of your paladin talents.
All of your magic attack spells use will, which means you will be rolling 1d20+3. Please refer to the spell to see which attribute you're targeting.
If the total of your attack rolls (melee weapon OR damaging attack spells) is 20+ (this includes attribute bonuses and boons), and also exceeds the target score by 5, then you will add 1d6 damage to the attack and they must make a strength challenge roll or fall prone. This will be on top of any other 20+ effects your spells may have (e.g. Ice Shards).
Hugh: I'll do this for you once you have selected all your equipment.
Sigrid and Fachtna - you're both experienced players, so I don't need to do this for you. But if you would like to do it for yourself so our new players can learn, I am sure everyone would appreciate it.