Basic Info:

Player: DarnellJermaine
Name: Chariot
Aliases: Spirit of Camaraderie/Teamwork
XP Unspent/Total: 16/31

Brief Description: An incredibly large and bulky figure, Chariot is certainly the kind of person who absolutely fills and grabs the attention of any room he enters.

Appearance: image%20%281%29.jpg

Personality: Loud, friendly, and enthusiastic. 3 simple words that adequately describe Chariot.

Hobbies, Likes and Dislikes:
Likes: Team activities, Competition, Sports
Dislikes: Solitary activities, Being cooped up indoors


Brawn: 4 (Mass, Muscle, Endurance and Resilience)

Finesse: 2 (Coordination, Agility, Quickness and Grace)

Acuity: 2 (Comprehension, Clarity, Perceptiveness and Reasoning)

Resolve: 4 (Willpower, Concentration, Determination and Focus)

Charisma: 2 (Charm, Presence, Confidence and Poise)


Initiative: 4

Health: 11/11

Psyche: 9/9

Quick Defenses:

Stability: 9
Reflex Total: 7
Willpower Total: 5
Parry Roll: ?

Dodge: 9
Mundane DR: 6
Ability DR: 4
Equipped: Leather Armor (2/0)


  • Stability - (5) Resolve To keep and preserve the spirit in the face of danger.
  • Reflexes - (5) Finesse Quickness of the body.
  • Brawling - (7) Brawn Fisticuffs!
  • Willpower - (1) Resolve I will not falter!


Camaraderie: The forces of Teamwork forged through battle and trust - 6 (Power - Resolve) Trust is tempered like steel. Make sure it's maintained properly, and it will serve you well
A skill only usable with people trusted either through friendship or from proving themselves in combat. Cannot be used with strangers or those mistrusted

Cooperation: The forces of Like-minded individuals working towards a shared goal - 5 (Gift - Resolve) The ability to strengthen thyself in the midst of others
Strengthens Chariot based on the amount of people currently under the affect of Camaraderie.


  • Spirit Nature (8) - A spirit / Must take either Manifestation feature or a Possession gift or power.

Vitality skill is replaced with 'Stability' linked to Brawn, Resolve, or Charisma, depending on spirit affinity/domain.
May shift to and live on spirit plane at will.

  • Spirit's Bane (-5) - Every Spirit has a weakness / Spirit Affinity: Camaraderie|Teamwork / Resolve. Weakness: Solitude, distrust

Movement restricted by anti-spirit barriers/wards.
-2 to rolls in places where affinity does not exist / outside of domain.
Must spend 1 psyche to manifest physical body or sustain or initiate possession in such places, plus 1 per day while remaining.
Cannot initiate unwilling possession in such places.
Receive no natural and 1/4 psyche healing from outside sources while away from affinity.//

  • Manifestation (3) The ability to form / Allows a spirit to create a physical body for themselves, in a single form reflecting their true self image. The body is very resistant to changes unless its owner themselves makes them and truly sees themselves keeping them. Damage inflicted on the body disappears almost instantly, but instead reduces its stability. Mechanically, the outcome is the same, except that the body can't suffer from broken limbs, doesn't age, and isn't vulnerable to poison or disease - it doesn't share the associated physiology to be affected by such things. Anything from the body that is separated is no longer considered part of it and disappears quickly unless intentionally sustained.
  • Selective Reflexes (2) The desire to protect those around him / At Rank 2, your intercept attempts get +3. This overwrites Rank 1


Total Currency: $200 CAD

On Hand


XP and Advancement

List what you've improved with XP since character creation.
10xp: +2 to Camaraderie
5xp: +2 to Brawling

XP History:
+16 XP Monthly (8) x 2
+15 XP Starting Bonus

Initial Details:

Additional Information

Bibliography / History:
Extra Info:

Interpersonal Relationships:

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