Samael Shepard

Basic Info:

Player: (Player Screenname, please use same or similar for forum and irc)
Name: (Character Name)
Aliases: (I call myself…)

XP Unspent/Total: 0/0

Brief Description: (This bit is for first impressions and quick reference. Include both personality and appearance. Feel free to split this into subsections like demeanor/nature/appearance if you like. Be very brief! Extend it into something longer below.)



Hobbies, Likes and Dislikes:


Brawn: 1

Finesse: 1

Acuity: 4

Resolve: 3

Charisma: 2


Initiative: (Default: Finesse+Acuity)

Health: 8

Psyche: 9

Quick Defenses:

Vitality Total:
Reflex Total:
Willpower Total:
Parry Roll:

Mundane DR:
Ability DR:


  • Vitality - (1) Brawn A defense skill used for reducing damage from hits when using Tank defense, and rolling against some direct physical effects like internal/direct attacks, poison or heightened gravity. Also general fitness, heavy lifting, and forced entry.
  • Willpower - (3) Resolve A defense skill used for mental resistance to intrusion, influence, etc., and reducing psyche damage.
  • Perception - (1) Acuity Use of the senses to notice things, make out what that distant voice is saying, spot an unusual detail, find someone who's hiding. Also used to sense deception.
  • Research - (2) Acutiy Having or being able to find information quickly about various topics.
  • Medicine / First Aid - (1) Acuity Mundane healing from setting broken bones, to first aid, to applying stitches. Also involves knowledge in the subject area, including drug interactions. When fixing up injuries, this skill can heal your roll in health, but takes one turn per point of healing. Only effective on an individual once per 8 hours.
  • Investigation - (1) Acuity Deciphering puzzles or finding hidden clues or hints, putting together evidence and noticing very fine details and their significance. Also just plain analyzing things/details. The skill to take if you want to investigate mysteries.
  • Craft Body - (2) Acuity This skill is represents the ability to use old bits of the dead to stitch together something new and capable to house a soul.
  • Occult Knowledge - (3) Acuity Understanding of how magic works, lore around non-human entities, and grasping very non-standard concepts. May help to understand how some powers work and their reach/limits too. Helpful in ritual design and execution.
  • Brew Potion - (1) Acuity Mixing ingredients while infusing them with magic to create pastes and potions with specific effects when drunk, poured, or otherwise applied. Includes understanding of both ingredient properties and symbolism for creating effects and likelihood of avoiding catastrophic mistakes when experimenting to find or create new recipes.


Necromancy - # Power The eldritch art of commanding the dead to walk once more.
Necromancy allows the user to use internal, or external sources of energy to animate the dead. These undead are often slow, stupid, and capable of following simple instructions.

Name - # (Power/Gift) Optional Flavor
BRIEF Description


  • FeatureName (Cost) - Brief Description / What It Does
  • FeatureName (Cost) - Brief Description / What It Does


Total Currency: $_ CAD

On Hand
Also mine…

Also mine…

XP and Advancement

List what you've improved with XP since character creation.
_xp: +___

XP History:
List sources of XP and their amounts given.

Initial Details:

Additional Information

Bibliography / History:
Extra Info:

Interpersonal Relationships: Optional, but encouraged once some are built with other characters!

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