Character Sheets

Character Sheets are fairly simple to fill out. The sheets are broken down into nine sections: Character Information, Stats, Symbols, Weapons, Saves, Spells, Skills, History, and Gear. Certain sections have ways in which their contents can be upgraded, which is discussed on the Upgrading page.

Character Information
Most of the information in this section is up to the player. The name, age, gender, height, weight, hair, eyes, and morality in this section are entirely up to the player’s discretion. There are other optional things for characters that will be discussed later. The rest of the character information section contains stat-based information. Your character’s HP is your endurance (END) plus 10 and can be increased by increasing your END or your health directly. Your spells per day is the number of spells you are able to attempt in one campaign day; it is calculated by adding your endurance (END), charisma (CHA), intelligence (INT), and potency (POT), {spell/day = END + CHA + INT + POT}.

Stats
Your character’s stats are determined simply by rolling either a four-sided die 6 times or rolling 6 four-sided dice. Ultimately, you need six rolls from a four-sided die. Keep track of the rolls because you drop the lowest of the rolls and fill in your stats with the five remaining rolls however you choose. Off to the right of the stats is a box simply for keeping track of you HP during play. Your stats can be upgraded with points so long as you have them, but upgrading stats will be covered at another point.

Symbols
The symbols section has spots for you to write down your primary and secondary symbols. Everyone starts out with two lots, but there is always the opportunity to buy more at the GM’s discretion.

Weapons
The weapons section is there for you to have a spot for any weapons you might pick up or buy and all the stats for that weapon. Not everyone will use this section, but it also depends on the game you’re playing.

Saves
The saves section is simply a spot to record the mental and physical saves that you would need to use during a game.

Spells
The spells section is provided for you to write down the spells you’ve created to use in the game. It’s recommended that you write down the name of your spell, any requirements the spell would have1, the dice used for different aspects of the spell2, and a short description of the spell. Each spell costs two points to attempt to create, so pass or fail, you’re out two points. Spells can be upgraded to either increase damage, area of effect, or any other way depending on the spell.

Skills
The Skills Table is an area that will get referred to quite often during play. When creating your character, you have the option to put points into your skills. When putting points into skills, be sure you keep track of any modifiers you might have from your symbols. Also, your original character stats act as modifiers for these skills. Each sill has a specified stat that acts as that skill’s modifier. The stat modifier does change when you upgrade your stats, so I would recommend writing down the stat value with the indicated stat. Points put directly into skills go into the SPoint column. Skill value is determined by the skill’s rank. Ranks cost the same number of points as the rank you’re trying to reach. So if you were trying to get a skill to Rank 1 it would be one point, but to bring the skill rank to Rank 2 it would cost two additional points. Modifiers from symbols go into the Other column. The Modifier column is there to tell you which stat value to add to the number of points put into the skill. Finally, the Score column is where you write down the total value for that stat.

History
The History section is purely optional. Here, you can write whatever you want about your character, where he or she is from, or there are some optional character information details that you can put here.

Gear
This section is purely for whatever gear you might buy, pick up, or make so long as you are capable.


1Requirements spells might have would be availability of certain elements depending on the symbols, area of effect, or dice rolls.

2Dice rolls determine whether or not spells hit, if they have projectiles, how many projectiles hit, or how much damage is inflicted.

Character Sheets

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