Character Sheets

Character sheets are the system Crescent Pact uses to help organize, develop, and enhance your character’s abilities in a realistic way.

The character sheet system has several benefits. Character sheets are meant…

. . . to aid you in realistically fleshing out the skills and flaws of your character,
. . . to grant your character personalized dice modifiers based on their skills for guild plot events and duels, and
. . . to make sure your character is neither over- or underpowered.

While some may shy away from sheets because they find them limiting, we have designed the system to have the opposite effect—characters tend to feel more like individuals after making a sheet.

How it Works

While everyday guild RP is largely freeform, when dice are used for specific events, fights, or other special occasions, the use of character sheet modifiers will eliminate at least some of the random chance that makes dice unrealistic (for example, you wouldn’t realistically expect a highly skilled mage to critically fail a very simple spell).

The system is based around every character having a base of 60 achievable skill points. Characters are not required to use all 60 skill points; in fact, it is recommended NOT to use them all when designing a new character. Not only would most characters not be capable of mastering many distinct abilities, it also makes sense to leave some breathing room for new skills your character can learn or rank up through RP!

That’s one of the most fun parts—character sheets should not be stagnant things, but should grow and change as your character does. Please feel free to tweak your sheet whenever a character learns something new through RP.

There are six levels for each skill:

Novice | +1 dice bonus | costs 1 point
Bare Minimum – Awareness of the absolute basics, i.e. which way to point a sword.

Apprentice | +2 dice bonus | costs 2 points
Basic – You have trained enough that you have a rudimentary grasp and aren’t likely to totally embarrass yourself.

Adept | +3 dice bonus | costs 3 points
Intermediate – You are skilled and capable, but more advanced techniques remain beyond you.

Expert | +4 dice bonus | costs 4 points
Superior – You are more skilled than the vast majority of the populace in your chosen field.

Master | +5 dice bonus | costs 5 points
Advanced – You have reached the top of your game and there are few who are better than you.

Grandmaster | +6 dice bonus | costs 7 points
Legendary – Your skill is notable even among masters; you are unusually good at this.

For most of the skills, it costs 1 point to invest in each rank upgrade; for instance, Journeyman costs 3 points total and Master costs 5 points total. Since Grandmaster is the highest achievable rank, it costs an extra point to max, for a grand total of 7.

Since part of the purpose for the character sheets is to add new dimension to organic RP, you may upgrade your skills as RP calls for it. There is no limit to how many skills your character can have so long as they have no more than 60 individual skill points used total—but we do ask you to exercise good judgment.

It isn’t very interesting or believable if a character is an expert of everything and characters who try to min/max their skills without having a very believable IC reason why may be asked to tone down their sheet a little (for instance, a scullery maid who is also a master necromancer and expert in four weapons).

Finally, if your character is a vampire, you are also eligible for Inheritance traits. The purpose of the Inheritance system is to add more interest to turning other characters to vampires. Every vampire has an innate inheritance trait they will pass on to their vampiric progeny. When they sire another character, the progeny gains an automatic +1 to the skill innate to their sire, and may choose a personal inheritance trait to pass on themselves.

There are also two additional systems to keep it balanced and interesting: flaws and perks.

Flaws System

For every 10 skill points your character uses, you must take at least 1 minor flaw. For every 20 skill points your character uses, you must take at least 1 major flaw. That means for a character with 30 used skill points, they must have at least 1 major flaw and 3 minor flaws, and a character with 50 used skill points must have at least 2 major flaws and 5 minor flaws. It is also possible to gain an additional 5 skill points by taking 2 flaws for every 1 skill point desired over 60 for a grand total of 65. (And there is no limit to the number of flaws your character can have. Go nuts, make them horrible!)

Major flaws have an associated dice modifier which may come into play in some scenarios. For example, if your character has a severe phobia of ghosts and a ghost pops up in front of them, they will suffer a -5 flaw penalty for all rolls related to their fear of the ghost. This stacks with any positive modifiers. So, if your character is terrified of a ghost but has a +6 in destruction magic and tries to shoot it, and you roll a natural 7, that would be 7 + the 6 of the modifier for a total of 13, and then 13 – the 5 of the flaw for a grand total of 8.

Minor flaws are usually used for RP flavor and have no direct bearing on DMed events or on duels, such as a character being disfigured or bratty or bigoted. But, we encourage everyone to take as many flaws as makes sense for your character, since flaws only make characters more developed and interesting.

Keep in mind that you can always choose major flaws in place of minor flaws as far as total flaw counts are concerned. There is no limit to the number of major flaws you can have. Additionally, mandatory monster flaws count for your total flaw count, but not for the required minimum flaws.

Perks System

Perks serve as the balancing opposite to flaws. Whereas flaws hinder your character in some way, perks boost them in another. The point of perks is to customize your character and give them far more individuality than is possible through skills alone.

Perks work much like a skill tree in an MMO. You are allowed 1 major perk for every skill you have at master or grandmaster, for a possible total of 4. You are also allowed to take 1 minor perk for every three flaws, as long as you have at least adept in your desired perk’s skill.

Unlike flaws, you cannot take unlimited perks—you are limited to 1 major perk per mastery and 1 minor perk per 3 flaws.

Mastery Ranks

There are limits to how many master-level skills you may have. To keep things fair, each character starts with two mastery ranks to invest in any skill you see fit. Mastery refers to skills at either Master or Grandmaster rank (+5 and +6 modifier).

There are two more possible combat masteries to be earned, for a grand total of four—but only TWO of your masteries can be grandmaster (+6). This applies to both combat and non-combat skills.

You may apply one additional mastery as long as the skill is one of your race’s bonus skills. Please only take advantage of this perk if it genuinely makes sense for your character, though!

You may also earn one additional mastery if you have at least ten flaws.

Supernatural creatures are also entitled to an additional major perk (for 5 total) through taking an innate perk. If you are a vampire, you are allowed to take 1 additional major vampire perk (which may be from either the bloodline or generic categories) to represent the dark gift you are innately skilled at. Werebeasts are eligible to take an innate perk if they win the monthly pack moot, which persists throughout that month until the next moot.

While on the surface it may seem harsh to limit masteries to non-combat skills, consider this: who is more likely to be the best painter, someone who solely paints for a living, or someone who is also a mage and soldier in addition to a painter? Most people who are really good at something would never move past adept or expert level in a skill—mastery implies an intense focus and specialization.

Monster Benefits

As a monster-focused guild, it is only natural that we provide additional options for vampire and werewolf characters.

When building your character, you have the option to either focus on traditional skills or focus on vampirism or lycanthropy. The more perks you have related to your supernatural affliction, the higher your supernatural proficiency rating will be, which can in turn be used to ‘buy’ mutations provided your character has gone through the appropriate rituals IC. This is explained by the blood magic we use IC for our rituals granting the vampires who join our coven additional abilities, as well as the werewolves of our pack receiving blessings from Hircine.

Finally, if your character is a vampire, you are also eligible for Inheritance traits. The purpose of the Inheritance system is to add more interest to turning other characters to vampires. Every vampire has an innate inheritance trait they will pass on to their vampiric progeny. When they sire another character, the progeny gains an automatic +1 to the skill innate to their sire, and may choose a personal inheritance trait to pass on themselves.

Supernatural Proficiency

For some skills innate to vampires and werebeasts such as feeding and a few unique bloodline abilities, you will have the opportunity to roll a flat base d20 like normal. Since there is no skill line for vampire or werebeast abilities, Supernatural Proficiency will be used to determine your modifier.

Supernatural Proficiency is determined by how many vampire or werebeast perks you have taken.
Major vampire or werebeast perks give +2 to your modifier.
Minor vampire or werebeast perks give +1 to your modifier.

So, if you have one major vampire perk and three minors, your feeding to heal roll would be +5. If you have no vampire or werebeast perks, your roll would be an unmodded 20.

(Please note for the sake of rolls, your supernatural modifier cannot go higher than 12. You can have additional vampire perks that would take you past this point, but 12 is the hard cap.)

Supernatural Affinity

Supernatural affinity is how close a character is to their curse, be it lycanthropy or vampirism. The closer a person is to such an affliction, the more it begins to present in their lives. This results in physical and metaphysical mutations.

Every five supernatural points earned through major and minor perks grants a character one optional mutation.

Mutations are largely custom and should fit the RP of the character while also being a good fit for the Elder Scrolls setting. A mutation cannot have a stat benefit but can offer utility benefits.

An example of a mutation would be a vampire being able to walk on walls or a werewolf developing a better sense of smell or sight while not being shifted. All mutations break the Veil in some form or another and give away the person’s cursed nature. They should be RPed with caution both IC and OOC.

An initial mutation occurs when vampires join the coven of the Dying Sun and taste the blood of the Synod. This mutation is free but required. Likewise, werewolves that are accepted into the Twin Manes will have a similar mutation given to them.

Some existing flavor perks can be considered mutations, but nothing with a stat advantage will be allowed. These mutations should be recorded on your character sheet through a CS update and require approval before being RPed.


  • Every character has 60 base skill points in invest into any skills of their choosing.
  • You must take 1 major flaw per 20 points and 1 minor flaw per 10 points.
  • You may take 1 major perk for every master level skill and 1 minor perk per every 3 flaws.
  • You may gain up to 5 additional skill points by taking 2 flaws for each point desired.
  • You start with 2 possible masteries and may earn up to 4 total.
  • You may upgrade no more than 2 of your master level skills to grandmaster.
  • Vampire and thrall characters gain inheritance traits.
  • You gain defensive and offensive modifiers based upon what type of gear your character is using (see below).
  • Each race gains 3 major and 3 minor skill point bonuses according to their racial passives (see below).
  • You also gain 1 free skill point in two skills according to your character’s birth sign (see below).
  • Vampire and werewolf characters also receive additional bonuses (see below).

Each skill has the following ranks:
Novice (+1 bonus to rolls) – minimum skill/knowledge – 1 point
Apprentice (+2 bonus to rolls) – basic skill/knowledge – 2 points
Adept (+3 bonus to rolls) – intermediate skill/knowledge – 3 points
Expert (+4 bonus to rolls) – superior skill/knowledge – 4 points
Master (+5 bonus to rolls) – advanced skill/knowledge – 5 points
Grandmaster (+6 bonus to rolls) – legendary skill/knowledge – 7 points

Gear has the following modifiers:
Unarmored | No modifiers
Light Armor | 1 max health, +2 magic, +1 defense
Medium Armor | 2 max health, +2 defense, -1 to magic; mod may be added to stealth, acrobatics, and athletics rolls
Heavy Armor | 3 max health, +3 defense, -2 to stealth, -2 to magic
Shield | +1 defense

Please note that this list is mainly a guideline. If there is a skill or a flaw we have not listed that applies to your character, you are free to list it on your character sheet. Sheets are also not considered final until an officer has approved them.

NOTE: While it IS required that every member of the guild makes a sheet, and is a required step to get out of the trial process, use of this system is optional, but strongly encouraged. In other words, if you really hate dice, you still need to balance your character according to our system’s rules but are never obligated to use dice in your personal RP unless you wish to.

Use of sheets is only required for guild events; otherwise, members are free to engage in conflict RP however they wish provided all parties agree.