The GM Sheet is where a GM keeps everything about a character that either must stay hidden from the player or requires GM-side confirmation before it's reflected on the Character Sheet. One GM Sheet is kept per character in the campaign. Fields marked "(see rules)" on the Character Sheet's Progression Tracker are the ones this sheet resolves.
| Field | What It Tracks |
|---|---|
| Current Growth Level | Mirrors the Character Sheet. |
| Current Character Level | Mirrors the Character Sheet. Advances faster than Growth - see Growth and Character Level, Basic Rules Pg. 4. |
| XP to Next Growth Level | The actual hidden threshold. Only the Growth Level directly ahead is ever revealed to the player - see Your Next Level, Basic Rules Pg. 4. |
| Nature/Spell Drawn Picks Log | One entry per Growth Level, recording which of the two the character chose and which specific Ability was learned - see Nature Drawn and Spell Drawn Abilities, Basic Rules Pg. 6. |
| Current Rank | Mirrors the Character Sheet. |
| RP to Next Rank | Published Rank Point Progression value (Basic Rules Pg. 4), kept here for quick reference during play. |
| Alignment Position + Drift | Mirrors the Character Sheet's Alignment bar - see Basic Rules Pg. 2 and Pg. 3. |
| Falling/Rising Stage (1-9) + Progress to Growth Level 20 | Mirrors the Character Sheet's Falling/Rising bar - see Fallen and Risen Classes, Basic Rules Pg. 3. |
| Fall/Rise Trigger Type | Declared at Creation, or Undeclared (Drifting). |
| Boasted vs. Exposed Titles Tally | Drifting characters only - running tally the GM uses to determine the Growth Level 20 fall/rise confirmation average. |
| Neutral Threshold Crossed | Yes/No flag. Once crossed, the character can no longer learn new Abilities or Spells from the class tree they're leaving. |
| Mission Statement Status | The character's life quest chain, developed and managed by the GM - it never truly ends, so this tracks where the current chain stands and what it's evolved into. See Mission Statement, Basic Rules Pg. 2. |
| Downtime/Recovery Time Remaining | Comatosis, prison, infirmary stays, and the Death Penalty's Time Lost all use the same formula - Penalty Time = Base Time × (Growth Rate)^(Nature of Offenses). This field is the countdown until the character is free to act normally again. See More on Downtime, Basic Rules Pg. 5. |
| Age / Retirement Countdown | Character's current in-world age against the Retirement Age (see Retirement, Basic Rules Pg. 4). Placeholder - Retirement Age not yet finalized. |
GMs may simulate a character's Growth Level but never their Rank - Rank is only ever earned. A simulated character's gear access is gated by their actual, earned Rank, regardless of what their simulated Growth Level would otherwise allow.
| Field | What It Tracks |
|---|---|
| Simulated Growth Level | The Growth Level the GM has assigned for this module, if simulated. |
| Actual Earned Rank | Never simulated - the character's real, earned Rank. |
| Actual Earned RP | The real total behind the Actual Earned Rank above. |
| Equippable Rank Tier | Set by Actual Earned Rank, not Simulated Growth Level. Sourced from prior modules/expansions or the downloadable PDF version's back-catalog matching that Rank. |
Tracked per Companion, not per character - a character with multiple Companions needs one row per Companion.
| Field | What It Tracks |
|---|---|
| Ailments | Temporary debuffs the GM applies quietly after specific events; not tied directly to Mood, though Mood affects how fast they resolve. The GM determines when they lift. |
| Performance Tier Progress | Sustained Mood duration toward the next Performance Tier (Basic/Intermediate/Advanced). Current tier itself is recorded on the Character Sheet once reached - this row tracks progress toward that. |
| Caretaker Effectiveness | If the Companion is left at a safe keep, the GM's assessment of the assigned caretaker's quality, which affects how well Mood is maintained in the owner's absence. |
| Boneyard Status | Rare rank and above remain in the boneyard until resurrected, repaired, or restocked - track what's waiting there and its resurrection/repair progress. Common and Uncommon Companions that die are permanently lost and never enter the boneyard. A resurrected Companion's Mood resets to Annoyed, the lowest tier. |
Heroic rank armaments and above require Attunement before they can be enhanced or Bound - tracked per character, since Attunement automatically unattunes an item from its previous bearer.
| Field | What It Tracks |
|---|---|
| Attuned Items (per character) | What each character is currently Attuned to, and at what Rank - Attunement gets harder the higher the Rank. |
| Boss-Attuned Items Claimed (campaign-wide) | Items attuned to Bosses exist only once per campaign and cannot be duplicated - this is the GM's running list of which ones are already spoken for, checked before any Boss-attuned item is awarded again. |
| Field | What It Tracks |
|---|---|
| Current Module | Module name, Level range, and included Card Rank (see Quick Reference below). |
| Dilemma Card Choices | Logged as they're made, for consistency at pivotal moments later in the campaign. |
| NPC Disposition Summary | A running summary of Stance shifts; full detail stays on each NPC's own Encounter Card. |
| In-Game Time | Rounds converted to hours and days as needed between encounters. |
Every character retires at the Retirement Age (see Retirement, Basic Rules Pg. 4). Tracked per retired character, since a retired PC becomes a permanent piece of the campaign's world.
| Field | What It Tracks |
|---|---|
| Rank at Retirement | Locked in permanently - determines whether the character is commemorated as a Legend (monuments, statues, songs) or retires more quietly. |
| Mortal or Immortal | Determines what happens next - see below. |
| Living NPC Status | Immortal retirees only - where they are in the world, and whether/how the party can go visit them. |
| Commemoration | Mortal retirees - what monument, statue, or song (if any) the world raised in their name, and where it can be found. |
| Lore Cameo Log | Every module or expansion a retired character has appeared or been referenced in, to avoid contradicting earlier appearances. |
Pulled from Basic Rules for convenience during play - full detail lives on the pages noted.
| Module Level | Card Rank Included |
|---|---|
| 1-5 | Common |
| 5-8 | Uncommon |
| 9-14 | Rare |
| 14-18 | Unique |
| 18-23 | Heroic |
| 23-26 | Elite |
| 26-29 | Legendary |
| 29-30 | Divine |
See Rank Level Prerequisites and Rank Point Progression, Basic Rules Pg. 4, for the full Rank tables.