There are a number of complicated sheets floating around, so I figured it would be a good time to post a basic sheet as both an example and an introduction for my brand-new character. [color=ef6069][b]Name:[/b][/color] Grimm [color=ef6069][b]Origin:[/b][/color] Hollow Knight [color=ef6069][b]Appearance:[/b][/color] Though quite large for a bug, [url=https://i.imgur.com/Z04Jyw6.png]Grimm[/url] stands at a meager 4'10", and his pitch-black exoskeleton is extremely spindly. He is practically featureless save for his black horns and his glowing scarlet eyes, though a white heart-shaped mask gives him some semblance of a face. He wears a cloak of tough black grass, their undersides dyed red, over a simple cuirass composed of a polished dark red carapace [color=ef6069][b]Personality:[/b][/color] As the master of a traveling circus, Grimm has a flair for both mystery and theatrics, always seeking to awe and entertain. He is cunning and manipulative, with no sense of morality to speak of, but he is never needlessly violent or malicious, instead acting polite and respectful. Though seldom one to engage in conversation, and not really someone with a casual side, he sees the act of combat as a sort of dance through which individuals can truly communicate, and he delights in the cheers and admiration of the crowd [color=ef6069][b]Background:[/b][/color] Grimm, like all his troupe, was a thrall of the Nightmare Heart, a being born from the nightmare realm that exists as the shadow of his world's dream realm. He led his troop on a never-ending voyage across his world, showing up wherever the flames of the Nightmare Lantern are lit. There, while the members of the circus performed and entertained the locals, the Troupe's acolytes would enact a ritual to feed their eldritch master by stoking a Grimmchild with nightmare flames, nourishing it until Grimm could be born anew, and the cycle forever continued. [color=ef6069][b]In the Now:[/b][/color] Rumor have circulated through the Forbidden Kingdom, from backwater villages all the way up to the big cities, of a strange wandering troupe that arrives by night and vanishes by sunrise. Some see its arrival as an eerie portent of catastrophe, or cultists preying on hapless victims through acts of profane ritual, while others see it nothing more than a guaranteed night of dreamlike revelry. Its traveling performers, none of which are human, are all elusive as they are fascinating, and none more so than the troupe's master. Both excitement and tension mount as the Grimm Troupe's next destination becomes clear: the acropolis city of Meridi-at-han. [color=ef6069][b]Job:[/b][/color] Troupe Master [color=ef6069][b]Specialty:[/b][/color] Fiery spectacle, slippery movement, and a versatile mix of unrelenting attacks to keep guests guessing until the curtains fall [color=ef6069][b]Inventory:[/b][/color] Nothing [color=ef6069][b]Lv:[/b][/color] 1 [color=ef6069][b]EXP:[/b][/color] 0/10 [color=ef6069][b]Abilities:[/b][/color] [list][*][b]Teleport[/b] - Grimm can vanish in a blast of red mist and reform a second later up to 20 feet away, with a cooldown of 2 seconds between uses. If used in the air, the blast ignites and rains down four fireballs [*][b]Firebats[/b] - As long as he's on the ground, Grimm can open his clock to launch up to four scarlet firebats that poorly track targets. He can teleport once at any point in a salvo without interrupting it, and whenever he launches a firebat, a flare goes off from his eyes that blazes directly above him. However, he can only launch a firebat salvo once every ten seconds or so [*][b]Hangtime[/b] - If Grimm so chooses, he can hang in the air, whether silent and motionless, or to launch physical attacks. His most notable technique that uses this ability is wrapping himself in his cloak in order to dive like a drill[/list] [color=ef6069][b]Skills:[/b][/color] [list][*][b]Close Combatant[/b] - Grimm's claws and teeth both work very well as natural weapons, inflicting high slash and pierce damage, respectively. Combined with surprising speed, accuracy, and agility, he's dangerous up close, especially to targets with low defense [*][b]The Night was Long[/b] - Despite his frail appearance, Grimm has plenty of health and is difficult to stagger, making any fight with him a battle of attrition that favors his style of confusion and methodical destruction[/list] [color=ef6069][b]Weaknesses:[/b][/color] [list] [*][b]The Nightmare Lantern[/b] - His existence is sustained by a [url=https://i.imgur.com/QTFH0QX.png]brazier[/url] that burns with scarlet flame. If the Nightmare Lantern takes enough damage, it can be broken, and both Grimm and Troupe will be banished [*][b]Gone to Pieces[/b] - Whenever he loses a third of his health, up to three times per fight, he will explode into a swarm of bugbats, one of which glows with scarlet flame. In this form he can't use any abilities or defend himself, just flit around in a panic for a couple seconds, allowing attackers a chance to rack up free damage until the bugbats coalesce back into Grimm [*][b]Unarmed and Dangerous[/b] - Grimm has no proficiency with weapons or armor and won't use them[/list] [color=ef6069][b]Spirits:[/b][/color] [list][*][b][/b][/list] [color=ef6069][b]Rapport:[/b][/color] [list][*][b][/b][/list]