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Chapter 4 by SkyDreamer SkyDreamer

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SIMP Character sheet

NAME: What the character calls themself.

APPEARANCE: An image of the character, or a physical description.

RACE: The species of the character. In the original IMPREGNATAR, there was an exhaustive list of available races, all of which had various bonuses attached to them. For the sake of simplicity, race in SIMP is more of a cosmetic choice, without explicit stat variations, for which the only limit is imagination. However, race choice can still create unique opportunities through roleplaying decisions on what makes sense for a character to be able to do. Fairies can fly, but they can be trapped in bottles. Dwarves can see in the dark, but they can't breathe fire. Common sense is the guide here.

PRONOUNS: The pronouns which a character uses to refer to themself. Common options are he/him for men, she/her for women, and they/them for non-binary folks, but these are not exhaustive.

GENITALS: A description of any penises, testicles and/or vaginas that the character may have. You can also include breast details here, if you're so inclined.


INVENTORY: The items that the character currently has in their possession, including any equipment. This is limited to what they can reasonably carry, so without some kind of bag, they will struggle to carry more than two unequipped items, one in each hand.

ARMOUR: Any points of armour which are granted by equipment, or possibly some ABILITIES representing natural features such as thick scales. When taking ENERGY damage from an attack, flip a coin for each point of armour the character has. For every heads, reduce the damage by 1 point, to a minimum of 0.

STATUS: The current conditions affecting the character. This includes details on any injuries or any ongoing pregnancies.


LEVEL: What level your character is currently at. Level does not have a cap. Every time a character gains a level, they gain 2 ENERGY points, 1 TRAIT point, and they can also learn a new SPELL or ABILITY. At level 1, players have 5 points in ENERGY, 10 points they can spend in TRAITS, and they can take one SPELL or ABILITY.

XP: The current experience the character has stored up. The experience needed to reach the next level is (Current level x 110). So reaching level 2 requires 110 XP, then level 3 requires an additional 220 XP, then 330 XP to reach level 4, etc. Each full day that passes awards 25XP by default, plus any bonus XP for encounters completed. Defeating or escaping a creature rewards 25x(DANGER+1) XP. Non-creature encounters give 25XP.


ENERGY: A pooled expendable stat representing health, stamina, willpower and mana all rolled into one. This will usually be decreased by taking damage or casting spells, and may also be lost from failing when attempting strenuous actions. If this reaches zero, the character will be rendered helpless, ****, or dead, at the GM's discretion based on the circumstances that caused them to drop to zero. You regain 1D4 ENERGY between chapters, or 2D4 if you can find a comfortable bed to rest in. Eating food also grants 1D6 energy once per chapter, and drinking water grants 2 ENERGY once per chapter.


TRAITS: The general attributes of what the character is capable of. These do not usually fluctuate. Traits each have a cap of 10, but characters above level 50 can increase traits beyond this cap.

STRENGTH: How strong the character is. Affects how much they can lift and carry, how well they can perform strength-based tasks such as climbing or breaking something, and how hard they can hit in close combat with fists or standard/heavy weapons.

QUICKNESS: How fast the character is. Affects initiative for turn order in combat, as well as the chances of evading enemy attacks and escaping enemy pursuers.

PRECISION: How well the character can perform delicate tasks. Affects crafting, pickpocketing, lockpicking and ranged attacks, as well as precision close-range weapons such as daggers or rapiers.

KNOWLEDGE: How much the character knows. Boosts the effectiveness of certain spells, and also helps identify viable resources when foraging.

CAUTION: How careful the character is. Affects chance of remaining undetected when sneaking and perception for spotting traps or hazards.

SOCIABILITY: How socially adept the character is. Affects ability to charm, convince or intimidate people, as well as sussing out the intentions of other people or creatures.


ABILITIES: Features of this character that make them more unique. They can be gained through level ups, or they might be permanent rewards from certain encounters. Can be just about anything, from natural features such as extra-hard scales which give points of armour, talents which improve performance with certain tools or instruments, or even innate magic which doesn't cost mana, like the ability to turn invisible after receiving damage. You could also include effects of your character's sexuality here, such as asexuals resisting seduction. (If in need of inspiration, try looking up Feats from D&D 5E.) If you can't think of an ability, then you can just take an Attribute Boost, which will give you an extra 2 ENERGY points and 1 TRAIT point for this level.


SPELLS: The magical effects which the character can spend ENERGY to conjure. These can be mostly taken from the D&D 5E spells, but homebrew spells are allowed, be they your own invention or the creation of other fans. A 1st-level spell costs 1 ENERGY to cast, a 2nd-level spell 2 ENERGY, etc.

What's next?

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