Character Sheets

Each model in Carnevale is referred to as a character. Each character has a series of attributes and abilities. These are
documented on a character’s profile.

A character profile is split into the following categories:

  • Character- Shows the name and picture of the character.
  • Size - A character’s base size is listed here in milimeters in diameter.
  • Cost - States how many points this character costs to include in a gang.

  • Statistics are used to gauge how skilled a character is in different aspects of combat. Statistics (often stats) are used to roll dice against. You may be instructed to modify a character’s statistics in a gmae. A character may never have a statistic lower than 0 or higher than 10. Statistics are split into the following categories:
    • movement (MOV) - How far a character can Move. Each point equals 1” of movement.
    • DEXTERITY (DEX) - A character’s ability to make special movement actions and avoid attacks. Each point equals a single dice, and the total number is the number your opponent must roll equal to or above in order to hit with an Attack.
    • ATTACK (ATT) - A character’s skill at both ranged and melee combat. Each point equals a single dice, and the total number is the number your opponent ust roll equal to or above in order to hit with an Attack.
    • PROTECTION (PRO) - A character’s defence, both natural and via equipment it fights with. Whenever a character takes damage, it rolls a number of dice equal to its PROTECTION value. Protection can reduce damage to a minimum of 0, if the attack was not powerful enough or the target is well armoured.
    • MIND (MIND) - A character’s ability to use its mental faculties. Used for casting Magic. Each point equals a single dice.

  • Points are a finite resource for each character, and are LoS and sometimes replenished throughout the game. Points are spit into the following categories:
    • ActionPoints Action Points (AP) – Indicates the amount of Action Points (often AP) the character has to make actions each turn. A character may never use more than 3 Action Points in each activation.
    • LifePoints Life Points – Life Points are the amount of damage a character can take. Whenever a character takes 1 damage, subtract 1 Life Point from its character profile. Once a character is reduced to 0 Life Points, it is removed from the game as a casualty. This is often referred to as killing a character (even if they aren’t neccesarily dead, only incapacitated).
    • WillPoints Will Points (WP) Will Points are used to boost a character’s actions during the game, or cast Magic.
    • CommandPoints Command Points – Characters with Command Points are able to spend them to allow friendly characters to make additional actions during their activation, or use Command Abilities. Command Points are also used to determine who activates their characters first.

  • weapons - The character’s equipment is listed here. If a character has multiple weapons, they may pick one to use for each action. If a character has weapons separated by “OR”, then you must choose which option that character has before the game starts, and may not change the option during the game.

  • Keywords - Here are descriptors that define the character, such as Human, Monster, etc. Certain special Rules will only affect a character with certain keywords.
  • Character Abilities - All of the character’s abilities are listed here. There are universal Character Abilities listed in the Special Rules section of this book, but many characters have abilities that are unique to them.