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The Blue Sheet

The Blue Sheet is a document which provides common knowledge characters within the setting would be privy of. It is often printed on blue paper to distinguish it from character sheets and other documents, but a Blue Sheet does not need to literally be blue.

While the Blue Sheet details in-character common knowledge and setting information, it has a corollary Green Sheet which details out-of-character information for players to know about how a game may be run for a particular game.

The below details set an example Blue Sheet which can be edited for witchgate games.

High Setting

Setting Details: Witchgates

Fantastical rumors have always existed, but with an increase in activity and the technology to catch it live, the world was finally forced to accept the existence of magic. In the year 2020, governments finally started to take open action to adapt to a fantastic world, and the term “witchgates” was termed to refer boundary of areas transformed by magic – now colloquially used to refer to the entire magical area itself.

By 2035, most people see magic to some small degree in their daily lives, but the world is still adapting to ongoing changes. Witches, those altered and shaped by magic the most, stand at the forefront of exploring those changes.

Plot Setting

Use this section to include common knowledge about the local situation, events, and setup to the story. Feature any important and well known factions; including any rules, goals, or operations they publicize. 

Magical Basics

Common knowledge about various types of magic and witch legacies, including thresholds, the spiritual realms, and other common knowledge..

Thresholds

Ephemeral Realm

Sympathy Magic and how to Avoid it

Laws of Hospitality

The Letter of the Law

Supernatural Wariness

What do those in the supernatural community know of each other?

  • A person doesn’t need supernatural powers to be a threat – people have always had the capacity to be scary, alone or in numbers.
  • Demonologists are threshold experts and are the best contacts to securing an area from outside threats, but they tend to have trouble following them.
  • The Fae can misdirect, but cannot overtly lie without harming themselves. Breaking a Fae’s contract is extremely dangerous.
  • The Fetch are shapeshifters who can disguise themselves as others. They tend to take on the goals of their visage’s originator.
  • Jumpers can teleport to places they can see, but only if they can carry what’s on them.
  • A Magus can create a large variety of spells, but its easier for them if they have time to prepare. Their appearance often gives clues to what subjects of magic they study. They are the main users of sympathetic magic.
  • A Moirai’s ability to read the future allows them to know impossible information. Furthermore, many Moirai can twist fate against their enemies and curse their possessions.
  • A Necromancer’s undead may sometimes seem benign, but that illusion is only true while the undead’s busy.
  • Psychic’s can manipulate a person’s thoughts, memories, and emotions at minor cost to themselves. They can also communicate to others across large distances.
  • Spiritualists communicate with spirits – creatures of concept in the ephemeral realm. Just because you don’t see the creatures in the ephemeral realm doesn’t mean they don’t see you. If a Spiritualist appears to be talking to themselves, they likely aren’t. 
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  • Vampires can’t stand in direct sunlight, but enjoy shade just fine. They do partake in the blood of others. They also have a wide variety of quarks and curses, and aren’t particular to letting others know about them.
  • The Vigil have protective magic, first in class against mundane harm and 2nd against magic only to that provided by a threshold. They tend to be very protective of 1 specific person.
  • Werebeasts can become physical powerhouses and remarkable scouts, but dislike industry and manmade plastics and metals. They can quickly enter a rage that blinds their original intention with the need to eliminate threats.