The Grimm Window is a much more fluid RPG system that most, and that includes the character sheets, or lack of it. The write-up of a Grimm Window character should be treated as a character summary for a book. While conveying the abilities of the character is definetly an important task of the character write-up, more important still is that it conveys an engaging and believable synopsis of the character's personality, manor, history and 'soul'.
The Grimm Window assumes that all players are mature storytellers with no childish desires to 'max out' their characters and as such there are no rules around character creation or experience points. The player is free to describe their character as vivaciously as they desire, the more skills the better. The only rule is that everything you add to your character fits with the character concept and that there is a believable history around why the character has that skill.
The Grimm Window also stresses that a character, like any real-world person, is ever changing and hence so should the character write-up. If during the course of the story a character was captured and interrogated the player might feel that the character would believably have picked up a thing or two with regards to intimidation. The player should then feel free to add to the character sheet 'X became pretty good at intimidation, something he sadly picked up during his many long and terrifying days of captivity among Y'. Such an addition makes the character's write-up much more interesting to read as the character's history and developments are neatly documented.
So what does all of these fine words mean in practice? Best way to show it is by a short sample character.
Lately Sylvester has become much more introvert and moody as his scientific mind tries to comprehend the Byakhee and the Sin Eaters that he came in contact with during the course of The Pennywell Hangmen. He has developed a decidedly destructive obsession with finding out more about these terrifying horrors.
Sylvester opened up a small florist shop and together with his wife he built it up to the fine and respected establishemnt it is today. Well, that is before the Pennywell events turned the basement into an interrogation dungeon.
What Sylvester lacks physically he more than makes up mentally. He has always been {:very intelligent:+2} and he is {:exceptionally educated:+3}.
The write-up is loosely structured into whatever sections that feels appropriate to the specific game being played. The little structure that is imposed though is:
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"You can never have too many coloured people with shotguns."
- Mike as he finds a handful of zombie killers in his dice bag in The Pennywell Hangmen.