Alright, I think I am actually satisfied with the character sheet as it is.
@Lenglon: put in the rules about your shapeshifting, the Black Mark, and explain what "observation" is? I'll be posting creature type rules in teh op, so you don't need to do the Fey ones.
@Random: This may feel arbitrary because I allowed slayer of large things as a spec for Freddie, but I'd like you to reconsider "killer of smaller things." Specifically, think of what it means? as it is, it's like a spec in "combat" - a blanket bonus to all rolls combat related. What is the intention behind this spec, and how can you make it more specific?
@Superdino: looking back at your last couple posts, I see these questions:
1)What does unnatural weapon and natural weapon mean?
natural weapons are fundamental parts of the creature's 'body' like fists, claws, teeth, while unnatural weapons are things teh creature uses taht aren't inherently part of their body, like swords and clubs and the like
2)Will the inventory list thing remain the same?
the inventory you have now remains, yes.
3)I’m also unclear as to what magic affinity to use.
For you, I'd recommend self buff - or "Physical: Self" this is the basic "melee character magic affinity." your cahracter type is Living, so you actually have a choice of affinities. You could choose Nature, since your character started as basically a wild animal (Awakened) or Life, since you start with medical proficiency, or a few others. but mainly, wit hyour specs and such, I think Physical: Self" is the way to go.
4) if I missed anything from the old character sheet that should be in here.
hmm, I think I need to see a sheet with no level-ups applied. How many level-ups do you recall getting? You might have to modify the substats under body, for starters.
@spazyak: no worries. hang in there.
@Egan: General knowledge is designed to be a catchall as it is, and works pretty much exactly the opposite of specs anyway - specializations mean you have developed a significant knowledge in that particular area, while general knowledge means you might have heard something once, or might be able to reason out what's going on, if you're lucky, I guess.
If I start allowing people to put gen know specs in, well, that limits the character's resources, I think. As it is, gen know is going to be related to the character's history and creature type anyway: an aquatic elemental will have little gen know of necromantic rituals, a construct hat spent it's life in a library will have little gen know of Nature survival ...