NaGaDeMon / RoleVember 2019 - Character Sheet
There's been a bit of theory this month, and a bit of explanatory exposition about how I design, and why I'm doing things to achieve my intended goals.
I'm hoping that a few of these posts have been useful for the people who've been reading them, but now it's time to show something a bit more concrete.
Here's where I'm thinking of heading for the character sheet design.
The whole design is aimed to invoke something urban and streetwise, while hinting toward something arcane and mystical if you look a bit deeper. It's also deliberately designed to imply the rules of the game, while looking a bit different to most other games' character sheets.
My rationale is pretty simple.
The important dice are the calling die and the attribute dice, these are rolled for pretty much everything that the characters do. I still think that there will need to be an extra die rolled when magical effects are invoked (to see how well the accumulated energy is integrated into a character's actions. This will probably end up down the bottom of the sheet, with a similar faded grey nimbus effect around it.
The importance of game effects lessen as the elements move outward from the central rings. Innermost are attribute dice, followed by the defences that prevent outside actions and events from affecting the character. In "The Law" I just called these "Defences", but in this game I'm probably going with "Aegises" (meaning "shields"), it sounds a bit more mystical and maintains the alliteration that I've got going through other parts of the sheet.
The next step out describes the types of action categories, basically working as quadrant titles for the sheet. I've done these in a slightly different font, and I may fade them out a bit (or maybe leave these black and fade out other elements... I'll probably change that based on player feedback).
Then we get to the character's abilities, each of which are linked to a specific attribute and are therefore clustered out past that attributes dice and aegises.
The character advantages aren't necessarily link to attributes, neither are the magical ratings of the characters, so they aren't split into quadrants like the other parts of the sheet. The current space for writing advantages would just be for the learned and innate advantages a character has... any allies, equipment, or situational advantages would be held as cards, separate to the main character sheet. There would probably be a second sheet dedicated to the specific spells and mystical effects the character has mastered, as well as any books they might have studied from.
There's space at either side down at the bottom of the sheet, and I'm thinking that these spaces might have the a list of names for the various connections a character has... or something about specific schools of magic they have mastered (this is probably where the extra magic die comes in (with it's grey nimbus as described earlier).
The sheet still needs some work, but it's getting there.
I'm hoping that a few of these posts have been useful for the people who've been reading them, but now it's time to show something a bit more concrete.
Here's where I'm thinking of heading for the character sheet design.
The whole design is aimed to invoke something urban and streetwise, while hinting toward something arcane and mystical if you look a bit deeper. It's also deliberately designed to imply the rules of the game, while looking a bit different to most other games' character sheets.
My rationale is pretty simple.
The important dice are the calling die and the attribute dice, these are rolled for pretty much everything that the characters do. I still think that there will need to be an extra die rolled when magical effects are invoked (to see how well the accumulated energy is integrated into a character's actions. This will probably end up down the bottom of the sheet, with a similar faded grey nimbus effect around it.
The importance of game effects lessen as the elements move outward from the central rings. Innermost are attribute dice, followed by the defences that prevent outside actions and events from affecting the character. In "The Law" I just called these "Defences", but in this game I'm probably going with "Aegises" (meaning "shields"), it sounds a bit more mystical and maintains the alliteration that I've got going through other parts of the sheet.
The next step out describes the types of action categories, basically working as quadrant titles for the sheet. I've done these in a slightly different font, and I may fade them out a bit (or maybe leave these black and fade out other elements... I'll probably change that based on player feedback).
Then we get to the character's abilities, each of which are linked to a specific attribute and are therefore clustered out past that attributes dice and aegises.
The character advantages aren't necessarily link to attributes, neither are the magical ratings of the characters, so they aren't split into quadrants like the other parts of the sheet. The current space for writing advantages would just be for the learned and innate advantages a character has... any allies, equipment, or situational advantages would be held as cards, separate to the main character sheet. There would probably be a second sheet dedicated to the specific spells and mystical effects the character has mastered, as well as any books they might have studied from.
There's space at either side down at the bottom of the sheet, and I'm thinking that these spaces might have the a list of names for the various connections a character has... or something about specific schools of magic they have mastered (this is probably where the extra magic die comes in (with it's grey nimbus as described earlier).
The sheet still needs some work, but it's getting there.
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