Not a discussion of character sheets. The character sheet.

Admittedly still an early prototype, this is the character sheet I’ve been using to test character-building using my game system. It’s actually far enough along in development that I could justify a new character sheet — did I even bother showing you the ones I used during the Kickstarter campaign?

That thing was pretty sparse.

Character Sheet
Link: v.0 download

You guys, this is unbelievably exciting for me. And if you know me, I get excited about stupid things. And if you don’t know me — I never get excited.

A little explanation is in order. I’m going to start in the TOP-RIGHT corner and work my way clockwise around the character sheet. Like a clock.

Abilities and Defenses. Write down your score with the modifier next to it. The order (swapping DEX and CON) is borrowed from 4e but put to a different purpose — each ability starting with Constitution is paired with ONE defensive score.

Constitution modifies base hit points — you add your SCORE to your class’s base hit points. None of this doubling or tripling nonsense I’ve seen in Pathfinder and/or 13th Age and whatever. NO. Multiplication can go sit in the corner.

Dexterity, Intelligence, Wisdom, and Charisma each modify one defense — AC, Reflex, Fortitude, and Will respectively. There is ONE major exception to this system, that “heavy armor” displaces your Dexterity modifier to AC.

Why is Strength left in the lurch? Because Strength is used for. Every. Single. Mundane. Attack. Except crossbows and firearms.

Bunch of stuff. Hit points are here again, for tracking. Healing factor and move rate are derived from race.

Armor proficiency is often cumulative in the sense that if are proficient in one armor type, you are proficient in each preceding type. The first three are “light” with +0/+2/+3 AC bonuses — the second three are “heavy” with +6/+7/+8 AC bonuses. They’re collected here on the character sheet for easy reference.

Weapon proficiency is cumulative in a different way. Basic damage is d4 — each type of weapon proficiency you pick up after that increases weapon damage by one die size. There are four types — simple, hunting, military, and superior.

You can use anything as a weapon — even a teacup — and the damage will be based on your overall proficiency, not the weapon. (Until the next section.)

Implement proficiency is individual — and there are seven implements.

Weapons. I haven’t finished all the related mechanics so this section is partially superfluous. “Slashing, smashing, and stabbing” are more descriptive than mechanical — damage and erosion are there to track individual weapons (your main two plus a holdout) and their current condition.

There’s some handy reminder text about how erosion works.

Skills. I ditched most of the skill-selection mechanics I had in place for this. There are twelve skills — arrange them however you like in the pyramid. Your top six get a +2 bonus. Your top 3 allow you to roll twice and take the better option. Your number one skill uses a d12 regardless of the condition of party gear.

As explained in the reminder text, your number-one skill benefits from all three perks. The groups of skills are only there as a guideline — and a reference to the objective types the GM will use. (Uh oh, a peek at the GM’s tools!)

Trade Secret. This is a non-combat feature you get from your trade. Usually it modifies either how you rest, refresh gear, or gather information.

Allegiance. This borrows a little bit from 13th Age Icons. Instead of “relationship dice,” this is a kind of no-frills alignment. Whenever you level up, your allegiance benefits in some mysterious, clandestine (GM-determined) way.

Whenever you take a quest — your allegiance benefits in some way. Sometimes you might work for them directly, sometimes not. The real reason you choose an allegiance is because that’s the Mask you want to either work for, or replace.

Miscellany. Name, natch. Race (there will be 40 basic races). Class (there will be 28 basic races). Level (there will be 30). Trade (currently planning 28). Alignment… Destiny or Agency. Patrons are suggested by race — so are Trades, for that matter. And Allegiances, at that. “The Five” Greek gods I chose are a placeholder.

Hometown is kind of a thing because I’m developing rules for rolling up random settlements. A settlement will have its own patron and allegiance and stuff.

So, that’s what I’ve been working on! Woo!