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When designing goes a bit awry

PostPosted: Tue Jun 06, 2017 4:32 am
by Rob Lang

Re: When designing goes a bit awry

PostPosted: Tue Jun 06, 2017 10:12 am
by Evil Scientist
That last render is sweet!

Re: When designing goes a bit awry

PostPosted: Tue Jun 06, 2017 6:41 pm
by Onix
I stink at making interesting character sheets. I've tried repeatedly, but I guess I think in spreadsheets. So be happy that you can even conceptualize your bubbly, loopy, geary sheets cause I can't.

Re: When designing goes a bit awry

PostPosted: Thu Jun 08, 2017 1:51 am
by Rob Lang

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 3:39 am
by Rob Lang
So! Here it is. Finally, the version 5 character sheet. There needs to be some text tweaking and I need to do a few print tests but that can be done much later. I can see that it needs more contrast else the detail will disappear when printed.

Image



For version 5 I'm going to update all the equipment sheets to be in this style too. They'll still be folded affairs but they'll be rendered rather than the rough Photoshop artwork I started with. I'm pretty fast at doing them now, so it shouldn't take too long!

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 4:33 am
by Onix
All I see is a restricted bar. Ooooh I get it! Man that's some really reductionist design work Rob! JK. :razz:

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 6:02 am
by Rob Lang
Fixed, thanks Onix! I like a bit of reductionist myself but that went a little too far! :)

Re: When designing goes a bit awry

PostPosted: Tue Jun 13, 2017 4:23 pm
by DOC_Agren
I have to agree on Stun being useful, as we kept our ICAR game very lowtechish and it was fun to be down and out scrapers

Where fist fights were common, Rail Fights mostly to knockout, some more were staged as Underground (yet many people knew where we were to bet) I think something like this happened at least once
and you want to watch a good slug match, 2 Brickshit House going at it.

But I digress Rob, and well not sure I will download 5 as well you understand :( but those look nice

Re: When designing goes a bit awry

PostPosted: Thu Jun 15, 2017 4:06 am
by Rob Lang
Ah DOC, download it anyway. Even if you don't play it. :) It's still free, you know! :D

The fist fights are going to be more narrative in 5. I am emphasising that if the player doesn't describe the blows, there's an automatic fail! Stun is definitely still a thing because there is a part of being human that you lose consciousness when you've taken too much shock. I need those mechanic hooks to better differentiate what a human is compared to an Aug. It's important that when a character takes bionics that the player knows it's not just about getting a massive stat boost, that they will be losing some humanity with it.

Re: When designing goes a bit awry

PostPosted: Thu Jun 15, 2017 4:17 pm
by DOC_Agren
Rob, I might download 5 but make no promises

as for how to handle bionics, and what it cost to the PC, for ideas to translate to ICAR might I suggest looking at the Cyberpunk 2013 and 2020 systems. They had a good chart to explain the "downward" spiral of a PC with too much cyberware, right up to the scary cops CSWAT who were 1 step away from Cyber Menatl breakdowns themselves but they put down Punks who lost it.