Character Sheet Sample


This sample character sheet comes from the current project to adapt Crime and Punishment by F. Dostoevsky into a TTRPG.

One can see, that it is much like any other character sheet but it is intentionally pared down for simplicity. Generally speaking, TTRPGs developed from works of fiction will be more narrative in nature; there is less need for in-depth realism or crunchy bookkeeping. Instead, the character sheet is to keep track of what one’s playable entity can do. Anything a player would like to track should find a home in the ample white space.

The white space also allows for “Literary Criticisms” which are game-specific mechanics and additions to the base story that lean away from canon(ei, adding zombies to Pride and Prejudice).

An overview of the SRD thus far Playable entities can be any of the works’ characters except the Protagonist or Antagonist; assign them d8s or d6s in 5 stats: Physical, Dexterity, Intellect, Empathy, and Social. They can carry whatever is reasonable and have 6 points on a Mettle track.

Every Chapter, players can use Action Points to do mundane things (eat, work, socialize), travel between locations, and deal with encounters and conflicts. Action Points are equal to the number on the Stress track. It is not necessary to use all but they do not carry forward to another Chapter. At the end of the chapter, a Main Scene plays out influenced by the day’s events; players can attend this scene to more directly affect the outcome.

NPCs are generated from the characters in the work or from scratch. They only have 3 stats, Physical, Mental, and, Emotional. They have a Canon/Noncanon slider which affects how easy/hard it is for players to interact with them. They also have a Desire, which affects their decisions and approach and belongs to a faction. Factions, like NPCs, have a desire and a preferred Location.

Locations are generated from the work and can be sorted into Districts. This makes it easier to decide which NPCs or items are found where.

Crunch in 64 words Conflict is resolved narratively with opposing dice pools. Dice pools are from D4 to D12 and represent relevant: character stats and mindsets, items, synchronicity of Canon sliders and environment. When these elements are improved or impaired, the dice size changes. Resounding successes or defeats can add a positive or negative mindset to a character while a Complete success or defeat permanently changes a Stat.

Files

pilcrow character sheet v0.1.pdf 251 kB
Jul 30, 2022

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