Friday, November 23, 2012

Optimus Character Sheet

In between working on other areas of the project, I decided that it was time for a new character sheet. The old one just didn't represent the way the game works anymore and frankly it looked awful. I named the file "Character sheet I don't Hate", but honestly I don't see how.  I mean seriously, look at this thing... 
Garbage!
...What in the fucking fuck was I thinking? "Yeah lets half-ass an attempt at reflections on the stat box and just glue a piece of notebook paper into the goddamn middle!" and "Hope you don't mind arbitrary lines fucking everywhere!" It's like I had an idea and got Michael J Fox to do the actual work on it. I am honestly disappointed and a little embarrassed that I ever posted this.
That's just mean to Michael J. Fox!

With that out of the way, I put a bit more thought into it and decided that a modular design would lend well to both aesthetics, functionality, and the ability to mix-and-match based on feedback.
So what do I mean by "Modular design" in relation to a character sheet?
I mean that I build and design it in blocks, the stat block is all one image, the ability block is another, the skills are another, and so on. Then, these blocks are all merged together into one larger image to make a complete and customizable character sheet. What I came up with was this:
New Hotness!

As far as character sheets go, I do intend to make more of them that are specialized to character builds (mages, fighters, telepaths, etc), as well as others that simply address a certain gripe or complaint. In my experience, there is no one character sheet that can satisfy everyone 100% of the time. Some want simplicity, others want detail, others want a balance of both, others want none. Personally, most character sheets just annoy me and I end up resorting to notebook paper. Let me know what you think about the new character sheet, and what you'd like to see in future ones.


Saturday, November 3, 2012

New Arena Maps and more!

In this update we're looking at 3 new maps added to Arena, and two new weapon enchantments added to character creation.

Arena
The arena book now has three new maps in chapter three: Breakpoint, Simplex, and Reactor. The idea for all three was to just keep it simple and not add many rules past the basic ones.






All three are team objective-based maps. Breakpoint and Simplex are capture point maps while Reactor is Capture the Flag.
Breakpoint is a fairly basic control point map with a single point in the middle of a walled-in area.
Simplex takes the idea of breakpoint and condenses it, then adds a twist. There are two control points in this map with one tuned to each team. Gain points by being on your point or steal points by being on an enemy point.
Reactor is intended to the basis on which capture the flag maps will be built. Long run-routes, and extremely defensible positions can ensure a long game.
All three maps are symmetrical in an attempt to maintain balance, but none have been actually tested.


Character Creation
Character creation saw the addition of two new weapon enchants: Vengeant and Indestructible.
Vengeant allows you a free attack every time you take damage. the attack is made with your full attack bonus and does full damage, and the action is specifically tuned so that it cannot be denied to you, making this an extremely powerful enchant if you can stay in melee range.

Indestructible is exactly what it sounds like... with a caveat. the weapon can never be destroyed by any means, but it can never be modified again either, making it the last enchant you put on a weapon before calling it complete.

What's Coming
Currently, a friend and I are building a lore overhaul that's about as extensive as the combat overhaul was. these changes will have large and far-reaching effects that will change the Theory universe in a lot of really big ways... oddly enough by making it smaller. you'll just have to check back and see