Planning for the Nationals: The Final Characters

Okay so I forgot to hit post on this on Friday before I left for the Nationals so ignore the ‘Hopefully the players enjoy these as much as I do’ as they all did and most of them wanted to keep their character sheet at the end of the game.

I’ve been posting up the progress and design of my character sheets for the Nationals over the last few weeks and the big event is now mere hours away (it’s Friday morning as I write this and this post should go up on Saturday while I’m away). As the final planning for the nationals post I feel its only appropriate that I post up the final artwork and character sheets my players will be receiving. I’ve always found that the character sheets are an often under appreciated component of convention games. A good convention sheet should be look good, contain enough detail for players to get into character and also have enough details on the mechanics that players can easily tell what their character is capable of. Finally any aspects of the system that are not being used during the scenario should also not be present on the character sheet, a section for spells for example is a wasted space if you’re not playing a mage. In taking this approach I therefore took the approach of dividing the pages up into mechanics, character and extras.

Mechanics became the main page, listing the attributes, skills, initiative and life points arranged around a small version of the character portrait. I chose to include the portrait on this page (in addition to a standalone A4 page) to serve as a visual reminder of the character given I expected this page to be the one players would have in front of them most of the time. This main page also include the names of the character, one male and one female so that each player can feel free to play any character rather than feel they are directed to play a particular gender.

The next section, character, came to two pages in all. The first was the aforementioned full page portrait, there to provide a visual representation of the character. I was lucky in being able to get a friend (Andrew Docherty of Imperious Press) to draw the characters and hopefully the players will enjoy them as much as I do. Personally I think the inclusion of the portraits elevates the sheets to another level and it is certainly something I will look at providing when I run convention games in the future. The second half of ‘character’ was the bio page, which included both a short biography in addition to the assets and complications which provide mechanical encouragement to stick to character. Finally are the extras, the pages which don’t fall into place easily. For most of the characters this was simply the equipment list and a space for players to make notes. For the mages in the party this also included a page listing their spells, each of what are unique to their style of casting.

So rather than ramble on further here’s the final portraits and sheets. In case any other Demon Hunters players happen across this then please note that the assets and complications have been rewritten especially for this scenario. The animate ability in particular has been extensively rewritten as previous experience has suggested the version in the core rulebook is significantly overpowered for its cost.

Blayze (character sheet)
Doyl (character sheet)

Dr Hatter (character sheet)
Rahul (character sheet)
Shrub (character sheet)
Stephanie (character sheet)

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