On-Line Character Sheet
As I did with the Firefly game, I have created an on-line character sheet for Otherscape. No one in the game is required to use this sheet, but anyone who wants to use it is welcome! The sheet is focused around recording the state of your character between sessions. I fully intend/expect to continue using handwritten cards for tracking aspects during the sessions, but the sheet is handy for capturing the state of the game at the end of the session.
Here are the links for each character’s page:
Below is a description of how the character sheet works.
The top of the sheet is stuffed full of information about your character.
Your name is in the upper left and an edit button is in the upper right. Clicking edit will take you to another screen for updating your character details (see the edit section below). Below the name header, you’ll see your Avatar on the left and your six approaches on the left. Below your approaches is your current Stress & Consequence values.
The avatar is a multi-function element. It shows your picture, and in a small circle it also displays your current fate point count. You can change your current fate point value by pressing (or clicking) on the avatar picture and swiping (or dragging). Here’s how you use it:
- Press/swipe up and to the right (i.e. north east) to add a fate point.
- Press/swipe down and to the right (i.e. south east) to spend a fate point.
- Press/swipe down and to the left (i.e. south west) to exit without making any changes.
- Press/swipe up and to the left (i.e. north west) to reset your fate points at the beginning of a session.
The action takes effect when you stop pressing (or clicking). Here’s an example of what the avatar looks like while you’re clicking on it:
Note that you don’t have to wait for animations to finish in order for the fate points to update. A quick swipe up and to the right should quickly bump them up.
Stress & Consequences
Your current stress and consequences track is shown as a series of numbered check boxes. Check a box to mark it as used and uncheck to show it as available. Note that the consequence boxes to the right of the divider line also add consequence aspect cards to the Consequences section of the sheet (see Aspects below).
The next three sections of the sheets show your Primary Aspects, Consequences, and Aspects. All of these sections use aspect cards, which all operate in basically the same manner.
An individual aspect has a lot of information packed on it:
The title of the aspect is shown in the center of the card. The bottom of the card packs a ton of information:
- The type of the aspect is shown as an icon.
- Star: High concept
- Cloud: Trouble
- Heart: Consequence
- Person: Character
- Map Marker: Situational
- Lightning Bolt: Boost
- Character, Situational, and Boost aspects then have icons and text indicating where they are active/available. A square icon indicates ‘reality’. A circle icon is for ‘otherscape’. Other qualifiers for the aspect’s applicability are shown as text.
- Finally, on the right of the card, any free invocations are shown.
Click on the large plus button in the lower right to add a new aspect. Click on any aspect to edit it.
The aspect editor dialog is probably the most complex one in the sheet. It has many components.
In the upper left of the dialog, the type of the aspect is shown. You can close the dialog by clicking outside it, clicking the X, or using the buttons at the bottom.
The first line of the dialog has three elements:
- The title
- A color selector. You can choose from any of the provided colors if you want to apply your own categorization scheme to the aspects. These colors change the color of the aspect’s footer.
- An image button. When pressed, this opens the image capture UI (see Image Capture below). When your aspect has an image and DOES NOT have a title, the image will be shown on the character sheet. This allows you to use your tablet to snap a picture of any aspect on the table to quickly record it for the next session.
The next line in the editor is shown for Character, Situational, and Boost aspects. It allows you to select between those three types and pick the number of free invocations (if applicable).
The final line is shown for Character, Situational, and Boost aspects. It allows you to record where and how this aspect applies. The first two buttons allow you to quickly record if this aspect only applies in the real world (the square) or otherscape (the circle). Both are selected by default. The adjacent text box can hold any description you want. It is designed to ‘tag’ the aspect with simple descriptors like “limbo” or “ritual”. Type your tag and hit ‘enter’ to add it.
The sheet uses image capture in both the character editor and the aspect editor. In order to capture an image, first choose whether you want to upload an image or use a camera.
Clicking on the upload arrow will open a dialog to pick a file from your local computer. Clicking the camera icon should allow you to use your device camera to take a picture. I’ve tested this on Android and Apple devices. It likely won’t work on your laptop.
Next, adjust the square or circle to crop the image. If taking a picture for an aspect, I suggest filling the entire square with the text on the aspect card. Make it as large as possible!
Once you’re done cropping, click on the “SAVE” text at the bottom right of your picture. Wait for the progress bar to finish and you’ll have your image captured!
If you decide to change the image in the future, you can go back and choose a new image, crop it, and save again.
Editing a Character
The edit character screen is not polished at all. All elements are just thrown onto the screen. Here’s what you can edit there:
- Fate Point Refresh: The value that you reset to at session start.
- Avatar: Uses the Image Capture UI
- Stunts: Can be added using the big plus button on the lower right of the screen. The text of stunts is processed using Markdown which is a kind of Wiki-text. You can use it to format your stunts however you’d like.
Improve data saving so that changes are persisted as they are made.
- Clean up the character edit view
- Implement tag filtering so that aspects can be hidden based on in-game location
- Change the otherscape/reality icons on the Edit Aspect dialog to indicate whether or not they are selected.
Research using backgrounds, rather than divs, in the Edit Aspect dialog for selecting the color.
- Make invocation counts more accurate.