The past months have been full of Very Serious Things. Obligations and personal projects that have a weight of Getting It Right:
- Settling my mom’s estate after she passed in February (PS: grief & probate is not a fun combo)
- Getting 15XX revised and into its fourth playtest
- Ongoing Renaissance Netherlands history nerd shit
My brain about to explode, I needed a distraction. Apocalympus, that deliberately absurdist, gonzo fantasy RPG microlite I’d been tinkering with in 2020 was just what I needed.
I had some ideas on what I needed to tweak and add based off the sessions I had run last year, and what better place to play with those concepts than updating the character sheet?
So, there I flung myself: into the joy of a creative design distraction.
The most obvious update is that the character sheet has grown from a half page to a full page (8.5″ x 11″ American sizing). This is to give some of the content more visual room “to breathe” – and to account for the new luck and ghost mechanics (which I’m pumped about – more details later).
And, oh, of course a place to sketch a picture of your plucky, probably-doomed PC.
How It Looks In Action
Here is a side-by-side look at the character sheet in the two phases of an adventurer’s “career” – alive and… not so much. The character sheet is designed to track – and divide – those two phases.
- At character creation, you fill out the top two-thirds of the sheet: name, vice, quasi-randomly-determined race, class, and boon, and your primary seven stats (Smash and Shoot, etc.).
- Along the way, your PC will obviously start to fill up their HP tracks (Close Calls, etc.) pick up a mutation or – gods forbid – even two, and push their luck.
- In the time-honored tradition of OSR games, your PC will eventually do something dumb and die. But death is not the end in Apocalympus!
- Players then move to the bottom third of their character sheet, roll up a ghostly version of their PC with different, slightly abbreviated mechanics, and then may accompany the party for the remainder of the adventure.
My design goal with this update is – in addition to accounting for the luck and ghost mechanics – give the sheet plenty of visual breathing room and make the division between the two gameplay “phases” clear.
I think with minimal explanation from the GM, i.e. myself, that should be straight forward.