9littlebees NPC Cards - Letter & A4 sizes

By 9littlebees, in Star Wars: Edge of the Empire RPG

I've posted this on the (freshly pinned!!) Compiled Resources thread, but as this is a Work-in-Progress, and I'd love to have feedback, I've decided to start my own thread.

This is essentially a twist on the NPC stat card originally linked on the Compiled Resources thread by archon007 , and a discussion on Google+ about better layout of characteristics & skills. What I have aimed to do is maximise card real estate by placing 4 cards on an A4 / Letter piece of paper and minimising the amount of white space between margins and the other cards.

Other key factors are the inclusion of wound and stress "bubbles" and the arrangement of characteristics (Brawn, Agility, etc) vertically, with space for their corresponding skills to be placed next to them. This should make the interpretation of dice pools for NPCs much easier to work out than what is currently available.

So here is the latest version of the cards. I can make tweaks to the InDesign files relatively painlessly, so feedback is always welcome!

9littlebees NPC Cards v3 - A4

9littlebees NPC Cards v3 - Letter

EDIT: v3 now considered the finished product and added to this first post.

Edited by 9littlebees

So I was thinking about the bubbles and the "Rancor problem". What if instead of having the two individual rows the wound and strain came in from the sides. There would still be two rows of bubbles but the left side would be red an the right blue. They would still be numbered, but only to 20. Then the 20 bubbles in the center would be half circle red and half blue. Then you could mark over the center bubbles you didn't need. This would give you up to a 40/20 split and would provide a better sepperation of the two tracks for most normal sized NPCs.

The cards look very fine to me. The only thing really is that I find there is too much space allocated for skills and not enough for talents.
I would have put the last three characteristics opposite the three first.

Then give them a bit more space in a manner as such the "I" line (which would be the "I" and "P" line in the case) would stand instead the current "C" or "W" line.
Then alocated the space left for the talents.

I think it's from the fact that nemesis for example tend to take more talents than other characters. And usually in the end you'll end up using a real character sheet ayway.

If not, you could just make three different kinds of cards, one for minions, rivals and nemesis.

The minion would be concetrated on keeping track of the minion's group w/s threshold.

The rival would be a bit more accentuated towards skills and talents.

And the nemesis same as the rival in a even more pushed manner.

So I was thinking about the bubbles and the "Rancor problem". What if instead of having the two individual rows the wound and strain came in from the sides. There would still be two rows of bubbles but the left side would be red an the right blue. They would still be numbered, but only to 20. Then the 20 bubbles in the center would be half circle red and half blue. Then you could mark over the center bubbles you didn't need. This would give you up to a 40/20 split and would provide a better sepperation of the two tracks for most normal sized NPCs.

Hmmm, I'll play with this idea, but I'm not sure I like the idea of splitting the bubbles between vertical and horizontal. Using only vertical bubbles might work nicely, and allow more space for talents/abilities, as suggested by Naglareph below.

The cards look very fine to me. The only thing really is that I find there is too much space allocated for skills and not enough for talents.

I would have put the last three characteristics opposite the three first.

Then give them a bit more space in a manner as such the "I" line (which would be the "I" and "P" line in the case) would stand instead the current "C" or "W" line.

Then alocated the space left for the talents.

I think it's from the fact that nemesis for example tend to take more talents than other characters. And usually in the end you'll end up using a real character sheet ayway.

If not, you could just make three different kinds of cards, one for minions, rivals and nemesis.

The minion would be concetrated on keeping track of the minion's group w/s threshold.

The rival would be a bit more accentuated towards skills and talents.

And the nemesis same as the rival in a even more pushed manner.

I did toy with the idea of making separate cards for each of the three, but there are so many similarities that I figured I would try to keep to the single template that I first saw.

I agree the issue with talents is a problem. Your solution of 3 characteristics on each side might be the answer. I also think better use of the derived defense section (with bubbles) could be possible.

I'll have a play over the weekend and post my results

Do you really need boxes for wound & strain thresholds? Couldnt you just make a vertical line in the bubble area that denotes adversary's thresholds?

So I was thinking about the bubbles and the "Rancor problem". What if instead of having the two individual rows the wound and strain came in from the sides. There would still be two rows of bubbles but the left side would be red an the right blue. They would still be numbered, but only to 20. Then the 20 bubbles in the center would be half circle red and half blue. Then you could mark over the center bubbles you didn't need. This would give you up to a 40/20 split and would provide a better sepperation of the two tracks for most normal sized NPCs.

Hmmm, I'll play with this idea, but I'm not sure I like the idea of splitting the bubbles between vertical and horizontal. Using only vertical bubbles might work nicely, and allow more space for talents/abilities, as suggested by Naglareph below.

I'm thinking one of us may be misunderstanding the other. Here's a horrible hack job I did to show what I was talking about:

https://docs.google.com/file/d/0BwqeUlywmES3LVg5UGtxSC00T00/edit?usp=sharing

Sorry for the horror job, graphics aren't my thing.

First of all, here's a PDF with a quick mock up of 3 alternates to the v2 cards. I personally like v3 the best, as it seems to offer a good amount of space for everything, and the bubbles don't take up too much room vertically.

9littlebees NPC Cards - Options v2

Do you really need boxes for wound & strain thresholds? Couldnt you just make a vertical line in the bubble area that denotes adversary's thresholds?

Boxes for wound & threshold aren't needed per se , but it is a feature I was wishing for when I ran my own sessions.

Once my design for v3 is worked out (with "bubbles"), I'll happily make a "bubble-less" version that matches. It's extremely easy to do.

So I was thinking about the bubbles and the "Rancor problem". What if instead of having the two individual rows the wound and strain came in from the sides. There would still be two rows of bubbles but the left side would be red an the right blue. They would still be numbered, but only to 20. Then the 20 bubbles in the center would be half circle red and half blue. Then you could mark over the center bubbles you didn't need. This would give you up to a 40/20 split and would provide a better sepperation of the two tracks for most normal sized NPCs.

Hmmm, I'll play with this idea, but I'm not sure I like the idea of splitting the bubbles between vertical and horizontal. Using only vertical bubbles might work nicely, and allow more space for talents/abilities, as suggested by Naglareph below.

I'm thinking one of us may be misunderstanding the other. Here's a horrible hack job I did to show what I was talking about:

https://docs.google.com/file/d/0BwqeUlywmES3LVg5UGtxSC00T00/edit?usp=sharing

Sorry for the horror job, graphics aren't my thing.

Ah, now I see what you meant. Not sure I like that implementation, to be honest... What are your thoughts on the new options?

Ah, now I see what you meant. Not sure I like that implementation, to be honest... What are your thoughts on the new options?

I think I'd lean towards option 1. If 3 was the final answer I'd just never use the bubbles. And I like the space for the Talents, but I don't think option 2 is the way to go. It sounded good in theory, but once I'm seeing it applied I'm not liking it much. Sorry Naglareph. But then I'm just one opinion.

Ah, now I see what you meant. Not sure I like that implementation, to be honest... What are your thoughts on the new options?

I think I'd lean towards option 1. If 3 was the final answer I'd just never use the bubbles. And I like the space for the Talents, but I don't think option 2 is the way to go. It sounded good in theory, but once I'm seeing it applied I'm not liking it much. Sorry Naglareph. But then I'm just one opinion.

I need to go to bed as it's quite late in the UK right now. I'll print these out and try writing out a reasonably complicated Nemesis in each over the weekend and post back photos of how they turn out with my thoughts.

I'll also do a quick "bubble-less" version to see how tallying wounds/strain in a box works out.

Anyone else want to chime in with preferences over the 3 new options?

In retrospect you probably have too much room for skills. I just went through and counted up the skill lists for Adversaries in the core book. The most any has is 13, and you've got room for 36. Having them linked to the main stat boxes may not be the way to go.

Sorry Naglareph. But then I'm just one opinion.

Hey hey no need to be sorry! Opinion are made to be shared :D

But to be honest, i prefere option 2. Option 3 makes it really strange with everything on the sides. And option 1 makes a mess out the w/s points.

I also just realised they wan't anything for the armor?

Maybe adding it juts under the gear could be a good idea? Or you already had thoughts about it?

In any case, keep up the good work =D

In retrospect you probably have too much room for skills. I just went through and counted up the skill lists for Adversaries in the core book. The most any has is 13, and you've got room for 36. Having them linked to the main stat boxes may not be the way to go.

That's a fair point, but the reason for the layout isn't for accommodation of total number of skills, but enough space for skills in any one characteristic.

So looking at the characteristics, we have a total possibility of the following RAW skills:

  • Brawn: 4 skills
  • Agility: 7 skills
  • Intellect: 10 skills
  • Cunning: 5 skills
  • Willpower: 3 skills
  • Presence: 4 skills

Maybe there is room to make Brawn, Cunning, Willpower & Presence smaller, to accommodate 4 skill options, but I could easily create a Nemesis that would need six Agility or Intellect skills to be recorded, so I wouldn't want to just reduce them all to 4.

Back to the drawing board!

Sorry Naglareph. But then I'm just one opinion.

Hey hey no need to be sorry! Opinion are made to be shared :D

But to be honest, i prefere option 2. Option 3 makes it really strange with everything on the sides. And option 1 makes a mess out the w/s points.

I also just realised they wan't anything for the armor?

Maybe adding it juts under the gear could be a good idea? Or you already had thoughts about it?

In any case, keep up the good work =D

Yeah, since looking at the cards again this morning, I've gone off option 3's weird layout - it just don't look right to me. I also now prefer Option 2, as I really do hate Option 1's bubble layout.

I mentioned armour in another thread, basically the reason for the offset column divider in gear is to allow a bit more space on the left for armour and more complicated gear, with the space on the right being left for simple gear that only need a one or two word description.

Not sure there is enough room for a dedicated armour row, though I can take a look at maybe implementing this, especially if I gain some vertical space by reducing the available skills as mentioned above.

Edited by 9littlebees

Also, there is no reason why the soak, wound & strain boxes need so much real estate. The only thing going into them is a number. Will look at ways of making them smaller and maybe pulling some of the bubbles onto the same "row". Not sure it is going to look right, though.

Firstly, thanks for these. I'm running a fairly complex session tomorrow and these will be amazing to use. So hat tip to you sir :)

I do love option 2 though. I downloaded the original ones from the link which are good enough, but splitting into various charactaristics for the skills is a huge improvement, and visually option 2 makes way more sense.

Do you have plans to extend this for vehicles?

OK, everyone, check out Option 4. I think I have addressed practically everyone's suggestions, including the addition of an armour line. Only thing not addressed yet is the "bubble-less" version.

I felt the need to break up the sections with some grey borders, since the addition of the armour line was making the table heading very busy.

9littlebees NPC Cards - Options v3

Firstly, thanks for these. I'm running a fairly complex session tomorrow and these will be amazing to use. So hat tip to you sir :)

I do love option 2 though. I downloaded the original ones from the link which are good enough, but splitting into various charactaristics for the skills is a huge improvement, and visually option 2 makes way more sense.

Do you have plans to extend this for vehicles?

Yeah, option 2 seemed the way to go, and I've improved on it for option 4 (post above).

I do have some ideas for vehicles, but I don't plan on using them in my upcoming session on Weds, so for the moment I will just get something pegged down on the NPC Cards.

I'll start tackling vehicles late next week.

Yep, I'm digging option 4 a lot. The only thing I would say against it is the order of the Characteristics, but I understand the design decision. Honestly I don't expect having that many single Characteristic based skills on one NPC, and if I did it'd probably be at the expense of one of the other Characteristics so I could modify that one. I'd rather see equal boxes and the stats in the "standard" order.

I'm also digging the grey section boxes, and would rather see that on all the sections rather than alternating between plain. Losing the one extra line in the Skills section should give you the space needed to make all the sections like that. If you want the alternation, maybe two different shades of grey or alternating with black.

Doing good work, keep it up.

Well, I think option 4 is good stuff. Everything is there and available for a quick use of the cards.

The mix bubble/line with the tabs for the w/s values is great. The grey outlines make the card visually refined.

I think we got a good mix for everykind of NPC's.

I like it a lot like that =)

When you feel these cards are finished, I might have a last suggestion for later on.

Yep, I'm digging option 4 a lot. The only thing I would say against it is the order of the Characteristics, but I understand the design decision. Honestly I don't expect having that many single Characteristic based skills on one NPC, and if I did it'd probably be at the expense of one of the other Characteristics so I could modify that one. I'd rather see equal boxes and the stats in the "standard" order.

I'm also digging the grey section boxes, and would rather see that on all the sections rather than alternating between plain. Losing the one extra line in the Skills section should give you the space needed to make all the sections like that. If you want the alternation, maybe two different shades of grey or alternating with black.

Doing good work, keep it up.

OK, I've taken another look at option 4 with a critical eye and have come round to your point. I'll modify it to have 4 skills available per characteristic, and modify the order so that it is "correct".

I'll take a look at adding the gray borders to all sections, and will probably alternate between two shades of grey to prevent anything from looking too strong.

Well, I think option 4 is good stuff. Everything is there and available for a quick use of the cards.

The mix bubble/line with the tabs for the w/s values is great. The grey outlines make the card visually refined.

I think we got a good mix for everykind of NPC's.

I like it a lot like that =)

When you feel these cards are finished, I might have a last suggestion for later on.

I'll be implementing the changes as mentioned above, will repost with the revised design, and will then consider them finished. Colour me intrigued - what is your last suggestion?

Well, Naglareph, your suggestion will have to wait, because I now present version 3 of my NPC cards. I am now considering this a finished product.

9littlebees NPC Cards v3 - A4

9littlebees NPC Cards v3 - Letter

Looks awesome sir, thanks for all your effort here. I'll look forward to Vehicles/Starships later on.

Made a slight tweak (thicker vertical line separating the characteristics), so please re-download if you haven't already started printing!

Made a slight tweak (thicker vertical line separating the characteristics), so please re-download if you haven't already started printing!

Nice thing about Google Drive, since I just "Move to Folder"ed from your original I get automatic updates :) . Assuming you just publish to the same file, like you did, and not change to a new one.

Made a slight tweak (thicker vertical line separating the characteristics), so please re-download if you haven't already started printing!

Nice thing about Google Drive, since I just "Move to Folder"ed from your original I get automatic updates :) . Assuming you just publish to the same file, like you did, and not change to a new one.

Excellent! :)