Zev Mir 🐹
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eisenfuchs.bsky.social
Zev Mir 🐹
@eisenfuchs.bsky.social
🐹 Creator of Michtim: Fluffy Adventures
🇦🇹 Austrian | 🐻 Gay Bear Top | ❤️ @derBaron32.bsky.social
💻 UX Consultant | 🎲 Game Designer
✨ AuDHD | ⚡️ Ultradian Bipolar
🌐 saftpruegel.carrd.co
here's a quick sketch of a character sheet. the character sheet of games is their centerpiece. it is a vital piece of design, and should obviously have inspirations and references on it, to ease play. for this game, I'm use a "menu" approach. you can configure your loadout by filling dots on it
September 29, 2025 at 1:34 PM
Some abilities need two slots to work or have requirements.
September 29, 2025 at 12:09 PM
For stats I think I'd use a similar system to what I like in PBTA or how D&D does its modifiers:

+3, +2, +1, +0, +0

and a free floating +1 you can place yourself

you can go for a +4, but you could also go for +3, +3... or improve your spread further.

Each +1 gives you a single slot
September 29, 2025 at 12:09 PM
Maybe we can also give every character reasons to use stats that previously were deemed unhelpful. Wisdom on a Fighter?

Well!

Spot Opening is a Hunch for Instinct!
Anatomy is a Knack for Genius!
Evasion is a Move for Agility!
Daunt is a Gambit for Charm!

give you something to use!
September 29, 2025 at 12:02 PM
I want my high Might low Genius character to play drastically differently from a high Genius, high Instinct "rogue".
September 29, 2025 at 11:55 AM
Insight, Sixth Sense, Acute Hearing, Survival, See Spirits, Trap Sense = Hunches for Instinct

You get the idea. Mechanically so far, all sound similar, but the way characters play is widely different depending on the actual loadout you pick.
September 29, 2025 at 11:54 AM
Sneak, Dash, Swim, Climb = Moves you need to "equip" using your Agility

Bluff, Disguise, Persuade, Intimidate = Gambits you can equip using your Charm

Heavy Armor, Heavy Weapons, etc = Equipment you use/carry according to your Might

Heal, Lockpicking, Arcana, ... = Knacks for Genius
September 29, 2025 at 11:54 AM
Generally I like my games to have limited loadouts, because you have an easier time remembering your capabilities if it's not an overwhelming amount of them.

so Charm equips Gambits
and Genius equips Knacks
Might equips Load
Agility equips Moves
Instinct equips Hunches
September 29, 2025 at 11:43 AM
Instinct gives you willpower, helps you resist temptation and manipulation, discover things and intentions, find clues (but not interpret them)

Charm helps with all social encounters and allows you to "equip" henchmen/sidekicks; you have a loadout that is based on your Charm
September 29, 2025 at 11:43 AM
High Might gives you more health, more carrying capacity, more damage, better endurance

Agility allows you to cross bigger distances, do more actions in combat, be swift

Genius covers all things spells normally do, but they can be mundane tricks like competencies
September 29, 2025 at 11:43 AM
my own system uses MAGIC

Might, Agility, Genius, Instinct, Charm

Might relates to health, inventory and combat
Agility with your movement and combat
Genius with effects (spells, knowhow, capabilities)
Instict with mental health, perception, insight
Charm with social encounters and sidekicks
September 29, 2025 at 11:43 AM
You know, we don't want hard to learn rules for every subsystem. But it makes sense for characters to *feel* differently, simply because they have different stats.

E.G. in systems that use typical stats, I like when each has its own value in the game, with core systems attached to them.
September 29, 2025 at 11:43 AM
Since I mentioned it in German

If you want to learn how to make a Vampire the Masquerade type Map for your own online games, I made a tutorial on my youtube; it's basically my only good video

www.youtube.com/watch?v=ZirS...

Nowadays I use Affinity Photo instead of Adobe tools.
How to make a Vampire the Masquerade style Map of an existing City using Google Maps & Photoshop
YouTube video by Zev Mir
www.youtube.com
September 29, 2025 at 11:26 AM
here’s a German video of me showing my playset, and yes, for my home game I’m using AI for the scene art.

if I were to sell such a set online, I’d not use that, but it genuinely improves my game and makes running games easier for me.

I do think with a dedicated artist we could create it acceptably
September 29, 2025 at 11:18 AM
The fun thing is also that we can technically play remotely if someone wasn't available in Graz, so they could log in via Foundry and still participate, while the rest of the group shares snacks and we all play together.

It's a great experience.

I recently recruited my fiance and he loves it!
September 29, 2025 at 11:12 AM
Foundry is such an amazing engine/VTT, I can really recommend it, although I use it in conjunction with Forge VTT because that improves my "runability" of my games drastically. Now I can work on my games from any computer with a working internet connection and my players can edit their PCs from home
September 29, 2025 at 11:11 AM
*Gear Slot System

Sorry, should be specific. Michtims can swap active Callings (up to three can be attuned at a time) and there's a Tool, a Cloak and an Accessory slot on your character sheet, and they all work differently.
September 29, 2025 at 11:08 AM
And you start at level 5 distributed among two to three classes. It is a very nice system. I have so much fondness for JRPG design language; which you probably know if you played Michtim. My Slot System and Job System are basically JRPG inspired too!
September 29, 2025 at 11:07 AM
I really really love Legend in the Mist / City of Mist, but every character works really similarly and I want my players to be able to toy with their mechanics a bit more, while not being locked into high complexity and leveling systems like in D&D.

FU unlocks perks with each levelup.
September 29, 2025 at 11:07 AM
For that endeavor I asked:

Games that allow flexible multiclassing, allow me to virtually play any ancestry I want, have easy to learn resolution mechanics. Each player should be able to contribute something useful. Mechanically interesting enough not to be too homogenous. Bonus points for German.
September 29, 2025 at 11:04 AM