Well...interesting questions. I'm not sure what is best. I'll start by answering the check box question.
The check box to the left is for marking that the skill has been used successfully. This comes into play during character advancement. When the Narrator decides it is time to advance, each skill that is checked off gets a chance to advance. So a checkbox on those would be helpful for tracking purposes.
This next bit applies to both Stats and Skills. The big box is for the base value. The two small boxes to the right are for noting the half and one-fifth values. When a task is harder the Narrator can impose penalties and quickly referencing those numbers can speed up the game.
Also, knowing the One-fifth value comes in handy for the Impale Rule. I don't know the exact wording on that at the moment, so I won't get to deep into it but if you roll under the one-fifth value in certain circumstances, one achieves a bonus, like a critical success in other games (but also a little different). So it would be helpful to see those two values.
The issue with skills being exhaustive...the short answer is no, the skills that appear on the 7e sheet are not the entire list. Note that certain skills have blank lines underneath them. These are skills that have sub categories or specializations that a player might need to note depending on the Narrator's preference. For example, the Art/Crafts skill. Because a character is good at welding, or pottery may not mean they are good at painting or drawing. The blanks under Fighting(Brawl) leave space for specific martial arts, and under Firearms(Rifle/Shotgun) there is a slot for additional types of weapons like Archery or Machine Gun (again, depending on if the Narrator wants to make those distinctions). Languages and Science also have sub categories that might be needed as you can see. The blank lines that appear under Track are the final catch all. If there is some skill that might be relevant to a player and/or Narrator it can be penciled in.
Then there is the Base Chance Percentage for every skill. For example Firearm(Pistol) comes with a 20% base rank. This is meant to illustrate the "point and click" nature of firearms. At a short distance, under the right circumstances there a bullet will hit its target. So this skill has a higher base chance of success than say, Medicine needed to repair a bullet wound. Anyone can pick up a gun and use it (assuming it has been loaded by someone with the proper knowledge and the safety is off, etc.) but patching up a wound is something not everyone may be able to do successfully. But every character has the potential to be use a skill successfully, so there is a base chance for all skills.
It would speed up the use of a character sheet if the Base Chance Percentage where automatically filled in for a player and then they could fill in a the box to the right if need be. Additionally if you coded the small boxes to somehow do the math for one-half and one-fifth that would help as well.
Round down if a remainder is present.
So I guess, now that I have talked though all of that, my suggestion is to start with all the listed skills and their base chance percentage on the sheet but allow the addition of more skills to the sheet if needed. For example,
our game is set in the 1920s and does not need a Computers skill, but a modern setting might and it isn't a base skill on the official character sheet.
Note: The Credit Rating and Cthulhu Knowledge skill don't have a check box for advancement. I haven't read the rules on Credit Rating yet so I don't know why it doesn't have one. Credit Raiting is used as money for the most part so that may be why, but I'm not sure. Cthulhu knowledge is bad for a character to have because it eats away at their sanity, so no one truely wants to have a large amount of knowledge in that area.
Also, I'd point out the Hit Points, Sanity, Luck, and Magic Points. Each of these is initially derived form the Characteristics rolled, but each of them is fluid and separate from the characteristics once play begins. One can gain, but usually just loses points form the original Max Value in each of these. Sometimes the loss is temporary and some time the loss is permanent.
Sanity for example is checked whenever one encounters a creature related to the Mythos. So a Deep One or a Shogoth can cause Sanity loss that might heal, or it could be a permanent drain. Magic spells usually just need a character ot spend a few Magic Points, sometimes they require a sacrifice of magical potential in the form of reducing the maximum value of the Magic Points. So a Current and a Max box will be required for each of those four items.
I think that covers everything, but if I missed something someone else can speak up.
Last edited February 4, 2016 8:20 am