Now that I've finished my other big project, I have even more time to work on Bug & Claw. Over the last couple of months I've refined systems, added or removed them, and generally iterated on written rules. When working mostly in written format right now, I've been finding artifacts like the character sheets and other outputs to be a great way to see how it's all coming together.
There's a lot different in this character sheet iteration from the last one.
Changes
Page 1
"Path" has become "goal"
A space for your level has been added
Main attributes are all reorganized, layout wise
Flesh and Grit have slightly revised visuals, increasing their visual hierarchy because of how important they will be
Flesh is tied to Strength and Dexterity
Grit is tied to Intellect and Charisma
"Drive" has been removed (it has been renamed "Presence" and moved to the upcoming referee's sheet)
Weaknesses and damage have been added and balanced with defences
Page 2
"Gon" (your money) has its own space
Inventory spaces have "Strength" requirement unlocks
Other carry restrictions are re-ordered based on how common they will be
What am I still/currently thinking about?
I don't think pocket-filler/trinkets will require inventory slots.
I want them to help add dressing to people's characters. Therefore, I don't think players should be penalized for having them.
I don't like the amount of space "dead" inventory slots take up if you aren't a character with high strength or other benefits
I'm still debating if a lot of wealth should take up inventory slots
Having a lot of wealth carried around with you might attract bandits, so...
Maybe double penalizing players isn't required
The amount of XP required to level up might change
On the other hand, the amount of things that could give you XP might go down each level
If you're involved with a faction that might go on the sheet, but may instead go on the referee's