Installs into .claude/skills of the current project.
Are you the author of Character Design?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/david-li0406-character-design)
---
name: character-design
description: Character and class design documentation
category: gamedesign
depends-on: [thermite-integration]
---
# Character Design
## Overview
This skill provides guidance for designing player characters, classes, and their abilities.
## When to Use This Skill
Use when:
- Designing character archetypes
- Creating class systems
- Defining abilities and skills
- Balancing character stats
- Designing progression systems
## Character Template
```markdown
## [Character Name/Class]
### Role
[What this character does in the game]
### Fantasy
[The player fantasy this fulfills]
### Base Stats
| Stat | Value | Description |
|------|-------|-------------|
| Health | [X] | Hit points |
| Speed | [Y] | Movement speed |
| Damage | [Z] | Base damage |
| [Etc] | [...] | [...] |
### Abilities
#### Ability 1: [Name]
**Type:** Passive | Active | Ultimate
**Description:** [What it does]
**Trigger:** [How to activate]
**Effect:** [Detailed mechanics]
**Duration:** [How long it lasts]
**Cooldown:** [Between uses]
**Damage/Healing:** [Numbers]
**Visual:** [What player sees]
**Audio:** [What player hears]
### Equipment
- **Primary:** [Weapon/Tool]
- **Secondary:** [Weapon/Tool]
- **Armor:** [Protection]
- **Consumables:** [Items]
### Strengths
- [What this character excels at]
### Weaknesses
- [What this character struggles with]
### Counters
- [Who/what beats this character]
### Synergies
- [Works well with...]
### Progression
| Level | Unlock |
|-------|--------|
| 1 | [Base ability] |
| 5 | [Upgrade 1] |
| 10 | [Upgrade 2] |
```
## Character Design Principles
### Rock-Paper-Scissors
Every character should have:
- **Strengths** - Situations where they excel
- **Weaknesses** - Situations where they struggle
- **Counters** - Specific hard counters
### Clear Fantasy
Each character should embody:
- **An identity** - "I am the..." statement
- **A fantasy** - Power trip or fantasy fulfillment
- **A moment** - When this character shines
### Accessibility
Characters should be:
- **Easy to learn** - Basic understanding in minutes
- **Hard to master** - Skill ceiling for dedicated players
- **Distinct** - No overlap with other characters
## Class Types
### Offensive
Focused on dealing damage:
- High damage output
- Low survivability
- Skill-based positioning
### Defensive
Focused on protection and support:
- High health/armor
- Team utility
- Low damage output
### Support
Focused on helping team:
- Healing/buffing
- Utility and control
- Resource generation
### Hybrid
Mixed capabilities:
- Multiple roles
- Flexibility
- Jack of all trades, master of none
## Balance Considerations
### Statistical Balance
Ensure characters are numerically balanced:
| Aspect | Considerations |
|--------|---------------|
| DPS | Damage per second across time |
| TTK | Time to kill average opponent |
| Survivability | Time to die under fire |
| Utility | Value added to team |
### Skill Expression
Ensure skill matters:
- Low floor - New players can contribute
- High ceiling - Experts can outplay basics
- Multiple techniques - Different playstyles
- Outplay potential - Can beat stronger opponents
### Team Balance
For team-based games:
- No mandatory character
- No trap characters
- Multiple viable compositions
- Each character has a role
## Character Review Checklist
Before finalizing a character:
- [ ] Clear fantasy and role
- [ ] Unique identity
- [ ] Balanced stats
- [ ] Fun abilities
- [ ] Clear strengths and weaknesses
- [ ] Has counters
- [ ] Has synergies
- [ ] Progression path defined
- [ ] Technical feasibility confirmed