Jump to content

Cgeist7

Member
  • Posts

    136
  • Joined

  • Last visited

Everything posted by Cgeist7

  1. Update: ability to copy text versions of characters to your clipboard for pasting in other documents by using the Copy to Text image. @Crel Note that with all the skills, a full character is LONG. Edit: also added markdown to character descriptions and thrown weapon damage to ranged attacks. Example at: https://www.cradleofheroes.net/view_character/6391 --- Gradolmort Fire-wing --- Type: Player Character Homeland: Durulz (Ducks) Occupation: Noble Initiate of Cult: Yelm Description: A young duck noble of questionable birth and mythic potential. Gradolmort is smart, fast and.. less cowardly than most ducks. Stats: Strength: 13 (65%) Constitution: 13 (65%) Size: 6 (30%) Dexterity: 15 (75%) Intelligence: 16 (80%) Power: 13 (65%) Charisma: 14 (70%) Derived Stats: SIZ Strike Rank: 3 Damage Bonus: 0 Hit Points: 12 Healing Rate: 3 Magic Points: 13 Spirit Damage: 1D6+1 DEX Strike Rank: 2 Movement: Ground: 5 Water: 8 Passions & Reputations: Cowardice 50% Reputation 15% Love (Family) 60% Fear (Dragons) 60% Loyalty (Clan) 70% Loyalty (Tribe) 60% Honor 70% **Cults: Yelm - Initiate - Rune Points: 3 Elemental Runes: Earth 20% Water 0% Darkness 0% Fire/Sky 80% Air 60% Moon 0% Power Runes: Beast 50% Death 85% Dragonewt 0% Movement 50% Chaos 0% Truth 85% Stasis 50% Illusion 15% Spirit 0% Disorder 50% Fertility 15% Man 50% Plant 0% Harmony 50% Undeath 0% Condition Runes: Law 0% Magic 0% Mastery 0% Infinity 0% Skills: **Agility (+5%)** Boat (25) 45% Climb (40) 45% Dodge (30) 35% Drive (Chariot) (5) 10% Jump (45) 50% Swim (80) 85% **Communication (+5%)** Act (5) 10% Art (5) 10% Bargain (5) 10% Charm (15) 20% Dance (10) 20% Disguise (5) 10% Fast Talk (25) 30% Intimidate (15) 20% Intrigue (5) 30% Orate (10) 75% Sing (10) 35% Speak (Firespeech) (0) 45% **Knowledge (+5%)** Animal Lore (5) 10% Battle (10) 50% Celestial Lore (5) 10% Cult Lore (Yelm) (0) 20% Elder Race Lore (Elves) (5) 10% Evaluate (10) 15% Farm (10) 35% First Aid (10) 15% Game (15) 20% Herd (5) 20% Homeland Lore (Local) (30) 35% Manage Household (10) 45% Mineral Lore (5) 10% Peaceful Cut (10) 15% Plant Lore (5) 10% Read/Write (Heortling) (0) 15% Survival (15) 20% Treat Disease (5) 10% Treat Poison (5) 10% **Magic (+5%)** Meditate (0) 20% Prepare Corpse (10) 15% Spirit Combat (20) 50% Worship (Yelm) (0) 40% **Manipulation (+10%)** Conceal (5) 15% Craft (Arms) (10) 20% Devise (5) 15% Play Instrument (5) 15% Sleight (10) 20% **Perception (+5%)** Insight (Species) (20) 25% Insight (Human) (20) 35% Listen (25) 30% Scan (25) 30% Search (25) 30% Track (5) 10% **Stealth (+15%)** Hide (10) 25% Move Quietly (10) 25% **Melee (+10%)** 1H Axe (10) 20% 1H Hammer (10) 20% 1H Mace (15) 25% 1H Spear (5) 25% 2H Axe (5) 15% 2H Hammer (5) 15% 2H Mace (10) 20% 2H Spear (15) 25% Battle Axe (10) 30% Broadsword (10) 35% Dagger (15) 35% Fist (25) 35% Grapple (25) 35% Kick (15) 25% Kopis (10) 20% Lance (5) 15% Pike (15) 25% Quarterstaff (15) 25% Rapier (5) 15% Shortsword (10) 75% **Ranged (+10%)** Arbalest (10) 20% Axe, Throwing (10) 20% Composite Bow (5) 25% Crossbows (25) 35% Dagger, Throwing (5) 15% Elf Bow (5) 15% Javelin (10) 30% Pole Lasso (5) 15% Rock (15) 25% Self Bow (5) 15% Sling (5) 15% Staff Sling (10) 20% Throwing Dagger (10) 20% Thrown Axe (10) 20% **Shield (+10%)** Large Shield (15) 35% Medium Shield (15) 40% Small Shield (15) 80% Spirit Magic: Mobility (1pts) Firearrow (4pts) Rune Spells: Shield (1pts) Sureshot (1pts) Summon Elemental (1pts) Melee Attacks: Shortsword 75% 1D6+1 SR 8 12/12 HP Small Shield 80% 1D3 SR 8 8/8 HP Ranged Attacks: Composite Bow 25% 1D8+1 SR 2 7/7 HP Rng 100 Hit Locations: (19 20) - Head Armor: 5 4/4 HP (16 17 18) - L Arm Armor: 6 3/3 HP (13 14 15) - R Arm Armor: 6 3/3 HP (12) - Chest Armor: 6 5/5 HP (9 10 11) - Abdomen Armor: 6 4/4 HP (5 6 7 😎 - L Leg Armor: 6 4/4 HP (1 2 3 4) - R Leg Armor: 6 4/4 HP Equipment: Bronze cuirass (6pts) Bronze greaves (6pts) Closed helmet (5pts) cultural weapons two riding animals noble clothing (60L) 200 L in coing 450 L in jewelry, vessels and luxury goods
  2. First round of new updates is live: Fixed calculation of skill categories and abilities of 20+ (both display and back-end calculation) Added Movement functionality - you can now define movement when creating a culture/homeland, add creature/NPC or when editing characters. Define both the movement type and rating, i.e., Ground 8. Add ability to add custom passions: Cowardice or other after character creation from the Add Passions page. Other small bug fixes @Crel
  3. Thanks. That was super helpful. I've got it fixed and will roll it out with the movement updates. Just a bit more work to do on them (accounting for different movement types & inheriting from Homelands).
  4. There are a few spells missing. I'm doing an update on spells in the next few days. I'll make sure it gets added. Edit: Added the missing spell and added to Aldrya (High King Elf) cult..
  5. Lol. Yeah. I worked on a One Roll Engine game before this one. It was complex, but beautiful. The code in RQG is a hot mess.
  6. @Crel An adventurer creation option without using the tutorial/automated thing might be useful, for players wanting to load up an already-established character. I ended up making established adventurers using the NPC creator instead. A big advantage of the adventurer sheet is it organizes skills by category. I'd suggest that you use the formal character creator and then modify to taste after creation is done. The full creation adds the full skill list and is set up for managing live characters. The NPC/creature creator is really set up as a quick-fix for creating beasts, mounts and quick NPCs. Perhaps a way to upload images from URL, instead of downloaded to the computer? I've seen that on websites before but IDK if that's complex or simple; just a feature idea. This should be doable. Added to list. I can imagine some way to tick on/off a spell or power and auto-change the stats being really useful. Ex, plus-up Shield twice and the armor section increases by 4 automatically. Or a magic items entry, which when "Worn" is ticked the stat effects take place. For example, if someone's got the Head of Yerezum Storn with them, they get +1 CHA. See above response. Some people might want a distinction between Speak Other and Speak Own; I don't personally think it's super important. This is one of the RQ edge cases. Common naming conventions keep developers sane. I just noticed that abilities with experience checks are highlighted blue on edit screens. Very nice! Thanks! Looks like some of the ability lists (like Rune spells) may need to be re-alphabetized. New additions have appeared at the bottom. The runes are actually in 3 lists that need to be treated differently because... edge cases. Elemental runes work one way, power & form runes work another... except that some don't work that way. The Condition runes... I have no idea how they work, but added them in for future proofing. Including Max ENC in the Attributes column. It'd be neat to see a way of calculating current ENC in the Equipment section, but even just a place to auto-calc Max would be useful. This should be pretty easy. Added. Some way to add a custom Passion would be useful--one which doesn't connect to Devotion/Fear/Hate/Honor/Loyalty/Love, like trollkin and duck Cowardice. Great idea. Will do. When I made Garick Ulstorson using the Create Character function, then went into Edit Character to set the skills to his sheet, I saw several situations where skills with a specialization (Ride (Horse), Cult Lore (Orlanth), Speak (Heortling), etc) had two instances. This is because I use default skills as part of the overall skill map. These skills are at the default level (which means they don't really exist), but could be updated or changed from the Edit Character screen to fit the user's needs. Something's still weird in the Power/Form Runes. It almost seems like they aren't balancing correctly. I'll input percentages, hit save, then when I go back into the Edit screen I'll end up with negative percentages, or not the percentages that I had input before. Also, I feel like showing more of the Power/Form runes on the character page would make sense. It's useful to have reference to both halves of the divide. For example, I gave Garick a check in Harmony 26% due to behavior, and a rune with that percentage doesn't show. As I reflect on it, it might be because I'm trying to correct both halves of a Power/Form Rune simultaneously. Maybe that's why I'm ending up with weird numbers. That would do it. If you edit one of the opposed runes, the other should auto-balance. I could definitely show more (or all) of the form runes. I just wasn't sure if that was a good thing or if it would just clutter up the screen without adding valuable info most of the time. Happy to have folks weigh in on this. Could the Runes associated be next to the names of Rune spells on the character pages? I definitely want to do this. Probably as part of the Spells upgrade. Damage Bonus in attacks did not update automatically after characteristic change until I went into the attacks & armor screen. I went in and out without editing anything, and the update occurred. Gotcha. Added. I think when I make a creature/NPC that all of the Power/Form Runes are getting randomly balanced? Though I got Beast 100/Man 80 when I opened the page... Hmmn. Should be working. Do you have an example? Note that NPCs don't follow hard rules because GMs might want to do something different with them. There doesn't seem to be a way to boost a creature's Spirit Combat damage if they're a shaman or assistant shaman. Edge cases again - I'd add anything else in Powers. Thrown weapons should have half Damage Bonus, and some types of attack I believe have none (like Bite). Good point! As I think about it, something like "Input Final Skill:" could be useful for creating established adventurers, with a note that that means skill + mod (that trips me up occasionally). I like the feature where you can hover over to get how the skill got there. The advantage to the adventurer page is that it divvys everything up by skill category and gives you info like Ransom, Occupation, and Standard of Living. The NPCs don't necessarily need that, but I struggled at using the Create New Adventurer function to make established adventurers. Especially because I had no clue what choices were made at creation. After a character has been created, this is the way that editing skills works. Whatever you type in the skill % field is what you will get. For re-creating existing characters, I would eyeball their sheet against the choice options for homeland, occupation & cult and then edit the character to taste afterwards. I've found that my math on character sheets to generate category modifiers and the math Cradle makes don't always match. I don't know if the error's mine or yours. It seems to mostly happen right along the margins of each category increment. Ex I think 4 starts +1; you think 4 ends +0, and 5 starts +1. Can you give me a specific example? Happy to look into it. Also I somehow ended up with Agility and Manipulation category mods of 11 and 21 respectively on the edit character screen. On the character screen though, they were giving 10 and 20 to skills when I hovered over. This is probably a rounding issue with Javascript. I'll check it out. The changing numbers on the screen are for info though - the real calculations are done after you save. A Moon 40% popped up at one stage, and I have no clue how. Don't remember editing the runes for a while prior. Each time I tried using the Create Adventurer option, Darkness turned into my highest Elemental Rune at 90% without any input on my part. Not sure what is happening here. I've created another few characters and didn't notice anything going weird... Back on the Equipment stuff, I can imagine a drop-down section of equipment to choose armor for each location which changed the location AP and auto-calc'd the ENC would be awesome. But complex, and IDK how you'd do wearing leather underneath. Maybe just an "ENC" column in equipment would work, to manually insert what the ENC of an equipment line is, then compare against Max ENC and reduce skills accordingly. That should be doable. Added to list. Cheers! C
  7. Hey @styopa - thanks! Yes, you are correct, you *should* choose one and *could* choose all of the options. There is a bit of an issue with how I'm tracking results of the clicks that doesn't work with how radial menus work. I've added it the list, but there's a lot of other stuff I'll be focusing on before I get to that one. @Crel & @PhilHibbs I hear you. I've looked at that feature a few times, but it would take a lot of work to implement and it isn't really a scalable path. Runequest is already a game of edge cases that make the app very tricky and add a lot of one-offs. Examples include Apprentice Shaman getting a bonus to Spirit Damage or Philosopher getting sorcery. I could go through and add these elements for all of the occupations, but a) it seems wasteful, and b) I'm not sure what the next set of edge cases will look like. For spells, because we'd want them to show when "clicked" and because each spell does a different, non-standard thing that would need to be coded separately and interact with a number of different established systems, I've opted to avoid this feature and created space in powers, descriptions or items that folks can use to note these effects. The next big feature I want to add is the ability to create custom spells and to add to a user-created database. When I start putting that in place, I will have another look at the request and see if I can fit it in. Thanks again for the feedback! C
  8. Hi @Crel, I got a bunch of updates done tonight. The app now allows stats of 0 and continues to function with skills, attributes and such Dragonewt and Spirit (empty) locations added Fixes to the image issue you ran into above - you can now add skills, magic & passions for characters with no image Updates to the add skills, passions & magic pages Added Hit Locations to Homelands - so you can now create a Dragonewt, centaur or other homeland and create working PCs from it Here is a sample Spirit: https://www.cradleofheroes.net/view_character/5918 Cheers! C
  9. Hi @Crel, This is super useful. I'll go into detail a bit later, but a few thoughts: Will add dragonewt hit locations Adding MV makes sense The app doesnt allow stats of 0 right now. This is on the works, but mucks up a lot of character stuff The app works very well in mobile for creating & managing characters. NPCs and such are harder to create, but editing should be fine. For associated critters and characters, try creating a faction. This gives you summary pages for all the included folks. Will add description paragraphing & markdown. I tried adding skills to Purple Glow and it worked fine. Might have been a connection issue with the file upload. Let me know if the issue shows up again. BTW: I love the dragonewts!
  10. Hi @Crel - the bugs should be squashed. Updates include: Split add Skills and add Passions into two separate pages Add Skills now includes space for 6 regular and 6 custom skills Reset form runes so that their base is 0 UNLESS it is a regular starting character, in which case they are set to 50. Set the app so that changing any skills provides the value chosen by the user even after taking into account Skill Base and Category Modifiers. In other words, if you say this person has an Acting of 90, that is exactly what they will have, regardless of the base skill and character stats. You should now be able to update your triceratops without issue. Cheers! C
  11. Hi @Crel - definitely still working on the app and thanks for the kind words. Re: the bugs, you should be able to add new skills from the the core book from the Add Traits button, but I’m not sure exactly what went wrong when you were creating your creatures. I’ll add the ability to add custom skills there as well (it’s been on the list...). I get what is happening with the Form/Runes - they mess up because the app goes through and assigns a 50 for each as the base for a player character. I made each of Beast, Dragonnewt, Spirit, Plant etc. as opposed runes to Man - which is why the first (Dragonnewt) got kicked up to 100. I’ll update the app to accept zeros without automatically boosting the paired rune to 100... somehow. The work-around would be to leave the common form runes at 50 and just add/update the ones you want. Any common form rune at 50 doesn’t show on the character anyways. Thanks so much for the feedback. It will probably take a few days to find time, but I’ll get the bugs fixed first and will start looking at the new features. Q: for the PDF, would text be okay? C
  12. There have been a few rounds of small updates to the Cradle of Heroes, but today had the first large user facing ones: Added Twitter share button with pre-populated tweets (first 144 characters of description & #glorantha #runequest hashtags) Updates to edit character buttons - now a dropdown menu Added zeroing out passions by setting value to 0 in edit character Fixes to adding runes and passions to NPCs/Creatures Removed the intro text & video from all pages but the main Cradle character list Example character Tweet text: I also created a new YouTube overview video: Enjoy! C
  13. Good idea! I have no idea how to create a poll on here though. I sat down and started playing with it though and think I have a good mix of both worlds. NPCs keep the same skill summary as before Players have a new Skills page with 2 tabs: Advanced (the skills they have improved) All (all of the skills) So a full character looks like the images below.
  14. Question: do folks prefer the tabbed skill content or would you prefer something more like the official character sheet? I'm also thinking about printing... Going with the full skill list means that a character is now broken into 3 parts: main, skills & combat/in play. I'd really appreciate any thoughts you might have. Thanks! Chris
  15. I do it between story arcs/adventures - but allow multiple arcs per season if it makes sense. Usually experience rolls every 3-4 sessions.
  16. Hi all, It's not what I'd call core functionality, but I made the following updates: when you are creating or editing a character, changing statistics now shows live changes to attributes (damage bonus, SR, MP, HP, etc) and Skill Category modifiers (Agility, Communications, etc.) Same attribute functionality for creating an NPC or creature (they don't user Skill Category mods for initial creation). In character creation, Rune bonuses are added and update live from the roll stats screen Lots of small quality of life changes I'll do a little video to show this in action tomorrow. Cheers! C
  17. Another update to the Cradle: Updated character creation stats to match correct order Updated edit "Attacks & Weapons" page to improve usability Added custom attacks & weapons to edit "Attacks & Weapons" from character view Folks now able to add any weapons or attacks with special abilities Iron weapons Magic or mythic weapons Special attacks (once a skill has been added) Various small updates Sample: https://www.cradleofheroes.net/view_character/3366
  18. I tried the runes as character images, but they looked... not good. I really liked the idea though, so added rune images to the character cards, as well as the view character screen. Hope this meets your objectives. I also made some updates to make the main page a bit more orderly. Cheers! C
  19. A few years ago, I built a platform to help manage my games that is probably in between Realmworks & Kanka.io in complexity. Here's an example story I ran: https://story-chronicles.herokuapp.com/personas/story/roma-britannica/ I originally had a LOT of work in generically modeling roleplaying game systems. I quickly found that with all of the different edge cases & rules that it was very hard to set something up that would be flexible and still meet peoples needs. I then started working on separate systems for creating characters for specific games that we're pretty complex, and just linking back to the story / campaign management system. Https://www.cradleofheroes.net is the RQiG system. I'm using Google docs today, but it should work whether you're using kanka.io, Realmworks or anything else.
  20. A bunch more small updates made: Stats are now correctly sorted (I think someone asked for this) unusable fields in other people's characters are now disabled Now tracking the ranked top 3 runes for each character Displaying up to 3 top runes on character cards Slight language changes around searching Added area for special weapon/attack effects (currently only for creatures) Default rune images still to come @Dragonsnail
  21. Question: would it be useful to be able to search by rune as well? As in, “I want all Fire rune aspected characters.” Also, what range of runes would be interested - just Elemental? Highest wherever it is? I want to make sure I understand the use cases before I start work. Thanks!
  22. That's a really great idea and is totally doable. Does anyone have a set of the runes as image files I could use?
  23. Just a note that the domain change broke the Google sign-in for a few hours. Everything should be fixed now and work properly from www.cradleofheroes.net.
  24. Check out cradleofheroes.net for the game system and link to characters in RealmWorks. I do something very similar for my games.
  25. Also some cool news: the RQ app is moving to a new domain: www.cradleofheroes.net (live now) - I'll be updating the app soon with the new name, but if anyone is a graphic designer and wants to help with some cool logo, please let me know.
×
×
  • Create New...