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PhilHibbs

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Everything posted by PhilHibbs

  1. Pages 84-96: Pregen characters all have their stats in a different order to that used elsewhere which is a little confusing. They have STR CON SIZ INT DEX CHA POW rather than STR CON SIZ DEX INT POW CHA.
  2. Page 80: VASANA'S SAGA Her Battle skill has gone down, it was 70% on page 79, now it is 65% including +5% category modifier. Also Farm should be 35% not 30%, Javelin should be 25% not 20%.
  3. Pages 62 & 72: VASANA'S SAGA Why Customs (Heortling) 30%? I think this should be 25, and where does Battle Axe 40% come from?.
  4. Updated: https://docs.google.com/spreadsheets/d/1JtZKXngoMuNqDKwykXF1JaJWtvz7pKNQ2VBvXOzqTrA/edit?usp=sharing Second highest rune was not correctly figuring in the +1 bonus to the associated stat
  5. Yes, in the new rules, Sever Spirit only kills the target for 15 minutes, then they come back to life again. This is clearly as it always should have been. 😁
  6. Page 357 Presumably a shaman can choose to release a smaller spirit prior to spending the Fetch's POW. I don't think it actually says anywhere that a shaman can voluntarily release a spirit from their Fetch at all!
  7. Page 254 Page 384 So sorcerers are limited by both INT and CHA? Are non-sorcerers limited in their spirit magic by INT as well?
  8. Page 400 Is this really 1D6 per round for 25 rounds, for just 2 points? Or is it just 1D6, with extra strength required to extend it to further volumes of air over subsequent rounds?
  9. Page 392 Conflagration Damage table is unnecessary, as it is identical to the spell strength damage table. Other spells state "with the amount determined by consulting the Sorcery Strength table on page 385", this one could do so too.
  10. Page 384 Page 385 These both imply that the cost can only ever be doubled once, regardless of how many runes/techniques are not mastered. Page 386 This implies that the +2 in the intensity tables might be more than that if there are two runes/techniques that are not mastered. If the spell has 4 like Attract Missiles, and all four are unmastered, it is +16 MP per level! The tables could easily say "+1/+2/+4..." to clarify this, and p384 could say "or double the amount of magic points per Rune or technique that the sorcerer has not mastered."
  11. Maybe it is supposed to be per 2MP of the spell in the sense that if you want it to run for 5 rounds and give you 5D6 then you need 9 points of spell strength, and the duration is just how long the MPs last, not how long it continuously drains for. The more I read it, the more sure I am that if you want 1D6 more magic points, you need 2 more spell strength. "Every 2 levels of strength added to the spell add another 3 cubic meters of air to be converted into 1D6 more magic points." More strength, more magic points. The first 3 cubic meters of air already got converted and is gone. Also, you try this in Sartar, and the local sylphs and air worshippers will be very upset.
  12. Page 392 Is this as well as the POW vs POW roll, or instead of, or a mistake? This also implies that the caster would need to overcome their own POW in order to affect themselves. Also affect some Dominate spells, Logical Clarity on page 396, and Solace of the Logical Mind on page 398. If this is a general rule that sorcery normally uses the strength of the spell instead of the caster's POW to affect an unwilling target, then this should be made clear in the casting mechanics section.
  13. Page 379 Black Fang Brotherhood and Oakfed list "Extension 1" and "Multispell 1" - is this intended to limit the number of Rune Points that can be spent on any single use of these spells, or is it a mistake?
  14. Moving older version list from first post to here: v1.2 Excel version: https://drive.google.com/file/d/1wkN9vyyeTRjw7CtCn0PejYuiPoK36vhe/view?usp=sharing Version history: v1.11.1 Beta 3: https://docs.google.com/spreadsheets/d/1jwlqQO1nndMARvYmJnRTX3VVshC09AKliWuIIWoTSkM Fixed Uzdo DEX. Français: https://docs.google.com/spreadsheets/d/12xIUMsMHSYVmr-3KVjuFKHrHs-Q7DR9ZfblHIQkX-3Q Español: https://docs.google.com/spreadsheets/d/1wx3aVsFUYjp92-NXTuAYTobml006ulmOEFxlQ8ZpMh4 Deutsch: https://docs.google.com/spreadsheets/d/1JTojp9zOejUNGBODuakL2y399TUfJCYag47CWqyTll4 Magyar: https://docs.google.com/spreadsheets/d/1v7eNM1kCCpWYc5jzwb66DThY1gfY5M_VuVdVT1Z3xcY 日本語: https://docs.google.com/spreadsheets/d/1vo286vR3ekPkLUfq69_VBPwVVjw9jGX5PnBR-v_WO5w v1.11.1 Beta 2: https://docs.google.com/spreadsheets/d/15ehFG_vz0Yd-C68jzCGvNOq9rSSwaXATiQw5MQ6dwXA Preliminary translation to Japanese is complete. All the game terms should be pretty much stable, a few things like obscure spell names or deities might be subject to revision before the core rule book and official character sheet are finished. The instruction text and prompts presented for culture, occupation, and cult skills might be a little rough (a mixture of Goole Translate and AI-assistance, and some official translator input). The upshot of this is that if you use this sheet, translate it into Japanese, and then transfer it into a future version, it might not translate fully back to English or to another language if some of the translations change. Jonstown Compendium stuff is not all translated. Normally, I hide the Translation tab. But for now, I'm leaving it visible so anyone interested in the Japanese translation can see what it is and let me know if they have any suggestions for improvement! Pre-translated versions Some people have reported the translation not working, so here are some pre-translated versions. 日本語: https://docs.google.com/spreadsheets/d/1y2liq4TksD4cKln0gHywkzcSjayit0CZuC1cOAsuhdI Français: https://docs.google.com/spreadsheets/d/1zLMTyTCrP3M7RMZztFyqi1kj4i8n8_QKO93B74_CHLE Español: https://docs.google.com/spreadsheets/d/10Mh-uV0bwtnL7qOLTZmG5O3mmf1rBeATE-tNRcRtJo0 Deutsch: https://docs.google.com/spreadsheets/d/1Cx7Gf0mcBd39eWf0CUTo5sQ7bTfcOp8G8x0eCbKMFeo Magyar: https://docs.google.com/spreadsheets/d/1E6oU2lfx1VTXx_qQDomwBk39EwcP7GOZ_sPrbqplibw Known issues Spell list (for the drop-down list) for your selected cult does not get translated. v1.10.1 Beta 3: https://docs.google.com/spreadsheets/d/1iXn3LG-M8Y49Ax62YMSidzELWiqqn96aKwKgP90-3tw Added Adventurers from the Lunar Provinces content (ALP) to the JC extensions (needs to be enabled on the Rules tab). Changed the way that skills and runes are added up so that copying and pasting no longer breaks the formulae. Note that where a homeland gives more than one possible rune bonus, you will be given all of them. Delete the ones that are not appropriate. v1.10.1 Beta 2: https://docs.google.com/spreadsheets/d/1TOTPT3xOP6FLSXHwfUmvdahwrjPcy0YJenrp4-_mIYQ Added Children of Hykim character creation content. Changed the Man and Beast calculations to take into account other form runes. If your Dragonewt rune goes up by 10, your Man Rune will go down by 10. If you want to lose the points off Beast instead, then put a +10 in Man or -10 in Beast, or 5 to split the change. v1.10.1 Beta 1: https://docs.google.com/spreadsheets/d/19La9QBPec0uhI8RcPsVccJa4UXY5AhS87i8Lo2gCiZ8 Added all the Jonstown Compendium character creation options. Use the Rules tab to enable them, then pick the options with a two or three letter prefix, e.g. "DP", "PEI" etc. at the end of the lists. DP = DuckPac PEI = Pirates of the East Isles HD = Holiday Dorastor In order to facilitate extending the list with JC publication weapons, I have split out the Weapons sheet into the three types. Implemented new menu option, "Fill Spell Picks". This checks both cults in the CharSheet on rows 85 and 86 and adds all the spirit and rune spells to the drop down selection lists. With this feature, you can pick a main cult (or dojo from Pirates of the East Isles), get the skills and spells with the fill button on the CharSheet, then add a second cult and select this new menu option. The two spell lists from the cults will be merged into the drop down lists. Added all the core runes to the CharGen tab. When changing race to one with a different opposing Man Rune, the two rune names get swapped (but at present it doesn't swap any numbers apart from automatic cultural bonuses, because you really should do that before creating the character). v1.9.10 Beta 9: https://docs.google.com/spreadsheets/d/13cBXwit2gOqsE7FxhcTXebV5sY3kwGQkE7RyIGvQcnk Added all the elder race Lore skills with base 5%. Added in the weapons from the Glorantha Bestiary (hesh, whipstick, klanth, utuma, etc.) v1.9.10 Beta 8: https://docs.google.com/spreadsheets/d/1EOjYGvCPRbh-kACAbGt7iGEWPypZel1mFlvfXb3zSe8 Fixed Merchant occupation getting +10 Ride. v1.9.10 Beta 7: https://docs.google.com/spreadsheets/d/1HW7cgx24Xj9Aew7pzMr7AmNz3u_Tdd_z_HDyXzadDYc Fixed Centaur hit points per location according to latest Q&A clarifications. v1.9.10 Beta 6: https://docs.google.com/spreadsheets/d/1NdXB2nvsZIUPGYBMP547Kek9Y2Z-6Az6wDBmING9QD8 If you change the Occupation to "Shaman", then you will get the +3 to Spirit Combat Damage that shamans get. v1.9.10 Beta 5: https://docs.google.com/spreadsheets/d/1d7HumuZspiIdT79ECeHhS_jv4QGVNkdyz2VXRpsZ01M Fixed a bug where Bison and Impala Riders do not get the cultural modifier to SIZ. Any culture that got a modifier to STR, CON, or SIZ would not automatically get it (there are no others though, just those two Praxian tribes). WAHA! v1.9.10 Beta 4: https://docs.google.com/spreadsheets/d/13992T3NieCbrHCpz2jGBLgflyMnB0DfBol4kT6HgxEg Added shields from updated A&E 1.01 v1.9.10 Beta 3: https://docs.google.com/spreadsheets/d/1uN0KAhyP5jCQMhJHZjeFFKL9-3NTKy4Ir5E-_vz35V0 Added Arms & Equipment weapons, including translations for French, German, & Spanish. Changed some of the German translations for core rules weapons, which might affect translating back and forth between languages. Fixed an issue where translating from one language to another to another would leave some terms in the last language for which I have a translation. It now leaves them in English. Mostly affects weapons in Hungarian and spells in Spanish. v1.9.10 Beta 2: https://docs.google.com/spreadsheets/d/1w2bKX5TrR8tSz0_SSVvYEypbakHJ1b9e-mHQ5I2kVbE Fixed Rapier base skill, 10 instead of 5. v1.9.10 Beta 1: https://docs.google.com/spreadsheets/d/1kL8JXJHD0J39tUDJHYRWRdrZj1wk_Ho0hYD_HDBtk3I Fixed the skill tick boxes in knowledge and perception skill sections. If you have used the bugged version, just paste a tick box copied from somewhere else over each one. Thrown damage bonus is now calculated and included. v1.9.9 Beta 1: https://docs.google.com/spreadsheets/d/1b-qkTHA3LUTpQ_SlOTjhVyazPKDZpjRwSo_WDNmL5FU Hungarian (Magyar) support is complete, thanks László Bakk! Translation now supports the RuneQuest menu, although I have not yet entered translation terms for those. If anyone is interested in contributing translations for French, German, or Spanish, please let me know. I also still need the spell list translating into Spanish. v1.9.8: https://docs.google.com/spreadsheets/d/1hQa5Zwx4FiTDNqSEbwDjNOyId-M359CDGtsCXF3vOuw/edit?usp=sharing Fixed the filling in of skill details e.g. Speak, Insight, Read/Write. Broke this while fixing the sorting, oops! v1.9.8 Beta 1: https://docs.google.com/spreadsheets/d/1JtuxWOaioNvRk1iNpm49_hI0L0QONCci38FkEfaHZfg Fixed the skill sorting! If you translate the sheet into another language, you can click the button at the top of the "Skill" column (BG) and get them sorted into your language's alphabetical order. Works for all the racial variant skill lists such as the Darksense, Earthsense, and Elfsense skills. WARNING: Pick the race and click the button in column F BEFORE you sort them. Extended the CharSheet to fit two pages of A4, and added a section for a companion. Derived attributes are not calculated automatically, and there's space for 8 skills which could also be used for spells or runes. Added a few "OH" weapon variants for off-hand weapons, feel free to add any more like this to the Weapons tab if for example you want to have an off-hand club skill or something like that, just copy the regular one and set the base to 5%. v1.9.7: https://docs.google.com/spreadsheets/d/1DPApzUVKddacBunoLdQ2JwVPsrd7TETqmb1YpEc_2tE Disabled the sorting of skills until I can fix it properly. v1.9.7 Beta 2: https://docs.google.com/spreadsheets/d/1l0Cm8aeNAjaCbq_Ca9DAhG_TXCUZTmwgapwznVUR0sE Fixed spelling of "Yelm" in the list of values that fills in the pick list of spells. Added "Swap Values" to the RuneQuest menu. Select two cells and run this command, the values will be exchanged. Added a button in a few places. Selecting a cell and clicking this will prompt for a value, and that value will be added to the cell if it is already blank or numeric. So if a cell already contains "37" and you enter "6", it will set the cell to 43. Rejects if a non-numeric cell is selected. Added columns to calculate critical, special, and fumble chances for runes and passions. Race-specific Perception skills area, so Elves get "Special (Elfsense)", Uz get Darksense Search and Scan variants, and others reclaim the space for more Lore skills. WARNING: This does not play well with sorted skill lists. If you sort the skills, then this functionality may well mess up the skills visible on the character sheet. Not much I can do about that. Workaround: Select race first with the sheet in English, click the button above Assign, then translate and sort. Added a column to keep track of temporary bonuses to skills, such as Bladesharp, Sword Trance, or augments. CharGen sheet has columns that calculate the special and critical chances for modified skills. Added a new "Rule" to swap out the Sorcery skill list for a Notes area. Not really a rule, but it uses the same mechanism so I put it with the rule changes. Introduced a new colour. Blue cells are cells that can be entered manually, but also might be calculated or filled in automatically. Green cells are only entered manually, these are the main areas that you will be entering things into. For example, the "Base Roll" values in Column Z are calculated by adding up the dice rolls in Column I, but you can enter your own rolled values instead if you want. Some of the "Skill Detail" values are filled in automatically, based on race or culture, but you can enter others like crafts or languages yourself. V1.9.7 Beta 1: https://docs.google.com/spreadsheets/d/1Q-jETXJlWzZ7Qxem1NRyPJ3TRfctD4GUMUdKiC_5f5M Treat Disease and Treat Poison now show up on the character sheet. Fumble chances now show as 00 instead of 100. Minor improvements to copy-from-old-version functionality. Sorcery spells are now a drop-down list again. If there is a tie for highest rune or second highest rune, the first rune in the list wins in terms of which characteristic gets the bonus. Previously, no bonus was given. You can still break the tie manually by adding an extra 0.1 or 0.2 to the Adds column. V1.9.7 Alpha 2: https://docs.google.com/spreadsheets/d/1A9RfzOPgKcigkgC54j2AxTpxI2pPABhm18uK6MjMbSs Fixed translation of Sing skill alternative value in French rule set. Added new column for keeping track of changes to Rune values after character creation (values added in the Extra column will not affect the characteristic bonus, which the Adds column does affect). V1.9.6 Beta 5: https://docs.google.com/spreadsheets/d/1mtWV2l9ow3J8aeDH78cFkibjbV9o-OXDJ_oLUaOIoQc/edit Apprentice Shaman occupation gives +1 to Spirit Combat Damage Bonus v1.9.6 Beta 4: https://docs.google.com/spreadsheets/d/1Dd9JcHZN-T2iD1x_ko7mDF4vDGWJDr8DTcIg2HICA84/edit?usp=sharing Fixed a bug where reassigning a rune to a different characteristic did not work on translated sheets. Sorting of skills alphabetically no longer spoils the coloured banding of the skill rows. v1.9.6 Beta 3: https://docs.google.com/spreadsheets/d/1IvICdOCOdB0p5MP3Y7w6CLKdFD7WyM9ByNuOOU3Ta8o/edit?usp=sharing Corrections to French translation based on the Studio Deadcrows edition of the rules (thanks again @sireRage). Sorting of skills alphabetically (optional separate operation to translation). Implementation of alternative occupation skill percentages from the Studio Deadcrows edition. Implementation of alternative General Hit Points calculation from RQ3. v1.9.5a: https://docs.google.com/spreadsheets/d/1heO8XgQvGYPe_O8HrUns5qcMV7bN4oCI5ZsMyCwas0M/edit?usp=sharing The following occupation skill values were missing or incorrect and have been changed from and to: Chariot Driver - Whip 0%⮕+25%; Entertainer - Lore (any) 0%⮕+10%, Herder - Cultural Ranged Weapon +10%⮕+30%. v1.9.5: https://docs.google.com/spreadsheets/d/12RHsYJeJw8NtSubDE--MENwd6rhfZVe-9WgFeG52cwM/edit?usp=sharing Corrections to French translation based on the quickstart (thanks again @sireRage). Beginning of German translation based on the quickstart (thanks @Joerg and @Oracle). Only the core game terms are translated to German so far, the instruction text, family background, cultures, occupations, weapons, and spell names are not done yet (or are just Google Translate placeholders). v1.9.4: https://docs.google.com/spreadsheets/d/1W7_VCCvzULrC2if_U6udGIt6hHK6w4RiZyRAjMN0QOU/edit?usp=sharing Implements optional alternative RQ3-style category modifier calculations Indicates which rule is currently in effect with a checkbox (don't just check the box manually! Let the button do it!) Added all the Spirit and Rune spells to the translation sheet (thanks @AutumnDawn) French translations added for all spells (thanks @sireRage) Formatted CharSheet for printing and added HP and MP tracks Adjusted widths and positioning of spell columns, added points columns for spirit and rune Removed Enc 1 for Claw natural weapon v1.9.2: https://docs.google.com/spreadsheets/d/1byEn5Jg0_IMHKwAjuxMbZqWjp_hIcZujufAapHq41-w/edit?usp=sharing Amended a few translations related to language names v1.9.1: https://docs.google.com/spreadsheets/d/10Fc20ZIOI8ZZk-Bg6twcJHWDPzIH4QY5Y9Oazlwoiao/edit?usp=sharing Fixed language skills for non-humans. Added Minotaur as a playable race. Shortened the names of language skills in French and Spanish. v1.9: https://docs.google.com/spreadsheets/d/1gLCGxM8OKBOZDDst5tsoYN31jcSqd6mfSRnqqUqJOkY/edit?usp=sharing Added French translation. Thanks to @sireRage. Streamlined translation process, just select and click. v1.8.2: https://docs.google.com/spreadsheets/d/1Glh3a30ouY-rYommBLOUshP_vjFeu1cd8jp3ppcKpcs/edit?usp=sharing Fixed a few minor issues with Engizi and Yinkin cult skills. v1.8.1: https://docs.google.com/spreadsheets/d/1-XrVp051-CFFOc8e7Pu6OznSliKHdlqRA1IL5c0bIEU/edit?usp=sharing Fixed bugs: Weapon SR are being calculated incorrectly. Aldryami don't get the Plant rune. Centaur hit locations are not done. Baboon hit locations are not done. High Llama tribe are not getting Medium Shield. Sable Riders are getting +15 Medium Shield instead of +10. Weapon stats for Pole Lasso don't work properly. Sorcery spells are not being filled in on the character sheet tab. Bison and Sable Riders are getting 1H Javelin as a Ranged weapon instead of Melee. Entertainers are not getting Play Instrument. Non-human are getting Insight (Human) for various occupations. Troll Chanters get Speak (Darktongue) as well as Speak Own (Darktongue). Troll Hunter/Gatherers get Sing instead of Sling! Troll Noble/Rulers don't get Intimidate. Troll Priestesses don't get Dance or Spirit Lore. Troll Shamans don't get First Aid. All bugs listed further down in the thread are fixed. Baboon culture added, giving basic Praxian skills. New features: Minor improvements to translation - getting the number of spaces right for translated passions and skills with specialities so Hablar ( ) has the right length to fit the space available. Plant Rune for Aldryami. Centaur hit location chart. Baboon hit location chart. Characteristic bonuses for Praxian tribes. Added a Baboon culture that gives the basic Praxian skills. Split out Orlanth into two, for Adventurous and Thunderous, as they get an extra cult skill that I had missed out. v1.7.2: Fixed shield statbox & total SR calculations: https://docs.google.com/spreadsheets/d/1olwhY0MFM1PX_4nJBKCRj5yEOzJsWTdfN6GGB3-QPN0/edit?usp=sharing v1.7: Full Bestiary race support: https://docs.google.com/spreadsheets/d/1jo6RuY2tEhf4mJR6nbcs0ygzFIEOdAfFOu9dXPfuEko/edit?usp=sharing 1.6 Beta 1: temp damage, DEX based skills, all weapon stats, language translation : https://drive.google.com/open?id=1bXdyGZdblVePiPfJf8x5HdIoMYUadBS2BBL5QxiLFw0 v1.5: Culture, Occupation, and Cult skill auto population: https://docs.google.com/spreadsheets/d/14vaDG5FiDmprN9CZZJT-UZqoijPlnNUOzIMeD6XOgtI/edit?usp=sharing v1.4: Spirit spell effects, weapon stats: https://docs.google.com/spreadsheets/d/1AX8aq82mLmFaRd8SF-AEhXLSRGNzD1lqRv-2XzAeZE0/edit?usp=sharing v1.3: Runes!: https://docs.google.com/spreadsheets/d/1PBMrJ66ZBLTs36cLIEhYqk7DLQ9lJuUL6CjdTALJmnk/edit?usp=sharing v1.2: Added Family History text in drop-down lists, added Chaosium Fan Policy: https://docs.google.com/spreadsheets/d/1x9ZsVpjXlI_IQWc32dddCrEDgwgJKmjAVPVGApiBD1E/edit?usp=sharing v1.1: Added Move, moved Reputation: https://docs.google.com/spreadsheets/d/1PrqmqNTJuA0XuNP2yTbhEXXbu58EbOkW9oDOHfPks7Q/edit?usp=sharing v1.0: Added button to roll stats!: https://docs.google.com/spreadsheets/d/1I9uqXXIFuj_ID5B143b8ES2UgNaZ9GM1ekhPWTHNtbY/edit?usp=sharing v4.6: Fixed spirit combat bonus for INT+POW over 57, fixed a bug with negative modifiers to categories, extended lookup tables to cope with stats up to 100, added a column to enter species maximum characteristics (was previously hard coded at 21): https://docs.google.com/spreadsheets/d/1UUD-NVxgx6FtOgxSmETW8AbPR7OmATsbTdGn1kr3Cmk/edit?usp=sharing v4.5: Fixed temporary spirit combat damage, added Evaluate, added extra column for skill experience: https://docs.google.com/spreadsheets/d/179pEllnjDoBjLC0e42e_C9ZtGsK31nWrzg6ddqn2HAc/edit?usp=sharing v4.4: Fixed the SIZ modifier to Agility, fixed modifiers for low stats, and fixed secondary modifiers above 21: https://docs.google.com/spreadsheets/d/1UNfkIklJrrFH8WiS2efka0wu_2V3tcMSnNWRwbBHz4Y/edit?usp=sharing v4.3: Reorganized weapons to include shields, added an extra passions line, extra spoken language: https://docs.google.com/spreadsheets/d/1zUJmo8XdAN6CLHudH4KH_qb4o9WImQLCxaGyvbu1Boo/edit?usp=sharing v4.2 Fixed second highest rune stat bonus: https://docs.google.com/spreadsheets/d/1JtZKXngoMuNqDKwykXF1JaJWtvz7pKNQ2VBvXOzqTrA/edit?usp=sharing v4.1 rearranged elemental rune pentagram: https://docs.google.com/spreadsheets/d/1_5UHh4__XEjMFE4w_ZS2YBI4BNdnbqfQR_AuiOW_2Ng/edit?usp=sharing v4.0: Initial version with RQG changes over RQ4 Working Draft 2.1: https://docs.google.com/spreadsheets/d/1a33Cgv3b7Cv0LS84IikPaAzVjT4Lm3EwUHhBKs0Ref4/edit?usp=sharing
  15. Page 144 Ambiguous - does this mean once per session per task, or can an ability only augment once per session?
  16. Hm, I hadn't thought of it being interpreted that way but you're right, it's ambiguous.
  17. Page 144 So it can only be used once per session. Seems pretty clear to me. It's a bit unfair to players who tend to play long sessions, I remember as a student we would play for 10 hours straight at a week-end. Relaxing it to once per scene is reasonable in my opinion.
  18. This is a character creation and ongoing management spreadsheet for RuneQuest: Adventures in Glorantha, also called "RQG", the fourth Chaosium edition of the legendary RuneQuest roleplaying game. PLEASE DO NOT REQUEST TO EDIT! This link is READ ONLY: it links to my master that everyone copies, you will need to make your own copy of the sheet in order to use it. File➔Make a copy... Also in that vein I recommend that you make your own "master copy" that you then clone every time you make a new character. Keep checking back to this thread if you want to update your master copy to the latest version. RECOMMENDED VERSION v1.11.1 Beta 4: https://docs.google.com/spreadsheets/d/1jE-LXVEtQaBlnd5qgZafyQUPwBtFCyERakvHmT8WKhI Fixed some skills not being filled in (Ski, Swim, Voice Mimicry, Treat Poison, Play Instrument, Sleight, Speak Silently) Français: https://docs.google.com/spreadsheets/d/10miNJ58ubrxAIYV7QN1MOQdkUky1C03_CetSU_ugqsg Español: https://docs.google.com/spreadsheets/d/1tKOJfrtPRZFfz0kIinCwnzEV7JzHSrIiqAvsDVDhXbI Deutsch: https://docs.google.com/spreadsheets/d/11nENBSC4-b8ghyXjwXrW3adzdARUCnoZn8CPohrAkuI Magyar: https://docs.google.com/spreadsheets/d/1JJEJItvN2-ksHOMSxKCr643xbbaUTn81RFTBo8cZWi8 日本語: https://docs.google.com/spreadsheets/d/1kmQequ7kmMaeKRYHktcjtvJqHULfveZ4yEwzIyiJ6Kk Instructions The RQG Wiki has detailed instructions. Aussi en français. Pick your Race, Culture, Occupation, and Cult in the drop-downs in Column A. Click the "Fill" button (dotted down-arrow ) in column F to set up the dice to roll. Until you select a race, such as Human, and click this button, all stats will be 3D6. Click the D6 icon to roll a set of stats. Click the "Fill" buttons in columns (which may change with versions) BF (Skill Detail), BN (Culture), BO (Occupation) & BP (Cult), (wait for each one to finish before clicking the next!) to populate all the character creation skills. There will be some pop-up messages indicating where choices need to be made that are not automated, remember these and act accordingly. Remember that this tool is designed to take most - but not all - of the work out, to automate the majority of the process. The BF column button is for race skills, typically just Insight, but also Darksense, Earthsense, Elfsense. To translate, currently into Spanish, German, or French, select the language in Cell A11 and click the Translate! button to translate everything. Wait for it to finish, it takes a while! The Perception skill Special () is for Elfsense, or any other race-specific sense skill that might arise. Darksense etc. Scan and Search are handled as specializations, e.g. Search (Darksense), Search (Earthsense), etc. Everyone else gets N/A in these. The CharGen sheet can track up to 10 melee skills and 5 ranged skills, and you can pick which ones show up on the CharSheet with drop-downs. I have added "Agimori", "Baboon", and "Morokanth" cultures, which gives them the basic Praxian skills that all the others get e.g. Spirit Combat, Survival. Known Issues: Jonstown Compendium character creation does not include the famiily history. Not sure if I am going to add that. There's nothing to stop you from entering whatever text you like against each year, rather than picking only from the drop down list. I have added a few blank years (with no drop down list), particularly because 1614 is a Duck Hunt year and could be important. I might add an entirely new Duck Family History sheet with all the options selectable. Transfer from Old Version is a bit broken. The feature relies on the skill list remaining consistent. At some point I added a second line for Cult Lore, so now when transferring data from a version before that change to one after it, everything from that point onwards ends up on the wrong line. The "Extra" column in the Runes box is supposed to track experience after character generation. However, this column is after and not included in the opposing runes calculation, so experience in for example Death does not figure in to the Fertility rune calculation as a negative. When selecting Dwarf as race, and clicking the button in the "Assign" column, the wrong Perception skill section is swapped into the CharSheet, and you will not end up with the Earthsense variants of Scan and Search. Most scripted actions do not work on the first time, if you had to grant permissions to run the code. If it appears to do nothing, and "Running script" did not appear, try doing it again. Sometimes the arrows on the CharGen sheet move around, and occasionally a rune on the CharSheet will move. This is a visual glitch in Google Sheets, just reload the page. I think it happens if you scroll the page before the graphic loads in. If a non-Troll joins Kyger Litor, and already has a Speak Own other than Darktongue, they will not get the skill bonus. Add it manually as a Speak ( ) language. If a Troll joins Argan Argar, they will get Speak (Darktongue) as a secondary language even though their main language is Darktongue. Just move the bonus to the main language and remove the secondary. Copy and paste another empty Skill Detail entry if you want the ( ) spaces to be filled in correctly. Skills can go negative due to category modifiers, this should be capped at zero. I am not entirely clear on when this capping happens, before or after previous experience. If you sort the skills into alphabetical order and you have skill tick boxes checked, those skill ticks will not move around with the skills. Some translations are still missing, but mostly just Jonstown Compendium stuff. Fetch POW is not tracked, and so is not taken into account in any of the places that it should be. According to The Well corrections, it should be incorporated into all kinds of places, so if you want that, just put the fetch POW in the "Temp Adds" column and use the small numbers. More features on the backlog: Automatic rolling of skill checks? Not sure if people would want this feature. Just want a blank sheet? Here you go: https://docs.google.com/spreadsheets/d/1fLrPnwqiePJ2JnkvNAVexjKIXzVjMFvvHg5ST_r2xYM
  19. Page 398 So if the GM says "It's between 50% and 70%", then I know it's exactly 60%. Thanks!
  20. The Magic Rune in a spell means that you can substitute any Rune for that one Rune, right? So for example Castback has Magic and Stasis - if I only know Water, I can't cast it because I have to know Stasis and any other Rune. Also, how do calendar affinities and other runic bonuses work with spells that I cast using another Rune in place of Magic? If I cast Neutralize Magic in Sea Season using the Water Rune, should I get the seasonal bonus?
  21. Page 391 Perhaps "a related technique" rather than opposing, as there are other relationships e.g. Command and Tap grant this, and all techniques confer access to those two. Also "magic Rune" should be capitalized.
  22. Page 316 No Rune points are actually lost, they are just ignored. Perhaps:
  23. Starting adventurers who are initiates get 3 Rune Points. How would this work for sorcerers who are not Lhankor Mhy? Would they get 3 points of POW which they could spend on things like inscriptions and enchantments?
  24. Ok lets see how silly you can get with Enhance INT. So you start off with 3 spells, lets say you managed to get an INT of 18, so 15 free INT. Inscribing a spell so it takes up no INT seems pretty easy, just 1 POW per spell, no extra Enchant spell or die rolls necessary. So spend 1 POW to free up 1 INT, giving 16. Cast it once with 16 strength, so your INT is now 23 with 21 free INT. Cast it again, with 13 points of duration (2 weeks), and 8 points of intensity giving you +3 INT - so 21. Not bad, but not too silly. Takes quite a chunk of MP reserves to pull off, especially if you don't have both Fire/Sky and Dispel mastered. Not sure how much MP storage you can wrangle as a starting character. If you don't do the double cast, you can get 12 duration (1 week) with +2 INT. So the double-cast trick doesn't really gain a huge amount.
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