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PhilHibbs

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Everything posted by PhilHibbs

  1. v1.10.1 Alpha 6: https://docs.google.com/spreadsheets/d/1MHcY4nQMaQGfTWDWZTvsshkGdayHH2LEuBo-jvEi1uQ Added all three Holiday Dorastor supplements (Seven Hills, Spider Woods, Woods of Terror) races, homelands, occupations, cults. Added all the elder race Lore skills with base 5%. Added in the weapons from the Glorantha Bestiary (hesh, whipstick, klanth, utuma, etc.)
  2. Known Issues Elder Race Lore is not handled correctly as separate skills. I've entered it as a single skill, Lore (Elder Race) when in fact it should be several sub-skills each of which starts at 5%. So if you put Lore (Uz) you won't get the 5% base. I might handle this by adding all the elder races as separate skills, then when you enter one as a speciality of Lore then you'll get the base. Anyone who has entered "Elder Race" in their Lore skill list and added points to it should change it to one of the specific elder races.
  3. Yes, yes, yes, yes, yes, yes, yes, yes, yes.
  4. Griselda is in an unusual situation, she's an outcast from her ancestral homeland (I can't remember if she was born in Pavis or Sartar, but cuturally she's Sartarite-exile). So maybe she feels that Orlanth has failed her family but she doesn't feel the call to any other cult. Perhaps there are a lot of Sartarite expats in the Pavis area that are the same. So whilst it is unusual in Glorantha, there are local circumstantial reasons why it might happen.
  5. It behaves similarly to our air, but that raises an interesting question: why, when you get to the top of a mountain, closer to the "Middle Air" where Air should be most powerful, is the air thin and hard to breathe?
  6. I'd say no. "Air" is an elemental substance. The elements of our air are hydrogen, oxygen, nitrogen, carbon, and a few other traces. The elemental component of Gloranthan air is Air. And the absence of air is not a vacuum, it's the absence of the strength and movement and vigour that air embodies. So no, it's not a gas in the same way that our air is a gas.
  7. v1.10.1 Alpha 5: https://docs.google.com/spreadsheets/d/1vrLsYi8mKvdRv0EEnsBt0Dohi80oXRoVGjtg6czLipw 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.
  8. The best way to handle dojo and cult at the moment is to select the dojo, apply the skills, select the cult, apply the skills (which also adds the spells to the drop down lists), and then manually remove the skill bonuses that the cult gave. You can then manually add the dojo name into the second cult slot on CharSheet.
  9. v1.10.1 Alpha 4: https://docs.google.com/spreadsheets/d/1GsjaxuR5sSqDFA8U8AwWE7miFzX1y6wdGiqHKm656Kw/edit?usp=sharing Fixed a spelling mistake in the Customs skill for Orandaliel and Vatofeneg cultural skills Fixed a spelling mistake in the Listen skill for the Hunting Dojo Fixed Sword Dancers and Erabbamanth Dance skill Added in the Common Rune Spells for all Parloth cults
  10. Good point. Pretty much all manual. I might have done something clever with the weapons table but I can't really remember, it was years ago!
  11. v1.10.1 Alpha 3: https://docs.google.com/spreadsheets/d/1Um5NUPiKjm1b9EXmtbhwnC4TkF9A8222CsgnRj3mcJc Added Pirates of the East Isles races (Keets), backgrounds, occupations, cults (dojos are in the cults list). Known Issues Because you pick a dojo and a cult, but only get the skills for one, this presents a problem for the spells list. The list of spells to pick from is populated at the same time as the skills are added. You can't have the one without the other. This is also a problem for any other character who is a member of two cults - you can only have one cult's list of spells to pick from in the drop down lists. You can still type any spell name you like in the spell lists and just ignore the warning triangle (or remove the validation in the Data menu). To Do There is a second box on the sheet for "Cult". I might add a menu option "Add cult spells". Enter the cult name on the sheet, select the menu option, and it adds in that cult's spells to the section that drives the drop down lists.
  12. Hm. That would involve... User highlights the weapon attribute to change Select a menu option "Amend weapon attribute" Edit box pops up, populated with the existing attribute value (e.g. "1D8") User edits the attribute and clicks OK Code looks to the left, finds the weapon name Looks for the name in the Weapons sheet Figures out which column in the Weapons sheet corresponds to the amended column Alters the value All that is very much do-able. I will consider it! As a safety feature I would also tick an "amended" column in the Weapons sheet, which would show up in CharGen, so that the user is aware that the weapon line has been altered.
  13. Is that normal? As others have said, you'd be at a power disadvantage. If you're okay with that, then have fun!
  14. We are used to navigating the world by map. Gloranthans are used to using point-to-point directions and symbolic representations. Praxians use knotted cord. If we insisted that the players used Gloranthan methods, they would be useless. Like fish out of water. It would be deeply unfair to ask people to suddenly change the way they view the world and to still work effectively. So we use maps, we give the players "in-world" handouts that have been translated from whatever navigational methods Gloranthans use into modern maps. After all, you wouldn't give them a document in Heortling written in Theyalan script and expect them to learn to read it.
  15. I am adding "Martial Arts" to the sheet, which should have been there all along as it is a skill listed in the rule book even though it isn't on the character sheets. Also Silent Speech, a new skill from the Pirates of the East Isles book. They might not show up on the CharSheet, I don't know if I will implement a swap-out thing like I do for racial sense skills like Darksense. You can always edit the layout yourself, it isn't too hard.
  16. Oh yes absolutely, just open up the Weapons tab (or, in the new JC extended version, the WeaponsMelee tab) and find the "Hoof (Centaur)" line and change the damage to 1D8+1. Or copy and duplicate the "Hoof (Centaur)" line, and call it "Plated Hoof (Centaur)" with the +1 added. You can add other weapons entries, so if you have horns with spikes you can add a "Gore" weapon entry, with or without the +1 or +2 for plating or spikes.
  17. Hm. Not sure how I would handle that. I think I'd have to add three copies of each of the natural weapon attacks, so you'd pick "Kick with Spikes", "Kick with Bronze Plating", etc. I think this is just something that the player will have to remember to add themselves, like Bladesharp.
  18. Another answer is "Whatever they have enough points of Swallow for", again apologies for the game system reference! But in a thread on tricksters, surely there are no rules! 🤪
  19. No, it is "enforced" on members. He's referring to enforcing it on others outside the cult. When you cast Chalana Arroy magic, you ARE Chalana Arroy.
  20. Good question! I had never considered the possibility that Glorantha has talking anthroducks instead of our mundane kind.
  21. v1.10.1 Alpha 2: https://docs.google.com/spreadsheets/d/1mH2doDSz95id-A8Ya6alrv-eMIrAMxDbi1JFaKI-2uI/edit?usp=sharing Added all the Jonstown Compendium DuckPac character creation options. Use the Rules tab to enable them, then pick the options prefixed "DP" at the end of the lists. In order to facilitate extending the list with JC publication weapons, I have split out the Weapons sheet into the three types. 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.
  22. v1.9.10 Beta 8: https://docs.google.com/spreadsheets/d/1EOjYGvCPRbh-kACAbGt7iGEWPypZel1mFlvfXb3zSe8 Fixed Merchant occupation getting +10 Ride.
  23. The other challenge is that anything that I add to the sheet really should be translated into French, German, Spanish, and Hungarian.
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