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PhilHibbs

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Everything posted by PhilHibbs

  1. 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.
  2. 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.
  3. Is that normal? As others have said, you'd be at a power disadvantage. If you're okay with that, then have fun!
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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! 🤪
  9. 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.
  10. Good question! I had never considered the possibility that Glorantha has talking anthroducks instead of our mundane kind.
  11. 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.
  12. v1.9.10 Beta 8: https://docs.google.com/spreadsheets/d/1EOjYGvCPRbh-kACAbGt7iGEWPypZel1mFlvfXb3zSe8 Fixed Merchant occupation getting +10 Ride.
  13. The other challenge is that anything that I add to the sheet really should be translated into French, German, Spanish, and Hungarian.
  14. Illumination doesn't force you to change your mind. Arkat was illuminated, and he hated Gbaji.
  15. Actually, there are only a billion. Exactly that number. It's been proved. So hurry up and get yours told before we run out.
  16. Okay I think I've implemented the basic functionality. v1.10.1 Alpha 1: https://docs.google.com/spreadsheets/d/1b63OhD7r1mcsHOsfE_ffV1lQ4lwxv73UWPCFsJ9BjjQ Go to the Rules tab Click on the bottom Law icon. Wait for the macro to finish running. "DP Sartar" should now show up as an additional Culture option. If you choose the "Duck" race, and the "DP Sartar" culture, and click the buttons along the top, you should now have the base chances for a duck as per DuckPac including Speak (Beastspeech) and the reduced Speak (Heortling) skill. I have not yet implemented occupations, but from now on it's just a question of mashing in all the numbers. I have done the Speak Own (Heortling) 40% base by giving a -10 cultural value, rather than adding a new DP Duck race with a different base chance. I might change this decision in future, in which case you would need to pick "DP Duck" race and "DP Sartar" culture for the full DuckPac experience. Also I'm not entirely fixed on a single Rule for all JC material. I might have separate rules buttons for DuckPac, Pirates, Holiday Dorastor, etc.
  17. I might allow a second skill roll to avoid doing damage to the attacker. Much harder when parrying a natural weapon attack though, how do you put a stick in the way of a troll's claws or scorpion man's stinger without risking hurting it? That would need a subsequent special success to avoid harming. Worst case scenario, you call for Divine Intervention to prevent the harm. All of those are potentially career-ending mistakes. Spirits of Reprisal all around. Adventure-to-atone ensues.
  18. Hallucinations with Extension (if the audience will excuse the segue into RuneQuest mechanics).
  19. Hmmm this is going to be tricky. Homeland is easy, I've got that working already, I just added "Sartar Duck" as an additional homeland. Occupations... there are a lot that are the same name, do I just add a whole set of alternative versions like "Duck Assistant Shaman", "Duck Bandit", "Duck Crafter"? I think that is the only option. The user will then have to pick the appropriate race version of the occupation. The hack that adds the Assistant Shaman's Spirit Combat Damage bonus is going to have to take into account Duck Assistant Shaman as well. Should I go for abbreviated publication names, like "DP" for Duckpac, "HDWOT" for Woods of Terror, etc.? I think that makes sense. So it would be "DP Assistant Shaman", "DP Bandit", etc. Lets hope I don't get an abbreviation name clash! Lets see what we have so far... DP = DuckPac HDSH = Holiday Dorastor: Seven Hills HDSW = Holiday Dorastor: Spider Woods HDWOT = Holiday Dorastor: Woods of Terror PEI = Pirates of the East Isles
  20. I would like a JC sub-forum of the RuneQuest page! I think it would be good to group up and encourage discussion of JC publications.
  21. Maybe, although we know the game pre-dates the Curse of Kin.
  22. It doesn't contradict it, it builds on and extends it. Feel free to ignore it in your game though if it doesn't fit your vision of Glorantha, and I'm sure it varies according to region and subcult.
  23. 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. If you are using an older version for a centaur character and don't want to use the transfer feature: Un-hide the Lookups sheet. Amend the range from AI7 to AR7, add 2 to all the numbers except AR7 (head) where you add 1. Optionally, hide the Lookups sheet.
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