Fork of https://github.com/modality/charred-black.
Short term, has some fixes.
Long term, may include a tool to create and edit stock/lifepath/skill/trait data.
http://charred.obscuritus.ca:8080/#/
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220 lines
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220 lines
11 KiB
<div class='container' id='help'>
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<!-- See http://www.tutorialrepublic.com/twitter-bootstrap-tutorial/bootstrap-affix.php -->
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<div class='row' data-offset-bottom='200' data-offset-top='60' data-spy='affix'>
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<div class='col-md-2' id='scrollSpy'>
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<ul class='nav nav-tabs nav-stacked' data-offset-top='100' data-spy='affix' id='toc'>
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<li class='active'>
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<a href='#/help?scrollTo=intro'>Introduction</a>
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</li>
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<li>
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<a href='#/help?scrollTo=tools'>Tools</a>
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</li>
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<li>
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<a href='#/help?scrollTo=character'>Character</a>
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</li>
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<li>
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<a href='#/help?scrollTo=lifepaths'>Lifepaths</a>
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</li>
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<li>
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<a href='#/help?scrollTo=stats'>Stats and Attributes</a>
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</li>
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<li>
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<a href='#/help?scrollTo=skills'>Skills</a>
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</li>
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<li>
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<a href='#/help?scrollTo=traits'>Traits</a>
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</li>
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<li>
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<a href='#/help?scrollTo=resources'>Resources</a>
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</li>
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<li>
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<a href='#/help?scrollTo=roden'>Hints for Roden</a>
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</li>
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<li>
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<a href='#/help?scrollTo=great_wolves'>Hints for Great Wolves</a>
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</li>
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<li>
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<a href='#/help?scrollTo=wizards'>Hints for Wizards</a>
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</li>
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</ul>
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</div>
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<div class='col-md-9'>
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<h2 id='intro'>Introduction</h2>
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<div class='well'>
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Charred (Char·ed)
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<br>
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<br>
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<ol>
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<li><i>adj.</i> Burned and black.</li>
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<li><i>n.</i> A portmanteau of <i>character</i> and <i>editor</i>.</li>
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</ol>
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</div>
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<p>
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Welcome to Charred: the unofficial, online, Burning-Wheel Gold character burner.
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The first part of this guide goes over the main features of Charred in the order that they appear
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in the main view. At the end is a description of some tricks for specific stocks.
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</p>
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<h2 id='tools'>Tools</h2>
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<p>
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This section of Charred contains features for uploading and downloading data:
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</p>
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<p>
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<strong>Create PDF Character Sheet.</strong>
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Click this link to download a PDF version of your character so far. The character sheet format is
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based on the BWHQ Official Short-Term Game Character Sheet with the answers to the
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attribute-modifying questions appended to the end.
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</p>
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<p>
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<strong>Reset Character.</strong>
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Remove all entered data from the character sheet leaving it blank.
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</p>
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<p>
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<strong>Download Character.</strong>
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Save a copy of the current character data as a <tt>.char</tt> file on your harddrive. You can pass this
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file along to other people to allow them to view your character.
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</p>
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<p>
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<strong>Upload Character.</strong>
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Load a character that was saved as a <tt>.char</tt> file.
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</p>
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<h2 id='character'>Character</h2>
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<p>
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This section contains general character information.
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</p>
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<p>
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<strong>Name.</strong>
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The character's name. Click the Gen link to regenerate a random name.
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</p>
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<p>
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<strong>Stock.</strong>
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The character's stock. Be careful: changing the stock resets the character, so all changes are lost!
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</p>
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<p>
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<strong>Age.</strong>
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The character's age calculated from lifepaths and leads.
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</p>
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<h2 id='lifepaths'>Lifepaths</h2>
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<p>
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In this section you choose the lifepaths for your character. By default only the settings and lifepaths you are
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allowed to take based on the lifepath requirements and restrictions are visible. If you are interested
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in just browsing what's available, in the Settings you can disable the requirements checking so that all lifepaths
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may be selected.
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</p>
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<h2 id='stats'>Stats and Attributes</h2>
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<p>
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This section shows the current allocation of stats and attributes for your character. The remaining stat points are shown
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at the top, and the points allocated to each stat are shown below. The attributes, which are computed based on the stats, are shown to the right.
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</p>
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<p>
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Each stat can be increased or decreased by clicking the + and - buttons to the right of the exponent. If you have enough stat points remaining,
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you can shade-shift a stat by clicking it's shade; for example, to shade-shift Will you will need to have 5 Mental points
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(or the equivalent in Mental and Either points) unspent.
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</p>
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<p>
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Clicking the Distribute button automatically allocates all of the stat points evenly amongst the different stats.
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</p>
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<p>
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Some attributes are displayed with a 'modify' link to the right. Clicking this link allows you to answer the questions that modify that attribute.
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</p>
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<h2 id='skills'>Skills</h2>
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<p>
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This section is used to choose the skills for your character. As you add lifepaths this section slowly fills with <i>available</i> skills, and the
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required skills for each lifepath are opened. All opened skills are shown in bold. Additional skills can be added using the General Skills dropdown,
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for which only General skill points can be spent.
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</p>
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<p>
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Available but unopened skills don't count as part of the character; they don't show up on the character sheet, and are only used in character burning.
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An available skill can be opened by spending points towards it using the + button to the right.
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</p>
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<p>
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When you increase a skill's exponent, if the skill is a lifepath skill, then both lifepath and general skills may be spent on it, whereas if the
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skill is a general skill only general points may be spent on it. Charred doesn't provide a mechanism for explicitly allocating the general points;
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instead a simple heuristic is used: points are drawn from the lifepath points pool first if possible, then when that pool is exhaused points are
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drawn from the general pool. For example, if the character has the Accounting skill from a lifepath, and has 3 lifepath and 2 general points, then
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clicking + three times will exhaust the lifepath points pool leaving 2 general points unspent; clicking + twice more will exhaust the general points
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pool.
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</p>
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<p>
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<strong>Add Custom -Wise.</strong>
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This field can be used to make up a -Wise skill appropriate to the campaign. The skill will be rooted in Perception as all -wises are.
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</p>
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<h2 id='traits'>Traits</h2>
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<p>
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This section is used to choose the traits for your character. Traits from lifepaths, which all cost 1 point, are available from the
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Add Trait from Lifepath dropdown, while special traits can be chosen from the 'Special Trait' list.
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</p>
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<p>
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<strong>Search Traits...</strong>
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This link opens a more advanced trait-choosing dialog. In the dialog you can filter traits by type, by cost, and by whether or not it's
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affordable; that is, you have enough points to buy it. The filters combine, so only traits that match all criteria are shown.
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The only non-trivial feature on this dialog is the Cost filter, which accepts a simple
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math expression. Entering < 2 would display all traits that cost less than 2 points. Conversely > 4 would show all traits costing more
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than 4. Finally = 3 would show all traits costing exactly 3 points.
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</p>
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<h2 id='resources'>Resources</h2>
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<p>
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This section is used to purchase resources for your character from different categories:
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gear, property, relationships, reputations, and affiliations.
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The dropdown labelled Select Category is used to switch which category of resources will be shown.
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When the dropdown labelled Select Category is changed, the interface in the Resources section is switched to the appropriate
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one.
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</p>
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<p>
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The interfaces for the resource categories are largely self-explanatory, except for Gear and Property. For Gear and
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Property there are two separate sections for adding a resource: Add, which is used to choose an item from a list,
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and Custom Add, which is used to create an ad-hoc item. When choosing from a list, any item from the list ending with
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an ellipsis indicates a category of items which when selected will cause a new dropdown to appear to the right. The
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new dropdown may then be used to select a specific item from the category (which may itself be another category).
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</p>
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<h3>Modifying existing resources</h3>
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<p>
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To modify a resource after it's been added, follow these steps:
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<ol>
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<li>Remove the resource. Its contents will populate the 'Add' fields. For Gear and Property, the 'Add Custom' fields are populated instead.</li>
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<li>Edit the resource.</li>
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<li>Click 'Add' to add the resource again.</li>
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</ol>
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</p>
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<h2 id='roden'>Roden</h2>
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<p>
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Roden are an old stock that appeared in the Burning Wheel Revised Monster Burner, but were never updated for
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Burning Wheel Gold. They have been adapted to appear in this burner, but some liberties were taken (by necessity) to
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mold them to work with the Gold version.
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</p>
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<p>
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The revised edition defined a 'Broken' trait for Roden; in Charred it is named 'Broken Spirit'.
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</p>
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<h2 id='great_wolves'>Great Wolves</h2>
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<p>
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Great Wolves are an old stock that appeared in the Burning Wheel Revised Monster Burner, but were never updated for
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Burning Wheel Gold. They have been adapted to appear in this burner, but some liberties were taken (by necessity) to
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mold them to work with the Gold version.
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</p>
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<p>
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Great Wolves have an emotional attribute that only appears when a certain trait is bought. Originally the trait was named
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'Chosen One', but in Charred it appears as 'Chosen Wolf'.
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</p>
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<p>
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The revised edition defined a 'Broken' trait for Great Wolves; in Charred it is named 'Broken Wolf'. Similarly the previous
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Hunting skill for wolves has been renamed to 'Wolfish Hunting'.
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</p>
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<h2 id='wizards'>Wizards</h2>
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<p>
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The wizard content is taken from the 'Wizard Burner' chapter of Burning Wheel Codex. Some liberties were taken to prevent
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collision with existing traits.
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</p>
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<p>
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The Demented Inventor lifepath trait 'Demented' was changed to 'Unhinged' to avoid a conflict with Great Wolf trait of the
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same name and to preserve the mechanical flavor.
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</p>
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<p>
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The Master Of The Weak lifepath trait 'Feared' was changed to 'Feared Above All' to avoid a conflict with the Roden trait
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of the same name.
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</p>
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<p>
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The Court Summoner lifepath trait 'Frustrated' was changed to 'Disgruntled' to avoid a conflict with the Roden trait of the
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same name.
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</p>
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</div>
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</div>
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</div> |