The Murder

Card creator

type a card, watch it draw, print it

44 made, 18 printed, 12 saved as pictures and 2 taken away

Item and creature cards for the MCDM Crows playtest. Nothing to install and nothing to sign up for. What you make here stays in this browser: save a card as a picture, print a sheet of them, or take the lot away as a file you can load into a campaign later.

Never made one? Two worked examples

A torch, which is the shape most cards take

Most of what a crow carries is like this: a name, a line saying what it is, and a number of usage dice that says how long it lasts.

  • Name: call it Torch.
  • What it is: a stick, some pitch, an hour of light. This line prints in italics under the name.
  • Usage dice: 1 for a plain torch. You roll them at the end of a Dungeon Turn and any that come up 1 or 2 are gone. A Fine one has 2 and a Masterwork 3, which is what that last line of the card is for.
  • Comes back: set it to Useless, because a burnt torch is burnt. A lantern would say Refuel and name the oil.
  • Rolls when: DT, so it burns down with the turn rather than only when somebody uses it.
  • Carried: in the pack, which is where the packet files it. That it takes one hand to use is a tag rather than a slot.

That is a whole card. Everything below the fold on the form is for things that get rolled against.

A sword, which adds effects and result bands

Now the rest of the form. A weapon needs three result bands, because Crows resolves an attack by where the roll lands: 11 or less, 12 to 16, and 17 or more.

  • Reach: how far it gets. Melee 1 for something you swing, Ranged 15 for a crossbow.
  • Attack: what you roll. 2d10 plus a characteristic.
  • 11 or less: usually Miss.
  • 12 to 16: the ordinary hit.
  • 17 or more: the best band, and where a card's strongest result goes.
  • Slots: 2 for a greatsword, and the app lays it across two boxes of whatever it is carried on.

Marking up the text: **bold**, *italic* and __underline__. A short word before a colon goes bold on its own, which is how the packet writes a keyword. The words it actually uses are Maneuver, Action, UD, Parry and a handful more, so take them off a card you already have rather than inventing one.

A creature, with an attack and a feature it can use once

Switch to A creature card above the form. A creature is its numbers, its attacks and its features.

  • The numbers: what it can take, how fast it moves and its three characteristics. A box left empty is left off the card.
  • Other movement: anything that is not walking, written the way you would say it: climb 4, swim 8.
  • Attacks: one row each. The bonus goes in its own box and prints as (+2) after the name; the three bands are the results for 11 or less, 12 to 16 and 17 or more.
  • Features: a name and what it does. Give it uses, one a rest for example, and the card prints a box for each one to tick. Leave the name empty for a plain line, such as a rule about its attacks.
  • Notes for the Ref: how to run it and how the fight ends. They print last, in smaller type.

If you have the statblock as text already, open Paste a statblock at the top of the form and read it in, then check the numbers.

Making
What you roll, what it's made of, what it costs

Everything here stays in this browser and goes nowhere else. The sheet survives a reload; clearing your browsing data takes it with everything else.

The sheet

Nothing on it yet. Make a card and press Put it on the sheet. Cards you add pile up here, and the whole lot prints together.

Taking it to a table

The app this belongs to runs the rest of a game: sheets that save themselves, shared dice, the Dungeon Turn on every screen at once, and your cards in the slots they are carried in, on the website and on an Owlbear Rodeo map.

Cards you make here are not lost when you get there. Press Take the cards away and you get a file holding everything on the sheet. A campaign has an Import cards button that reads it.

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