New system working on stuff I think idk UwU
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title = "\"Habeltop\" RPG System"
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description = "Bored and restless, so time it is to design a tabletop system..."
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date = 2021-03-24
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draft = true
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[extra]
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toc = true
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Here is a link to the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing).
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## Stat Modifiers
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Each of the six base stats also has a "modifier" based on its value.
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The modifier is calculated like so: `Stat / 3 - 3`, rounding down to whole numbers.
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For convenience, here is a table of the modifiers for each stat value:
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{% table() %}
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| Stat | Mod. | Stat | Mod. | Stat | Mod. |
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|-------|:----:|----------|:----:|----------|:----:|
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| 1,2 | -3 | 9,10,11 | 0 | 18,19,20 | +3 |
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| 3,4,5 | -2 | 12,13,14 | +1 | 21,22,23 | +4 |
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| 6,7,8 | -1 | 15,16,17 | +2 | 24+ | +5 |
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{% end %}
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## Base Stats
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Listed here are the six major character stats and what they affect along with a few
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examples of what sort of actions they might be rolled against to determine the success of.
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**Strength [STR]:**
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A character's physical brute force and melee ability.
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Strength is rolled against when attempting a melee attack.
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The strength modifier is applied to the damage they with melee attacks.
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The number of items they can carry on them is equal to their strength.
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Examples:
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- Pushing, pulling, or lifting something heavy
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- Breaking down a door
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- Hanging onto a ledge
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- Knocking something over
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**Dexterity [DEX]:**
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A character's general physical skill, agility, and ranged ability.
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Dexterity is rolled against when attempting a ranged attack.
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Certain melee weapons may allow using dexterity rather than strength when making attacks.
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A character's ability to dodge in combat is determined by their dexterity.
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Examples:
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- Doing a delicate task, such as soldering an electronic
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- Performing and acrobatic feat
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- Grabbing onto something to prevent from falling
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- Swiping something without being noticed
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**Constitution [CON]:**
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A character's physical resilience and overall health.
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Constitution is rolled against when resisting physical harm or other effects on the body.
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A character's maximum health is determined by their constitution.
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Examples:
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- Resisting extreme temperatures
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- Recovering from illness or the effects of poison
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- Dealing with the effects of starvation or dehydration
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- Consuming things that would cause one to vomit
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**Intelligence [INT]:**
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A character's general knowledge-base.
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Examples:
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- Identifying an object
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- Researching an obscure topic
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- Decyphering an encrypted message
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- Utilizing complicated or strange technology
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**Wisdom [WIS]:**
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A character's perception and mental fortitude.
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Wisdom is rolled against to determine the order of combat.
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Examples:
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- Seeing through deceit
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- Spotting hidden dangers
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- Resisting torture
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- Estimating the severity of a threat
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**Charisma [CHA]:**
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A character's latent social skills.
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The charisma modifier is applied to morale checks for followers.
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Examples:
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- Claiming to be a different person
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- Persuading someone to your side
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- Winning the crowd over in an argument
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- Leading and organizing a group of people
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## Health
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A character's maximum health is equal to twice their constitution stat plus their current level: `(CON * 2) + Level`.
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## Skills
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Skills represent specific actions or subjects that a character has special
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training or intuition for.
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Skills have a level, ranging from `1` to `6`.
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When a character is attempting to do something that a skill reasonably applies to,
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add that skill's level to the roll.
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## Levelling Up
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Characters level up after getting through a particularly tough or otherwise important experience
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or whenever the GM feels it would be a good time to.
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Follow these steps when levelling up a character:
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1. For each stat, roll `1d20`. If the roll is higher than the stat's current value, increase the stat by one.
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2. Choose a skill and roll `1d6`. If the roll is higher than the skill's current level, increase that skill's level by one.
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2. Update health to reflect new level and constitution.
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