+
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+
Habeltop RPG System
+
2021-03-24
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Table of Contents
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+
Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends.
+
This is roughly inspired by a couple versions of the GLOG,
+but somewhat simplified and streamlined. A major difference is that the class system
+is completely absent, replaced by "roles" which mechanically only manifest
+as a starting kit for the character.
+
What Makes Up a Character
+
Very first I will go over everything on the Character Sheet. then I will go more in-depth with each part.
+
Name:
+The in-world name of the character.
+I hope that no further explanation is needed here.
+
Role:
+The architype/role the character takes on.
+This just determines starting skills and equipment.
+
Level:
+The current level of the character. Leveling up increases stats.
+
Money:
+The ammount of currency a character has on them.
+This could manifest as anything from a sack of gold coins to a bank account depending on the setting.
+
Health:
+The character's ability to avoid major harm. This is elaborated on later.
+
Armor:
+The character's ability to deflect damage. This comes solely from equipment.
+
Inventory:
+The character's belongings and other things they are currently carrying.
+
Stats:
+The column in the top right of the sheet. The character's main stats, as well as the modifier from each stat.
+
Injuries:
+The major injuries and afflictions a character has.
+
Skills:
+The things the character has training for or otherwise has skill in.
+
Other:
+Other details or notable things about the character.
+
Roles
+
During character creation, a role is chosen. A character's role is the part they play in the party.
+
The role will list the equipment a character starts with as well as a list of skills to choose 3
from.
+
Stat Modifiers
+
Each of the six base stats also has a "modifier" based on its value.
+The modifier is calculated like so: Stat / 3 - 3
, rounding down to whole numbers.
+
Modifiers are rarely used outside of the strength modifier.
+
For convenience, here is a table of the modifiers for each stat value:
+
+
Stat | Mod. | Stat | Mod. | Stat | Mod. |
+1,2 | -3 | 9,10,11 | 0 | 18,19,20 | +3 |
+3,4,5 | -2 | 12,13,14 | +1 | 21,22,23 | +4 |
+6,7,8 | -1 | 15,16,17 | +2 | 24+ | +5 |
+
+
+
+
Base Stats
+
Listed here are the six major character stats and what they affect along with a few
+examples of what sort of actions they might be rolled against to determine the success of.
+
Strength [STR]:
+A character's physical brute force and melee ability.
+A strength check is made when attempting a melee attack.
+The strength modifier is applied to the damage they with melee attacks.
+The number of items they can carry on them is equal to their strength.
+
Examples:
+
+- Pushing, pulling, or lifting something heavy
+- Breaking down a door
+- Hanging onto a ledge
+- Knocking something over
+
+
Dexterity [DEX]:
+A character's general physical skill, agility, and ranged ability.
+A dexterity check is made when attempting a ranged attack.
+A character's ability to dodge in combat is determined by their dexterity.
+
Examples:
+
+- Doing a delicate task, such as soldering an electronic
+- Performing and acrobatic feat
+- Grabbing onto something to prevent from falling
+- Swiping something without being noticed
+
+
Constitution [CON]:
+A character's physical resilience and overall health.
+A constitution check is made when resisting physical harm or other effects on the body.
+A character's maximum health is determined by their constitution.
+
Examples:
+
+- Resisting extreme temperatures
+- Recovering from illness or the effects of poison
+- Dealing with the effects of starvation or dehydration
+- Consuming things that would cause one to vomit
+
+
Intelligence [INT]:
+A character's general knowledge-base.
+
Examples:
+
+- Identifying an object
+- Researching an obscure topic
+- Decyphering an encrypted message
+- Utilizing complicated or strange technology
+
+
Wisdom [WIS]:
+A character's perception and mental fortitude.
+Constitution checks are used to determine the order of combat.
+
Examples:
+
+- Seeing through deceit
+- Spotting hidden dangers
+- Resisting torture
+- Estimating the severity of a threat
+
+
Charisma [CHA]:
+A character's social skill and charm.
+
Examples:
+
+- Claiming to be a different person
+- Persuading someone to your side
+- Winning the crowd over in an argument
+- Leading and organizing a group of people
+
+
Health
+
Think of health less as how alive a character is, and more as how well they can avoid extreme harm.
+Damage could be thought of as the sum of all of the small injuries and fatigue of the character.
+
Only when a character's health is fully depleated will they suffer major injury or have the possibility of death.
+
Health can be restored by rest and medical attention.
+
A character's maximum health is equal to twice their constitution stat plus their current level: (CON * 2) + Level
.
+
Skills
+
Skills represent specific actions or subjects that a character has special
+training or intuition for.
+
A character can automatically succeed at easier
+tasks that a skill reasonably applies to.
+
Tougher actions still require a relevant skill check, but each applicable skill
+nets a +1
modifier to the roll.
+
Inventory
+
All of the items that a character has in their posession are listed here.
+
A character can hold up to a number of items equal to their strength before they are encumbered.
+Small items that can easily fit in a pocket are not counted towards encumberance.
+
When is encumbered, count their strength and dexterity values as half of what they are.
+
Levelling Up
+
Characters level up after getting through a particularly tough or otherwise important experience
+or whenever the GM feels it would be a good time to.
+
Follow these steps when levelling up a character:
+
+- For each stat, roll
1d20
. If the roll is higher than the stat's current value, increase the stat by one.
+- Update health to reflect new level and constitution.
+
+
Gameplay
+
For the most part, gameplay consists of loose roleplay. The GM will present the
+world, the current situation, etc. to the players, then they will respond to the
+situation, interact with each other, etc. in-character.
+
Skill Checks
+
Whenever a character attempts something that they are not certain to succeed at,
+a check against the most relevant stat must be made.
+
Roll 1d20
, add the relevant stat as well as +2
for every skill that could be applied,
+and if the result is at least 20
, the character succeeds.
+
If the dice rolls exactly 1
it is a critical failure. The character automatically fails
+and could suffer further consequence, should they make sense situationally.
+
If the dice rolls exactly 20
it is a critical success. The character automatically succeeds
+and may succeed beyond their aim, should it make sense situationally.
+
Opposed Checks
+
When a character attempts something that another character is resisting, add opponent's stat - 10
+to the target number of 20
.
+
Example:
+A character is trying to knock down another character with 14
strength.
+Their roll must total at least 24
(20 + (14 - 10)
).
+
Rather than all characters making skill checks, only player characters and NPCs
+on their side do so. For example, rather than an NPC making a dexterity check in
+attempt to trip a player character, the player themselves makes a dexterity check
+in opposition to avoid falling.
+
Combat
+
Combat is initiated when there is to be physical conflict between opposing parties.
+Combat takes place in rounds that are equal to roughly 10 seconds of time.
+
Turn Order
+
When combat is initiated, every player character in the party makes a wisdom skill check.
+If they succeed, they act before the opposing NPCs each round.
+If they fail, they act after the opposing NPCs.
+The party decides amongst themselves who acts in what order.
+
So the resulting turn order is as such:
+
+- PCs who succeeded wisdom check
+- Opposing NPCs
+- PCs who failed wisdom check
+
+
Each Turn
+
A character may move up to DEX * 2
feet and perform one of the following actions.
+The may also move twice that distance, but without performing an action.
+
+- Make an attack
+- Take a defense stance
+- Assist another character in their action
+- Attempt to revive a downed character
+- Attempt to perform some other arbitrary action
+
+
Attacking
+
A player character may attack another character by making a skill check
+opposed by the target's dexterity.
+The stat used depends on the weapon the character is attacking with.
+
Melee attacks use the strength stat and may be made at a range of 5 feet
.
+
Ranged attacks use the dexterity stat with a penalty of -2
for
+every 10 feet
past the weapon's listed range.
+
If the skill check succeeds, roll for damage according to the weapon used.
+Individual weapons can have different stats, but here is a rough guideline:
+
+
Weapon Type | Damage |
+Unarmed | 1d4 + STR |
+Small Melee Weapons | 1d6 |
+Medium Melee Weapons | 1d6 + STR |
+Large Melee Weapons | 1d8 + STR |
+ | |
+Thrown Weapons | 1d4 |
+Basic Ranged Weapons | 1d6 |
+Heavy Ranged Weapons | 1d10 |
+Rapidfire Ranged Weapons | 3d6 |
+
+
+
+
Ranged weapons have a reload rate associated ranging between 0
and 12
.
+Whenever an attack is made with a ranged weapon, whether the attack hits or not, roll 1d12
.
+If the roll is less than or equal to the weapon's reload rate, the weapon is now out of ammo
+and a combat action must be spent to reload it, consuming a pack of the requisite ammo.
+
Defending
+
When a player character is attacked, they may choose to either:
+
+- Attempt a dexterity check in order to dodge
+- Deliberately take the hit and retaliate with an attack
+
+
If a character is currently in a defense stance, they get a bonus of +4
to their
+attempt to dodge or retaliate and are taken out of their defense stance until they
+take a turn to re-enter it.
+
Downed Characters
+
Characters are not considered to have sustained major injury for as long as their health is above 0
.
+When a character's health reaches 0
, they are considered downed.
+A downed character may not act in combat.
+
A character's health does not go below 0
.
+When a character takes damage that would bring their health below 0
, they must make a constitution check.
+
+- If they succeed, the character recieves a scar or other permanent marking.
+- If they fail, the character recieves a major injury.
+- If they critically fail, they die.
+
+
Major Injuries
+
A major injury is something more serious than the scratches and bruises that will heal easily.
+They are more permanent things that require proper medical attention in order to be treated.
+
Each major injury applies a penalty of -2
to a specific stat, depending on the type of injury.
+
Injuries can only be removed by proper medical attention. An untrained person failing to properly
+treat an injury may just make things worse.
+
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