|
|
|
@ -1,18 +1,69 @@
|
|
|
|
|
+++
|
|
|
|
|
title = "\"Habeltop\" RPG System"
|
|
|
|
|
description = "Bored and restless, so time it is to design a tabletop system..."
|
|
|
|
|
title = "Habeltop RPG System"
|
|
|
|
|
description = "Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends."
|
|
|
|
|
date = 2021-03-24
|
|
|
|
|
draft = true
|
|
|
|
|
draft = false
|
|
|
|
|
[extra]
|
|
|
|
|
toc = true
|
|
|
|
|
+++
|
|
|
|
|
|
|
|
|
|
Here is a link to the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing).
|
|
|
|
|
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](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing). 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:
|
|
|
|
|
|
|
|
|
|
{% table() %}
|
|
|
|
@ -29,7 +80,7 @@ examples of what sort of actions they might be rolled against to determine the s
|
|
|
|
|
|
|
|
|
|
**Strength [STR]:**
|
|
|
|
|
A character's physical brute force and melee ability.
|
|
|
|
|
Strength is rolled against when attempting a melee attack.
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
@ -41,8 +92,7 @@ Examples:
|
|
|
|
|
|
|
|
|
|
**Dexterity [DEX]:**
|
|
|
|
|
A character's general physical skill, agility, and ranged ability.
|
|
|
|
|
Dexterity is rolled against when attempting a ranged attack.
|
|
|
|
|
Certain melee weapons may allow using dexterity rather than strength when making attacks.
|
|
|
|
|
A dexterity check is made when attempting a ranged attack.
|
|
|
|
|
A character's ability to dodge in combat is determined by their dexterity.
|
|
|
|
|
|
|
|
|
|
Examples:
|
|
|
|
@ -53,7 +103,7 @@ Examples:
|
|
|
|
|
|
|
|
|
|
**Constitution [CON]:**
|
|
|
|
|
A character's physical resilience and overall health.
|
|
|
|
|
Constitution is rolled against when resisting physical harm or other effects on the body.
|
|
|
|
|
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:
|
|
|
|
@ -73,7 +123,7 @@ Examples:
|
|
|
|
|
|
|
|
|
|
**Wisdom [WIS]:**
|
|
|
|
|
A character's perception and mental fortitude.
|
|
|
|
|
Wisdom is rolled against to determine the order of combat.
|
|
|
|
|
Constitution checks are used to determine the order of combat.
|
|
|
|
|
|
|
|
|
|
Examples:
|
|
|
|
|
- Seeing through deceit
|
|
|
|
@ -82,8 +132,7 @@ Examples:
|
|
|
|
|
- Estimating the severity of a threat
|
|
|
|
|
|
|
|
|
|
**Charisma [CHA]:**
|
|
|
|
|
A character's latent social skills.
|
|
|
|
|
The charisma modifier is applied to morale checks for followers.
|
|
|
|
|
A character's social skill and charm.
|
|
|
|
|
|
|
|
|
|
Examples:
|
|
|
|
|
- Claiming to be a different person
|
|
|
|
@ -92,16 +141,32 @@ Examples:
|
|
|
|
|
- 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.
|
|
|
|
|
|
|
|
|
|
Skills have a level, ranging from `1` to `6`.
|
|
|
|
|
A character can automatically succeed at easier
|
|
|
|
|
tasks that a skill reasonably applies to.
|
|
|
|
|
|
|
|
|
|
When a character is attempting to do something that a skill reasonably applies to,
|
|
|
|
|
add that skill's level to the roll.
|
|
|
|
|
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
|
|
|
|
@ -110,5 +175,124 @@ or whenever the GM feels it would be a good time to.
|
|
|
|
|
Follow these steps when levelling up a character:
|
|
|
|
|
|
|
|
|
|
1. For each stat, roll `1d20`. If the roll is higher than the stat's current value, increase the stat by one.
|
|
|
|
|
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.
|
|
|
|
|
2. 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 {#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:
|
|
|
|
|
1. PCs who succeeded wisdom check
|
|
|
|
|
2. Opposing NPCs
|
|
|
|
|
3. 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:
|
|
|
|
|
|
|
|
|
|
{% table() %}
|
|
|
|
|
| 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` |
|
|
|
|
|
{% end %}
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|