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29a576bf7d
Author | SHA1 | Date |
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Hazel Layne Aranda | 29a576bf7d | |
Hazel Layne Aranda | 4bc3e5dc8c | |
Hazel Layne Aranda | 29faf9dc6a | |
Hazel Layne Aranda | 1514225c45 | |
Hazel Layne Aranda | c4aa49a191 | |
Hazel Layne Aranda | e42b913136 |
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@ -18,5 +18,4 @@ menu = [
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{url = "$BASE_URL", name = "Home"},
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{url = "$BASE_URL", name = "Home"},
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{url = "$BASE_URL/glog", name = "GLOG Rules", external = true},
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{url = "$BASE_URL/glog", name = "GLOG Rules", external = true},
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{url = "$BASE_URL/tabletop", name = "Tabletop Shit"},
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{url = "$BASE_URL/tabletop", name = "Tabletop Shit"},
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{url = "https://pics.hazelnut.dev", name = "Photos", external = true},
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]
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]
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@ -0,0 +1,114 @@
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+++
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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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+++
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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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@ -1,28 +0,0 @@
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+++
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title = "New Tabletop RPG System (WIP)"
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description = "Bored and restless, so time it is to design a tabletop system..."
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date = 2020-12-21
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draft = true
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[extra]
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toc = true
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+++
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# Core Gameplay
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## Skill Checks
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A player attempting something that could be subject to failure will perform a
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skill check to determine whether they succeed or fail.
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A skill check is performed by rolling `1d20`, adding the relevant skill, and
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comparing the result to 20. If the result is equal to or greater than `20` then
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the action succeeds. If the result is less than `20` then the action fails.
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### Critical Rolls
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If the number rolled on the dice, before adding any other numbers, is exactly
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`20`, the character succeeds at their action no matter what.
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If exactly `1` is rolled, then the character fails their action no matter what.
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Further consequences, either good or bad, could occur on critical successes or
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fails, at the discretion of the GM.
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@ -11,6 +11,7 @@
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html {
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html {
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font-size: 16px;
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font-size: 16px;
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background-color: #222222;
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}
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}
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body {
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body {
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@ -27,6 +28,12 @@ body {
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code {
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code {
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background-color: #454545;
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background-color: #454545;
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padding: 0 0.25ch;
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padding: 0 0.25ch;
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padding-top: 0.5ch;
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border: 1px solid var(--decoration);
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}
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strong {
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text-decoration: underline;
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}
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}
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h1,
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h1,
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@ -38,18 +45,26 @@ h3 {
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}
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}
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h1.site-title {
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h1.site-title {
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font-size: 1.5em;
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margin-top: 0;
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font-size: 2em;
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line-height: 1;
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line-height: 1;
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}
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}
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h1:not(.site-title) {
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h1.post-title {
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border-bottom: 4px solid var(--foreground);
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/*border-top: 4px solid var(--foreground);*/
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padding-top: 0.5em;
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padding-top: 0.5em;
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}
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}
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h1:not(.site-title):not(.post-title) {
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font-size: 1.25em;
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text-decoration: underline;
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/* border-bottom: 4px solid var(--foreground); */
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/*border-top: 4px solid var(--foreground);*/
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}
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h2 {
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h2 {
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border-bottom: 2px solid var(--foreground);
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/* border-bottom: 2px solid var(--foreground); */
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font-size: 1.25em;
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}
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}
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h1:not(.site-title):not(.post-title)::before {
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h1:not(.site-title):not(.post-title)::before {
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@ -82,6 +97,10 @@ a.show-url::after {
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color: var(--link-fancy);
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color: var(--link-fancy);
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}
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}
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nav {
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margin-bottom: 2em;
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}
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nav ul {
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nav ul {
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list-style-type: none;
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list-style-type: none;
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margin: 0;
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margin: 0;
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@ -106,6 +125,7 @@ div.table-wrapper {
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div.table-wrapper table {
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div.table-wrapper table {
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border-collapse: collapse;
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border-collapse: collapse;
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border: 2px solid;
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}
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}
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div.table-wrapper table,
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div.table-wrapper table,
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@ -151,6 +171,10 @@ div.table-wrapper tr:nth-child(even) {
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cursor: pointer;
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cursor: pointer;
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}
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}
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#toc {
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border: 1px solid var(--decoration);
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}
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#toc ol {
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#toc ol {
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counter-reset: item;
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counter-reset: item;
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list-style-type: none;
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list-style-type: none;
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@ -173,9 +197,14 @@ h1.post-title {
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margin: 0;
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margin: 0;
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}
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}
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li p.post-date {
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border-bottom: none;
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}
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p.post-date {
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p.post-date {
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color: var(--decoration);
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color: var(--decoration);
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margin: 0;
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margin: 0;
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border-bottom: 1px solid var(--decoration);
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}
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}
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p.post-desc {
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p.post-desc {
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@ -191,3 +220,4 @@ p.post-desc {
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margin-left: 1em;
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margin-left: 1em;
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margin-right: 1em;
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margin-right: 1em;
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}
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}
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@ -1,6 +1,6 @@
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<header>
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<header>
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<h1 class="site-title">{{ config.title }}</h1>
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<h1 class="site-title">{{ config.title }}</h1>
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<nav>
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<nav id="navbar">
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<ul>
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<ul>
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{% for item in config.extra.menu %}
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{% for item in config.extra.menu %}
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<li>
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<li>
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