diff --git a/config.toml b/config.toml index 5398bba..882db83 100644 --- a/config.toml +++ b/config.toml @@ -15,7 +15,7 @@ build_search_index = false [extra] menu = [ + {url = "$BASE_URL", name = "Home"}, + {url = "$BASE_URL/glog", name = "GLOG Rules", external = true}, {url = "$BASE_URL/tabletop", name = "Tabletop Shit"}, - {url = "https://hazellanes.itch.io", name = "Games", external = true}, - {url = "https://gitdab.com/hazelra", name = "Code", external = true}, ] diff --git a/content/_index.md b/content/_index.md index 677e5fc..f60e000 100644 --- a/content/_index.md +++ b/content/_index.md @@ -1,9 +1,19 @@ +++ +++ -Greetings. Welcome my humble abode on the world wide web. +Welcome to my site on the web. There is not really much to be seen here currently, +but hopefully that should change through time. -My name is Hazel and I like to work on little projects sometimes. -Links to some of such things may be found on the bar up top. +## Who -Have a nice day! +I am Hazel. I think I am pretty neat. I make and do stuff sometimes. +I do not know how to talk about myself with sentences so I guess that is that. + +## Where + +| | | +| -------- | ------------------------------------------------------------------------ | +| Email: | [hazelra@disroot.org](mailto:hazelra@disroot.org) | +| Github: | | +| itch.io: | | +| Fedi: | @hazel@hellsite.site | diff --git a/content/tabletop/glog-chemist.md b/content/tabletop/glog-chemist.md new file mode 100644 index 0000000..a5e8336 --- /dev/null +++ b/content/tabletop/glog-chemist.md @@ -0,0 +1,72 @@ ++++ +title = "GLoG Class: Mad Chemist" +description = "A class based on the mixing and application of chemical concoctions." +date = 2021-01-22 +draft = true ++++ + +
+
+Starting Equipment + +- 3 Vials each of 3 Chemicals +- 9x Syringes each of 3 Chemicals +- Chemistry Set +- Labcoat +- Goggles +
+ +{% table() %} +| d3 | Starting Skills | +| --: | --- | +| 1 | Drugs | +| 2 | Chemicals | +| 3 | Explosives | +{% end %} + +
+ +{% table() %} +| | Abilites | +| --- | --- | +| A | Portable Chemistry | +| A | Chemical Warfare | +| B | Chemical Analysis | +| C | Explosive Delivery | +| D | Oozes | +{% end %} + +## Portable Chemistry + +## Chemical Warfare + +You can utilize a chemical as a regular attack in one of three ways. + +A single syringe loaded with a chemical can be injected into a target as a melee attack. +The target get a modifier of `-2` to any save they can make against the effects of the chemical. + +The chemical inside a single vial may be splashed out in a conical area with a range of `10'`, emptying it. +Make an attack roll against all in the targeted area. +Those hit get a modifier of `+2` to any save they can make against the effects of the chemical. + +A single vial filled with a chemical may be thrown at a single target as a ranged attack with a range of `20'`. +The target takes `1d4` damage in addition to the effects of the chemical. +The vial is destroyed regardless of if it hits or misses the target. + +## Chemical Analysis + +## Explosive Delivery + +You can throw vials in a manner that they will explode on impact, +inflicting `1d6` damage to the target directly hit with the vial, +inflicting `1d4` damage to any within a `5'` radius, +and inflicting the effects of the chemical on any within a `10'` radius. + +Those not directly hit with the vial get a modifier of `+2` to any save they can make against the effects of the chemical. + +## Oozes + +You can use vials of chemicals in order to create a living ooze with the properties of all chemicals used. +The total number of vials used determines the total health, roll `1d8` for each vial used. +Its attacks inflict the effect of all chemicals used on the target. +It will follow two-word commands only from you. diff --git a/content/tabletop/habeltop-system.md b/content/tabletop/habeltop-system.md index f19d497..c2b37cd 100644 --- a/content/tabletop/habeltop-system.md +++ b/content/tabletop/habeltop-system.md @@ -1,69 +1,18 @@ +++ -title = "Habeltop RPG System" -description = "Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends." +title = "\"Habeltop\" RPG System" +description = "Bored and restless, so time it is to design a tabletop system..." date = 2021-03-24 -draft = false +draft = true [extra] toc = true +++ -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. +Here is a link to the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing). ## 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() %} @@ -80,7 +29,7 @@ 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. -A strength check is made when attempting a melee attack. +Strength is rolled against 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. @@ -92,7 +41,8 @@ Examples: **Dexterity [DEX]:** A character's general physical skill, agility, and ranged ability. -A dexterity check is made when attempting a ranged attack. +Dexterity is rolled against when attempting a ranged attack. +Certain melee weapons may allow using dexterity rather than strength when making attacks. A character's ability to dodge in combat is determined by their dexterity. Examples: @@ -103,7 +53,7 @@ Examples: **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. +Constitution is rolled against when resisting physical harm or other effects on the body. A character's maximum health is determined by their constitution. Examples: @@ -123,7 +73,7 @@ Examples: **Wisdom [WIS]:** A character's perception and mental fortitude. -Constitution checks are used to determine the order of combat. +Wisdom is rolled against to determine the order of combat. Examples: - Seeing through deceit @@ -132,7 +82,8 @@ Examples: - Estimating the severity of a threat **Charisma [CHA]:** -A character's social skill and charm. +A character's latent social skills. +The charisma modifier is applied to morale checks for followers. Examples: - Claiming to be a different person @@ -141,32 +92,16 @@ 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`. +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. +Skills have a level, ranging from `1` to `6`. -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. +When a character is attempting to do something that a skill reasonably applies to, +add that skill's level to the roll. ## Levelling Up Characters level up after getting through a particularly tough or otherwise important experience @@ -175,124 +110,5 @@ 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. diff --git a/static/style.css b/static/style.css index 251d14d..d328957 100644 --- a/static/style.css +++ b/static/style.css @@ -97,14 +97,6 @@ a.show-url::after { color: var(--link-fancy); } -.site-title a { - border-bottom: none; -} - -.site-title a::after { - content: ""; -} - nav { margin-bottom: 2em; } diff --git a/templates/header.html b/templates/header.html index 3c506d5..67d6510 100644 --- a/templates/header.html +++ b/templates/header.html @@ -1,5 +1,5 @@
-

{{ config.title }}

+

{{ config.title }}