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		|  | @ -15,7 +15,7 @@ build_search_index = false | ||||||
| 
 | 
 | ||||||
| [extra] | [extra] | ||||||
| menu = [ | menu = [ | ||||||
|  |   {url = "$BASE_URL", name = "Home"}, | ||||||
|  |   {url = "$BASE_URL/glog", name = "GLOG Rules", external = true}, | ||||||
|   {url = "$BASE_URL/tabletop", name = "Tabletop Shit"}, |   {url = "$BASE_URL/tabletop", name = "Tabletop Shit"}, | ||||||
|   {url = "https://hazellanes.itch.io", name = "Games", external = true}, |  | ||||||
|   {url = "https://gitdab.com/hazelra", name = "Code", external = true}, |  | ||||||
| ] | ] | ||||||
|  |  | ||||||
|  | @ -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. | ## Who | ||||||
| Links to some of such things may be found on the bar up top. |  | ||||||
| 
 | 
 | ||||||
| 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:  | <https://github.com/hazelLanes>                                          | | ||||||
|  | | itch.io: | <https://hazellanes.itch.io>                                             | | ||||||
|  | | Fedi:    | <a rel="me" href="https://hellsite.site/@hazel">@hazel@hellsite.site</a> | | ||||||
|  |  | ||||||
							
								
								
									
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							|  | @ -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 | ||||||
|  | +++ | ||||||
|  | 
 | ||||||
|  | <div class="flex"> | ||||||
|  | <div> | ||||||
|  | <b>Starting Equipment</b> | ||||||
|  | 
 | ||||||
|  | - 3 Vials each of 3 Chemicals | ||||||
|  | - 9x Syringes each of 3 Chemicals | ||||||
|  | - Chemistry Set | ||||||
|  | - Labcoat | ||||||
|  | - Goggles | ||||||
|  | </div> | ||||||
|  | 
 | ||||||
|  | {% table() %} | ||||||
|  | | d3 | Starting Skills | | ||||||
|  | | --: | --- | | ||||||
|  | | 1 | Drugs | | ||||||
|  | | 2 | Chemicals | | ||||||
|  | | 3 | Explosives | | ||||||
|  | {% end %} | ||||||
|  | 
 | ||||||
|  | </div> | ||||||
|  | 
 | ||||||
|  | {% 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. | ||||||
|  | @ -1,69 +1,18 @@ | ||||||
| +++ | +++ | ||||||
| title = "Habeltop RPG System" | title = "\"Habeltop\" RPG System" | ||||||
| description = "Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends." | description = "Bored and restless, so time it is to design a tabletop system..." | ||||||
| date = 2021-03-24 | date = 2021-03-24 | ||||||
| draft = false | draft = true | ||||||
| [extra] | [extra] | ||||||
| toc = true | toc = true | ||||||
| +++ | +++ | ||||||
| 
 | 
 | ||||||
| Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends. | Here is a link to the [Character Sheet](https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing). | ||||||
| 
 |  | ||||||
| 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 | ## Stat Modifiers | ||||||
| Each of the six base stats also has a "modifier" based on its value. | 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. | 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: | For convenience, here is a table of the modifiers for each stat value: | ||||||
| 
 | 
 | ||||||
| {% table() %} | {% table() %} | ||||||
|  | @ -80,7 +29,7 @@ examples of what sort of actions they might be rolled against to determine the s | ||||||
| 
 | 
 | ||||||
| **Strength [STR]:**   | **Strength [STR]:**   | ||||||
| A character's physical brute force and melee ability.   | 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 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. | The number of items they can carry on them is equal to their strength. | ||||||
| 
 | 
 | ||||||
|  | @ -92,7 +41,8 @@ Examples: | ||||||
| 
 | 
 | ||||||
| **Dexterity [DEX]:**   | **Dexterity [DEX]:**   | ||||||
| A character's general physical skill, agility, and ranged ability.   | 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.   | A character's ability to dodge in combat is determined by their dexterity.   | ||||||
| 
 | 
 | ||||||
| Examples: | Examples: | ||||||
|  | @ -103,7 +53,7 @@ Examples: | ||||||
| 
 | 
 | ||||||
| **Constitution [CON]:**   | **Constitution [CON]:**   | ||||||
| A character's physical resilience and overall health.   | 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. | A character's maximum health is determined by their constitution. | ||||||
| 
 | 
 | ||||||
| Examples: | Examples: | ||||||
|  | @ -123,7 +73,7 @@ Examples: | ||||||
| 
 | 
 | ||||||
| **Wisdom [WIS]:**   | **Wisdom [WIS]:**   | ||||||
| A character's perception and mental fortitude.   | 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: | Examples: | ||||||
| - Seeing through deceit | - Seeing through deceit | ||||||
|  | @ -132,7 +82,8 @@ Examples: | ||||||
| - Estimating the severity of a threat | - Estimating the severity of a threat | ||||||
| 
 | 
 | ||||||
| **Charisma [CHA]:**   | **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: | Examples: | ||||||
| - Claiming to be a different person | - Claiming to be a different person | ||||||
|  | @ -141,32 +92,16 @@ Examples: | ||||||
| - Leading and organizing a group of people | - Leading and organizing a group of people | ||||||
| 
 | 
 | ||||||
| ## Health | ## Health | ||||||
| Think of health less as how alive a character is, and more as how well they can avoid extreme harm. | A character's maximum health is equal to twice their constitution stat plus their current level: `(CON * 2) + Level`.   | ||||||
| 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 | ||||||
| Skills represent specific actions or subjects that a character has special | Skills represent specific actions or subjects that a character has special | ||||||
| training or intuition for. | training or intuition for. | ||||||
| 
 | 
 | ||||||
| A character can automatically succeed at easier | Skills have a level, ranging from `1` to `6`. | ||||||
| tasks that a skill reasonably applies to. |  | ||||||
| 
 | 
 | ||||||
| Tougher actions still require a relevant skill check, but each applicable skill | When a character is attempting to do something that a skill reasonably applies to, | ||||||
| nets a `+1` modifier to the roll. | add that skill's level 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 | ## Levelling Up | ||||||
| Characters level up after getting through a particularly tough or otherwise important experience | 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: | 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. | 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. | 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. |  | ||||||
|  |  | ||||||
|  | @ -97,14 +97,6 @@ a.show-url::after { | ||||||
|   color: var(--link-fancy); |   color: var(--link-fancy); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| .site-title a { |  | ||||||
|   border-bottom: none; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| .site-title a::after { |  | ||||||
|   content: ""; |  | ||||||
| } |  | ||||||
| 
 |  | ||||||
| nav { | nav { | ||||||
|   margin-bottom: 2em; |   margin-bottom: 2em; | ||||||
| } | } | ||||||
|  |  | ||||||
|  | @ -1,5 +1,5 @@ | ||||||
| <header> | <header> | ||||||
|     <h1 class="site-title"><a href="{{ config.base_url }}">{{ config.title }}</a></h1> |     <h1 class="site-title">{{ config.title }}</h1> | ||||||
|     <nav id="navbar"> |     <nav id="navbar"> | ||||||
|         <ul> |         <ul> | ||||||
|             {% for item in config.extra.menu %} |             {% for item in config.extra.menu %} | ||||||
|  |  | ||||||
|  | @ -8,7 +8,7 @@ | ||||||
| <p class="post-date">{{ page.date | date() }}</p> | <p class="post-date">{{ page.date | date() }}</p> | ||||||
| 
 | 
 | ||||||
| {% if page.extra.toc %} | {% if page.extra.toc %} | ||||||
| <h1>Table of Contents <!--<span id="toc-toggle">[-]</span>--></h1> | <h1>Table of Contents <span id="toc-toggle">[-]</span></h1> | ||||||
| <div id="toc"> | <div id="toc"> | ||||||
| <ol> | <ol> | ||||||
| {% for h1 in page.toc %} | {% for h1 in page.toc %} | ||||||
|  |  | ||||||
|  | @ -8,7 +8,7 @@ | ||||||
|     {% for page in section.pages | sort(attribute="date") | reverse %} |     {% for page in section.pages | sort(attribute="date") | reverse %} | ||||||
|     <li> |     <li> | ||||||
|         <a class="internal" href="{{ page.permalink }}"> |         <a class="internal" href="{{ page.permalink }}"> | ||||||
|             {{ page.title }}{% if page.draft %} [DRAFT]{% endif %} |             {{ page.title }} | ||||||
|              |              | ||||||
|             {% if page.date %} |             {% if page.date %} | ||||||
|                 <p class="post-date"> |                 <p class="post-date"> | ||||||
|  |  | ||||||
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