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				|  |  |  |  | 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 | 
		
	
		
			
				|  |  |  |  | +++ | 
		
	
		
			
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 | 
		
	
		
			
				|  |  |  |  | Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | # 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. | 
		
	
		
			
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				|  |  |  |  | **Name:**   | 
		
	
		
			
				|  |  |  |  | The in-world name of the character.   | 
		
	
		
			
				|  |  |  |  | I hope that no further explanation is needed here. | 
		
	
		
			
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				|  |  |  |  | **Role:**   | 
		
	
		
			
				|  |  |  |  | The architype/role the character takes on. | 
		
	
		
			
				|  |  |  |  | This just determines starting skills and equipment. | 
		
	
		
			
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				|  |  |  |  | **Level:**   | 
		
	
		
			
				|  |  |  |  | The current level of the character. Leveling up increases stats. | 
		
	
		
			
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				|  |  |  |  | **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. | 
		
	
		
			
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				|  |  |  |  | **Health:**   | 
		
	
		
			
				|  |  |  |  | The character's ability to avoid major harm. This is elaborated on later. | 
		
	
		
			
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				|  |  |  |  | **Armor:**   | 
		
	
		
			
				|  |  |  |  | The character's ability to deflect damage. This comes solely from equipment. | 
		
	
		
			
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				|  |  |  |  | **Inventory:**   | 
		
	
		
			
				|  |  |  |  | The character's belongings and other things they are currently carrying. | 
		
	
		
			
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				|  |  |  |  | **Stats:**   | 
		
	
		
			
				|  |  |  |  | The column in the top right of the sheet. The character's main stats, as well as the modifier from each stat. | 
		
	
		
			
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				|  |  |  |  | **Injuries:**   | 
		
	
		
			
				|  |  |  |  | The major injuries and afflictions a character has. | 
		
	
		
			
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				|  |  |  |  | **Skills:**   | 
		
	
		
			
				|  |  |  |  | The things the character has training for or otherwise has skill in. | 
		
	
		
			
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				|  |  |  |  | **Other:**   | 
		
	
		
			
				|  |  |  |  | Other details or notable things about the character. | 
		
	
		
			
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				|  |  |  |  | ## Roles | 
		
	
		
			
				|  |  |  |  | During character creation, a role is chosen. A character's role is the part they play in the party. | 
		
	
		
			
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				|  |  |  |  | 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). | 
		
	
		
			
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				|  |  |  |  | ## 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. | 
		
	
		
			
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				|  |  |  |  | Modifiers are rarely used outside of the strength modifier. | 
		
	
		
			
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				|  |  |  |  | For convenience, here is a table of the modifiers for each stat value: | 
		
	
		
			
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				|  |  |  |  | {% table() %} | 
		
	
	
		
			
				
					|  |  |  | @ -80,7 +29,7 @@ examples of what sort of actions they might be rolled against to determine the s | 
		
	
		
			
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				|  |  |  |  | **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. | 
		
	
		
			
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				|  |  |  |  | **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.   | 
		
	
		
			
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				|  |  |  |  | Examples: | 
		
	
	
		
			
				
					|  |  |  | @ -103,7 +53,7 @@ Examples: | 
		
	
		
			
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				|  |  |  |  | **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. | 
		
	
		
			
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				|  |  |  |  | Examples: | 
		
	
	
		
			
				
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				|  |  |  |  | **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.   | 
		
	
		
			
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				|  |  |  |  | Examples: | 
		
	
		
			
				|  |  |  |  | - Seeing through deceit | 
		
	
	
		
			
				
					|  |  |  | @ -132,7 +82,8 @@ Examples: | 
		
	
		
			
				|  |  |  |  | - Estimating the severity of a threat | 
		
	
		
			
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				|  |  |  |  | **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.   | 
		
	
		
			
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				|  |  |  |  | Examples: | 
		
	
		
			
				|  |  |  |  | - Claiming to be a different person | 
		
	
	
		
			
				
					|  |  |  | @ -141,32 +92,16 @@ Examples: | 
		
	
		
			
				|  |  |  |  | - Leading and organizing a group of people | 
		
	
		
			
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				|  |  |  |  | ## 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.  | 
		
	
		
			
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				|  |  |  |  | Only when a character's health is fully depleated will they suffer major injury or have the possibility of death. | 
		
	
		
			
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				|  |  |  |  | Health can be restored by rest and medical attention. | 
		
	
		
			
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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 | 
		
	
		
			
				|  |  |  |  | Skills represent specific actions or subjects that a character has special | 
		
	
		
			
				|  |  |  |  | training or intuition for. | 
		
	
		
			
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				|  |  |  |  | A character can automatically succeed at easier | 
		
	
		
			
				|  |  |  |  | tasks that a skill reasonably applies to. | 
		
	
		
			
				|  |  |  |  | Skills have a level, ranging from `1` to `6`. | 
		
	
		
			
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				|  |  |  |  | Tougher actions still require a relevant skill check, but each applicable skill | 
		
	
		
			
				|  |  |  |  | nets a `+1` modifier to the roll. | 
		
	
		
			
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				|  |  |  |  | ## Inventory | 
		
	
		
			
				|  |  |  |  | All of the items that a character has in their posession are listed here. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | ## Levelling Up | 
		
	
		
			
				|  |  |  |  | Characters level up after getting through a particularly tough or otherwise important experience | 
		
	
	
		
			
				
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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. | 
		
	
		
			
				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | # 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. | 
		
	
		
			
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				|  |  |  |  | ## 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. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | ## 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`. | 
		
	
		
			
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				|  |  |  |  | Example:   | 
		
	
		
			
				|  |  |  |  | A character is trying to knock down another character with `14` strength. | 
		
	
		
			
				|  |  |  |  | Their roll must total at least `24` (`20 + (14 - 10)`). | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | # 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. | 
		
	
		
			
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				|  |  |  |  | ## Turn Order | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | So the resulting turn order is as such: | 
		
	
		
			
				|  |  |  |  | 1. PCs who succeeded wisdom check | 
		
	
		
			
				|  |  |  |  | 2. Opposing NPCs | 
		
	
		
			
				|  |  |  |  | 3. PCs who failed wisdom check | 
		
	
		
			
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				|  |  |  |  | ## Each Turn | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | - 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 | 
		
	
		
			
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				|  |  |  |  | ## 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.  | 
		
	
		
			
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				|  |  |  |  | Melee attacks use the strength stat and may be made at a range of `5 feet`.  | 
		
	
		
			
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				|  |  |  |  | Ranged attacks use the dexterity stat with a penalty of `-2` for | 
		
	
		
			
				|  |  |  |  | every `10 feet` past the weapon's listed range.   | 
		
	
		
			
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				|  |  |  |  | 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: | 
		
	
		
			
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				|  |  |  |  | {% 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 %} | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | ## 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 | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | ## 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. | 
		
	
		
			
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				|  |  |  |  | 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. | 
		
	
		
			
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				|  |  |  |  | - 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. | 
		
	
		
			
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				|  |  |  |  | ## 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. | 
		
	
		
			
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				|  |  |  |  | Each major injury applies a penalty of `-2` to a specific stat, depending on the type of injury. | 
		
	
		
			
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				|  |  |  |  | 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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