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			426 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
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| 
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| <h1 class="post-title">Habeltop RPG System</h1>
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| <p class="post-date">2021-03-26</p>
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| 
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| 
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| <h1>Table of Contents <!--<span id="toc-toggle">[-]</span>--></h1>
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| <div id="toc">
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| <ol>
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| 
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|     <li>
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|         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#what-makes-up-a-character">What Makes Up a Character</a>
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|         
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|             <ol>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#roles">Roles</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#stat-modifiers">Stat Modifiers</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#base-stats">Base Stats</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#health">Health</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#skills">Skills</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#inventory">Inventory</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#levelling-up">Levelling Up</a>
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|                     </li>
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|                 
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|             </ol>
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|         
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|     </li>
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| 
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|     <li>
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|         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#gameplay">Gameplay</a>
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|         
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|             <ol>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#skill-checks">Skill Checks</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#opposed-checks">Opposed Checks</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#advantage-and-disadvantage">Advantage and Disadvantage</a>
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|                     </li>
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|                 
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|             </ol>
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|         
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|     </li>
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| 
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|     <li>
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|         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#combat">Combat</a>
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|         
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|             <ol>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#turn-order">Turn Order</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#each-turn">Each Turn</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#attacking">Attacking</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#defending">Defending</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#downed-characters">Downed Characters</a>
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|                     </li>
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|                 
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|                     <li>
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|                         <a class="internal" href="https://hazelnut.dev/tabletop/habeltop-system/#major-injuries">Major Injuries</a>
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|                     </li>
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|                 
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|             </ol>
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|         
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|     </li>
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| 
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| </ol>
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| 
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| 
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| <p>Hazel designs a little tabletop RPG system for hopefully finally running a campaign with friends.</p>
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| <p>This is roughly inspired by a couple versions of the GLOG,
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| but somewhat simplified and streamlined. A major difference is that the class system
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| is completely absent, replaced by "roles" which mechanically only manifest
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| as a starting kit for the character.</p>
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| <p>Here is the <a href="https://docs.google.com/document/d/1abX4Lz_LPrIA0YloGtYLRHElYBdmCTXh2L1x32nEBr4/edit?usp=sharing">Blank Character Sheet</a>
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| as well as an <a href="https://docs.google.com/document/d/1nclIkKVxE3cegKzWPlsu-1_KR7Z8FXc1f0w17RLR2zI/edit?usp=sharing">Example Character</a>.</p>
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| <h1 id="what-makes-up-a-character">What Makes Up a Character</h1>
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| <p>Very first I will go over everything on that makes up a character then I will go more in-depth with each part.</p>
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| <p><strong>Name:</strong><br />
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| The in-world name of the character.<br />
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| I hope that no further explanation is needed here.</p>
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| <p><strong>Role:</strong><br />
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| The architype/role the character takes on.
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| This just determines starting skills and equipment.</p>
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| <p><strong>Level:</strong><br />
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| The current level of the character. Leveling up increases stats.</p>
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| <p><strong>Money:</strong><br />
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| The ammount of currency a character has on them.
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| This could manifest as anything from a sack of gold coins to a bank account depending on the setting.</p>
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| <p><strong>Health:</strong><br />
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| The character's ability to avoid major harm. This is elaborated on later.</p>
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| <p><strong>Armor:</strong><br />
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| The character's ability to deflect damage. This comes solely from equipment.</p>
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| <p><strong>Inventory:</strong><br />
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| The character's belongings and other things they are currently carrying.</p>
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| <p><strong>Stats:</strong><br />
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| The column in the top right of the sheet. The character's main stats, as well as the modifier from each stat.</p>
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| <p><strong>Injuries:</strong><br />
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| The major injuries and afflictions a character has along with a space to mark what stat they affect.</p>
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| <p><strong>Skills:</strong><br />
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| The things the character has training for or otherwise has skill in.</p>
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| <p><strong>Other:</strong><br />
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| Other details or notable things about the character.</p>
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| <h2 id="roles">Roles</h2>
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| <p>During character creation, a role is chosen. A character's role is the part they play in the party.</p>
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| <p>The role will list the equipment a character starts with as well as a list of skills to choose <code>3</code> from.</p>
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| <h2 id="stat-modifiers">Stat Modifiers</h2>
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| <p>Each of the six base stats also has a "modifier" based on its value.
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| The modifier is calculated like so: <code>Stat / 3 - 3</code>, rounding down to whole numbers.</p>
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| <p>Modifiers are rarely used outside of the strength modifier.</p>
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| <p>For convenience, here is a table of the modifiers for each stat value:</p>
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| <div class="table-wrapper">
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|     <table><thead><tr><th>Stat</th><th align="center">Mod.</th><th>Stat</th><th align="center">Mod.</th><th>Stat</th><th align="center">Mod.</th></tr></thead><tbody>
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| <tr><td>1,2</td><td align="center">-3</td><td>9,10,11</td><td align="center">0</td><td>18,19,20</td><td align="center">+3</td></tr>
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| <tr><td>3,4,5</td><td align="center">-2</td><td>12,13,14</td><td align="center">+1</td><td>21,22,23</td><td align="center">+4</td></tr>
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| <tr><td>6,7,8</td><td align="center">-1</td><td>15,16,17</td><td align="center">+2</td><td>24+</td><td align="center">+5</td></tr>
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| </tbody></table>
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| 
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| </div>
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| <h2 id="base-stats">Base Stats</h2>
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| <p>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.</p>
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| <p>To determine a character's starting stats, roll <code>4d4</code> six times. Assign the six results to
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| whichever stats you wish.</p>
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| <p><strong>Strength [STR]:</strong><br />
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| A character's physical brute force and melee ability.<br />
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| A strength check is made when attempting a melee attack.<br />
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| The strength modifier is applied to the damage they with melee attacks.<br />
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| The number of items they can carry on them is equal to their strength.</p>
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| <p>Examples:</p>
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| <ul>
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| <li>Pushing, pulling, or lifting something heavy</li>
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| <li>Breaking down a door</li>
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| <li>Hanging onto a ledge</li>
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| <li>Knocking something over</li>
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| </ul>
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| <p><strong>Dexterity [DEX]:</strong><br />
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| A character's general physical skill, agility, and ranged ability.<br />
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| A dexterity check is made when attempting a ranged attack.<br />
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| A character's ability to dodge in combat is determined by their dexterity.</p>
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| <p>Examples:</p>
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| <ul>
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| <li>Doing a delicate task, such as soldering an electronic</li>
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| <li>Performing and acrobatic feat</li>
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| <li>Grabbing onto something to prevent from falling</li>
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| <li>Swiping something without being noticed</li>
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| </ul>
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| <p><strong>Constitution [CON]:</strong><br />
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| A character's physical resilience and overall health.<br />
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| A constitution check is made when resisting physical harm or other effects on the body.<br />
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| A character's maximum health is determined by their constitution.</p>
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| <p>Examples:</p>
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| <ul>
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| <li>Resisting extreme temperatures</li>
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| <li>Recovering from illness or the effects of poison</li>
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| <li>Dealing with the effects of starvation or dehydration</li>
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| <li>Consuming things that would cause one to vomit</li>
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| </ul>
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| <p><strong>Intelligence [INT]:</strong><br />
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| A character's general knowledge-base.</p>
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| <p>Examples:</p>
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| <ul>
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| <li>Identifying an object</li>
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| <li>Researching an obscure topic</li>
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| <li>Decyphering an encrypted message</li>
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| <li>Utilizing complicated or strange technology</li>
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| </ul>
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| <p><strong>Wisdom [WIS]:</strong><br />
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| A character's perception and mental fortitude.<br />
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| Wisdom checks are used to determine the order of combat.</p>
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| <p>Examples:</p>
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| <ul>
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| <li>Seeing through deceit</li>
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| <li>Spotting hidden dangers</li>
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| <li>Resisting torture</li>
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| <li>Estimating the severity of a threat</li>
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| </ul>
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| <p><strong>Charisma [CHA]:</strong><br />
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| A character's social skill and charm.</p>
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| <p>Examples:</p>
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| <ul>
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| <li>Claiming to be a different person</li>
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| <li>Persuading someone to your side</li>
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| <li>Winning the crowd over in an argument</li>
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| <li>Leading and organizing a group of people</li>
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| </ul>
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| <h2 id="health">Health</h2>
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| <p>Think of health less as how alive a character is, and more as how well they can avoid extreme harm.
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| Damage could be thought of as the sum of all of the small injuries and fatigue of the character. </p>
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| <p>Only when a character's health is fully depleated will they suffer major injury or have the possibility of death.</p>
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| <p>Health can be restored by rest and medical attention.</p>
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| <p>A character's maximum health is equal to their constitution plus their current level.</p>
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| <h2 id="skills">Skills</h2>
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| <p>Skills represent specific actions or subjects that a character has special
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| training or intuition for.</p>
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| <p>A character can automatically succeed at easier
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| tasks that a skill reasonably applies to.</p>
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| <p>Tougher actions still require a relevant skill check, but each applicable skill
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| nets a <code>+1</code> modifier to the roll.</p>
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| <h2 id="inventory">Inventory</h2>
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| <p>All of the items that a character has in their posession are listed here.</p>
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| <p>A character can hold up to a number of items equal to their strength before they are encumbered.
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| Small items that can easily fit in a pocket are not counted towards encumberance.</p>
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| <p>When is encumbered, count their strength and dexterity values as half of what they are.</p>
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| <h2 id="levelling-up">Levelling Up</h2>
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| <p>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.</p>
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| <p>Follow these steps when levelling up a character:</p>
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| <ol>
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| <li>For each stat, roll <code>1d20</code>. If the roll is higher than the stat's current value, increase the stat by one.</li>
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| <li>Update health to reflect new level and constitution.</li>
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| </ol>
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| <h1 id="gameplay">Gameplay</h1>
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| <p>For the most part, gameplay consists of loose roleplay. The GM will present the
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| world, the current situation, etc. to the players, then they will respond to the
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| situation, interact with each other, etc. in-character.</p>
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| <h2 id="skill-checks">Skill Checks</h2>
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| <p>Whenever a character attempts something that they are not certain to succeed at,
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| a check against the most relevant stat must be made.</p>
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| <p>Roll <code>1d20</code>, add the relevant stat as well as <code>+2</code> for every skill that could be applied,
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| and if the result is at least <code>20</code>, the character succeeds.</p>
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| <p>If the dice rolls exactly <code>1</code> it is a critical failure. The character automatically fails
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| and could suffer further consequence, should they make sense situationally.</p>
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| <p>If the dice rolls exactly <code>20</code> it is a critical success. The character automatically succeeds
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| and may succeed beyond their aim, should it make sense situationally.</p>
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| <h2 id="opposed-checks">Opposed Checks</h2>
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| <p>When a character attempts something that another character is resisting, add <code>opponent's stat - 10</code>
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| to the target number of <code>20</code>.</p>
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| <p>Example:<br />
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| A character is trying to knock down another character with <code>14</code> strength.
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| Their roll must total at least <code>24</code> (<code>20 + (14 - 10)</code>).</p>
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| <p>Rather than all characters making skill checks, only player characters and NPCs
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| on their side do so. For example, rather than an NPC making a dexterity check in
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| attempt to trip a player character, the player themselves makes a dexterity check
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| in opposition to avoid falling.</p>
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| <h2 id="advantage-and-disadvantage">Advantage and Disadvantage</h2>
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| <p>Some circumstances put a character at either an advantage or disadvantage.
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| For example, having fallen to the ground would put a character at a disadvantage when it comes to defending themselves,
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| or being in a stance ready to defend themselves would put them at an advantage.</p>
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| <p>When a character has advantage on a skill check, add a bonus of <code>+4</code> to their roll.
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| When a character has disadvantage, subtract a penalty of <code>-4</code>.</p>
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| <h1 id="combat">Combat</h1>
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| <p>Combat is initiated when there is to be physical conflict between opposing parties.
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| Combat takes place in rounds that are equal to roughly 10 seconds of time.</p>
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| <h2 id="turn-order">Turn Order</h2>
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| <p>When combat is initiated, every player character in the party makes a wisdom skill check.
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| If they succeed, they act before the opposing NPCs each round.
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| If they fail, they act after the opposing NPCs.
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| The party decides amongst themselves who acts in what order.</p>
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| <p>So the resulting turn order is as such:</p>
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| <ol>
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| <li>PCs who succeeded wisdom check</li>
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| <li>Opposing NPCs</li>
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| <li>PCs who failed wisdom check</li>
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| </ol>
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| <h2 id="each-turn">Each Turn</h2>
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| <p>A character may move up to <code>DEX * 2</code> feet and perform one of the following actions.
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| The may also move twice that distance, but without performing an action.</p>
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| <ul>
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| <li>Make an attack</li>
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| <li>Take a defense stance</li>
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| <li>Assist another character in their action</li>
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| <li>Attempt to revive a downed character</li>
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| <li>Attempt to perform some other arbitrary action</li>
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| </ul>
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| <h2 id="attacking">Attacking</h2>
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| <p>A player character may attack another character by making a skill check
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| opposed by the target's dexterity.
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| The stat used depends on the weapon the character is attacking with. </p>
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| <p>Melee attacks use the strength stat and may be made at a range of <code>5 feet</code>. </p>
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| <p>Ranged attacks use the dexterity stat with a penalty of <code>-2</code> for
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| every <code>10 feet</code> past the weapon's listed range.</p>
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| <p>If the skill check succeeds, roll for damage according to the weapon used.
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| Individual weapons can have different stats, but here is a rough guideline:</p>
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| <div class="table-wrapper">
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|     <table><thead><tr><th>Weapon Type</th><th align="center">Damage</th></tr></thead><tbody>
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| <tr><td>Unarmed</td><td align="center"><code>1d4 + STR</code></td></tr>
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| <tr><td>Small Melee Weapons</td><td align="center"><code>1d6</code></td></tr>
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| <tr><td>Medium Melee Weapons</td><td align="center"><code>1d6 + STR</code></td></tr>
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| <tr><td>Large Melee Weapons</td><td align="center"><code>1d8 + STR</code></td></tr>
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| <tr><td></td><td align="center"></td></tr>
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| <tr><td>Thrown Weapons</td><td align="center"><code>1d4</code></td></tr>
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| <tr><td>Basic Ranged Weapons</td><td align="center"><code>1d6</code></td></tr>
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| <tr><td>Heavy Ranged Weapons</td><td align="center"><code>1d10</code></td></tr>
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| <tr><td>Rapidfire Ranged Weapons</td><td align="center"><code>3d6</code></td></tr>
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| </tbody></table>
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| 
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| </div>
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| <p>Ranged weapons have a reload rate associated ranging between <code>0</code> and <code>12</code>.
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| Whenever an attack is made with a ranged weapon, whether the attack hits or not, roll <code>1d12</code>.
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| If the roll is less than or equal to the weapon's reload rate, the weapon is now out of ammo
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| and a combat action must be spent to reload it, consuming a pack of the requisite ammo.</p>
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| <h2 id="defending">Defending</h2>
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| <p>When a player character is attacked, they may choose to either:</p>
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| <ul>
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| <li>Attempt a dexterity check in order to dodge</li>
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| <li>Deliberately take the hit and retaliate with an attack</li>
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| </ul>
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| <p>If a character is currently in a defense stance, they get advantage on their
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| attempt to dodge or retaliate and are taken out of their defense stance until they
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| take a turn to re-enter it.</p>
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| <h2 id="downed-characters">Downed Characters</h2>
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| <p>Characters are not considered to have sustained major injury for as long as their health is above <code>0</code>.
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| When a character's health reaches <code>0</code>, they are considered downed.
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| A downed character may not act in combat.</p>
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| <p>A character's health does not go below <code>0</code>.
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| When a character takes damage that <em>would</em> bring their health below <code>0</code>, they must make a constitution check.</p>
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| <ul>
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| <li>If they succeed, the character recieves a scar or other permanent marking.</li>
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| <li>If they fail, the character recieves a major injury.</li>
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| <li>If they critically fail, they die.</li>
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| </ul>
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| <h2 id="major-injuries">Major Injuries</h2>
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| <p>A major injury is something more serious than the scratches and bruises that will heal easily.
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| They are more permanent things that require proper medical attention in order to be treated.</p>
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| <p>Each major injury applies a penalty of <code>-2</code> to a specific stat, depending on the type of injury.</p>
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| <p>Injuries can only be removed by proper medical attention. An untrained person failing to properly
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| treat an injury may just make things worse.</p>
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| 
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