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authorNoah <mounderfod@gmail.com>2023-08-02 12:33:24 +0000
committerNoah <mounderfod@gmail.com>2023-08-02 12:33:24 +0000
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downloadwebsite-b53f17cf3a8eaeec1af8a87d5af57e94f1c7240f.tar.gz
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+		 _____________________________________
+
+			 MUSI SUPA PONA V1.0.0
+		  Manual for Players and Game Masters
+
+			       mounderfod
+		 _____________________________________
+
+
+Table of Contents
+_________________
+
+1 Preamble
+2 Characters
+.. 2.1 Character Stats
+..... 2.1.1 Calculating Stats
+.. 2.2 Other Character Information
+..... 2.2.1 Name
+..... 2.2.2 Background
+..... 2.2.3 Inventory
+..... 2.2.4 Health Points and Disaster Rolls
+..... 2.2.5 Experience
+..... 2.2.6 Notes
+.. 2.3 The Character Sheet
+3 Items
+..... 3.0.1 Equipment
+..... 3.0.2 Food
+..... 3.0.3 Currency
+4 The Structure of Play
+.. 4.1 Actions
+.. 4.2 Battle
+.. 4.3 Movement
+.. 4.4 Resting
+5 Postamble
+.. 5.1 Next Steps for Players
+.. 5.2 Next Steps for Game Masters
+.. 5.3 Credits
+.. 5.4 Sharing this Document
+
+
+
+
+
+1 Preamble
+==========
+
+  *musi supa pona* /(toki pona for "simple table game")/ is a simplistic
+  tabletop role playing game (TTRPG) inspired by 5th edition Dungeons &
+  Dragons. The game aims to abstract much of the features of a TTRPG in
+  order to give more power to the game master and their storytelling as
+  opposed to complex game mechanics as seen in other entertaining, but
+  difficult to pick up, tabletop games.  The side effect of the game's
+  simplicity is that game masters have a lot more work to do in creating
+  content for their players - *this is intentional*, and if that doesn't
+  sound like your thing then musi supa pona is not the game for you.
+
+  This manual serves as a guide for both players and game masters alike;
+  due to the game's relative simplicity it is possible to contain all
+  information about the game into one document. Additional information
+  and resources can be found at [https://mounderfod.online/msp].
+
+
+2 Characters
+============
+
+  One of the key aspects of musi supa pona, as with many TTRPGs, is the
+  character.  The game character is the way in which the real world
+  player interacts with the internal world of the game, and as such,
+  great importance is put into the character in musi supa pona.
+
+
+2.1 Character Stats
+~~~~~~~~~~~~~~~~~~~
+
+  The most important part of a character is their in-game stats. These
+  are used to determine various parts of the game using dice rolls. Each
+  statistic is a positive or negative number which represents how a
+  d20[1]'s output will be modified (similar to DnD). The statistics are
+  as follows:
+
+  - *Strength*: A character's physical capabilites.
+  - *Intelligence*: A character's ability to be observant of the world
+    around them and interpret and work with complex ideas.
+  - *Speed*: A character's agility of movement.
+  - *Defence*: A character's ability to deal with injury.
+  - *Charisma*: A character's ability to manipulate or otherwise
+    convince those around them.
+
+
+2.1.1 Calculating Stats
+-----------------------
+
+  Each statistic is calculated by rolling a d20 and 2d6.  The sum of the
+  2d6 is subtracted from the d20, allowing for a maximum stat of +18 and
+  a minimum of -11.
+
+  This should be calculated before a session begins, when the character
+  is created.  It may only be done once in the creation of a character,
+  and you cannot reroll unless given permission by the game master.
+
+
+2.2 Other Character Information
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+2.2.1 Name
+----------
+
+  The character's name. Make this anything you like.
+
+
+2.2.2 Background
+----------------
+
+  The character's race, character class, alignment[2], and
+  occupation. By default this has noeffect on gameplay, but at the game
+  master's discretion, the character class may influence a character's
+  e.g. equipment, and similarly a player may choose to make decisions
+  that are influenced by the character's background.
+
+
+2.2.3 Inventory
+---------------
+
+  The items that the character is carrying with them.  Every item has a
+  weight in grams, and the maximum quantity that a character can carry
+  in their inventory is determined by the formula:
+
+  $$ w = s * 1.5 * 500 $$
+
+  with $s$ representing the character's *Strength* statistic.
+
+  For more information about the contents of an Inventory, see [Items].
+
+
+[Items] See section 3
+
+
+2.2.4 Health Points and Disaster Rolls
+--------------------------------------
+
+  A character has a set number of health points, which is equal to 20
+  plus the character's *Defence* statistic.
+
+  If the character's health reaches 0 as a result of damage, the player
+  must roll 3d20 as disaster rolls. If the sum of the rolls is more than
+  30, the character's health is increased to 1 and the character is
+  unable to attack or defend themselves unless their health increases
+  (if the character's health is 1 for other reasons, this rule does not
+  apply). If the sum is less than 30, the character dies and can no
+  longer be used in the current session (the game master can decide how
+  to proceed in future sessions).
+
+
+2.2.5 Experience
+----------------
+
+  A character has experience points corresponding to experience levels.
+  Experience points may be granted at the game master's discretion.  To
+  level up, the player must accumulate:
+
+  - Level 1: 10 points total
+  - Level 2: 100 points total
+  - Level 3: 1000 points total
+
+  etc.
+
+
+2.2.6 Notes
+-----------
+
+  A blank space for lore or any other information relevant to the
+  character.
+
+
+2.3 The Character Sheet
+~~~~~~~~~~~~~~~~~~~~~~~
+
+  The character sheet is used to contain all of the details regarding a
+  musi supa pona character. A blank one may be seen at
+  [https://mounderfod.online/msp/character_sheet], and players or game
+  masters may create their own based on this template.
+
+
+3 Items
+=======
+
+  Generally, items and their properties are determined by the game
+  master, but there are some special cases:
+
+
+3.0.1 Equipment
+---------------
+
+  Equipment refers to any item that is actively used by a character to
+  perform an action. A character should have starting equipment, though
+  what this is should be decided between the player and the game master,
+  taking into account the player's background, etc.
+
+
+3.0.2 Food
+----------
+
+  Food items heal a set number of health points for a character.  Some
+  food items can be consumed only once, while others can be eaten in
+  multiple pieces. This is decided by the game master.
+
+
+3.0.3 Currency
+--------------
+
+  musi supa pona has its own custom currency system. In short, it works
+  as follows:
+
+  - The base unit is copper
+  - 1 silver = 10 copper
+  - 1 gold = 50 silver = 500 copper
+  - 1 platinum = 100 gold = 5000 silver = 50000 copper
+
+  Every character starts with a currency bag (50g empty), and can store
+  up to 15 of each type of coin (8g each) - a full currency bag weighs
+  480g.
+
+
+4 The Structure of Play
+=======================
+
+  The game loop of musi supa pona is simple, and largely the same as
+  Dungeons and Dragons.
+
+  1. The game master describes the scenario in which the characters are
+     found.
+  2. The game master will ask one player (by convention, the one to
+     their left, but it doesn't matter) what they are going to do. If
+     the player desires to perform an *action*, the dice are rolled, and
+     the game master describes the result of the action.
+  3. The game master repeats this for every player at the table, then
+     repeats the whole thing again.
+
+
+4.1 Actions
+~~~~~~~~~~~
+
+  Actions are any thing that a character can do that involves one of
+  their statistics.  Unlike Dungeons and Dragons, musi supa pona does
+  not feature sub-statistics in the form of skills[3] and only the base
+  ones are used. For each action, the game master will declare which
+  skill is involved and a d20 is rolled, adding the modifier listed on
+  the character sheet to the result. Without telling the player, the
+  game master will determine the minimum (or maximum) result needed for
+  the action to be successful.
+
+
+4.2 Battle
+~~~~~~~~~~
+
+  A core part of gameplay is battle, when the characters are confronted
+  with enemies to defeat. Battle works as follows:
+
+  1. Every character's player rolls a d6, and the game master rolls a d6
+     for every NPC involved. This determines the turn order (from lowest
+     to highest).  If two participants roll the same number, the one
+     with the greatest *Speed* statistic goes first (NPCs have no speed
+     statistic and so for this purpose it is 0).
+  2. On their turn, each player (or NPC, controlled by the game master)
+     picks which enemy their character is going to attack. Their turn
+     can alternatively be used to perform a non-battle action (such as
+     using an item to heal a friend).
+  3. If attacking, both the character's player and the enemy's
+     controller (i.e. the game master) roll a d6 dice. The attack is
+     successful if the attacker's result is greater than the defender's
+     result. If the defender's result is exactly twice that of the
+     attacker, then the defender gets an extra turn just after the
+     attacker's turn.
+  4. This repeats for every player and NPC until either there are no
+     more enemies or all the player characters have died.
+
+  The effect of the attack is determined by the equipment the character
+  has (and ultimately, the game master).
+
+
+4.3 Movement
+~~~~~~~~~~~~
+
+  It is assumed that all characters will move between actions at the
+  same speed, for simplicity and to reduce the amount of calculation
+  required from the game master.  If the game master wishes to implement
+  a more specific movement system, they are welcome to do so.
+
+
+4.4 Resting
+~~~~~~~~~~~
+
+  At any point, characters may choose to rest:
+
+  - *Short Rest*: The player does not get a turn in the next round of
+    actions. Instead, the player will regain 5 health points.
+  - *Long Rest*: The player does not get a turn in the next three rounds
+    of actions.  Instead, the player will regain all of their health
+    points.
+
+  The way in which the passage of time is handled and how it interacts
+  with rest is up to the game master; they may choose to have a
+  day/night cycle with characters resting at night or to just have a
+  constant linear session, with characters resting during gameplay as
+  described above.
+
+
+5 Postamble
+===========
+
+5.1 Next Steps for Players
+~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+  Find a game master and other players to have a session with, create a
+  character and have fun!
+
+
+5.2 Next Steps for Game Masters
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+  You should create some content for your next session or campaign. It
+  may be useful to include:
+
+  - Details about places in the in-game world (e.g. towns, villages,
+    forests)
+  - A preset list of common items in the in-game world (weapons, armor,
+    etc.)
+  - A preset list of common creatures, their actions, their attacks and
+    their health points
+  - Some prepared dungeons, quests and adventures
+
+  If you don't want to come up with all of this yourself, you can borrow
+  content and ideas from other musi supa pona game masters or other
+  TTRPGs. Alternatively, you may want to consider playing a less
+  abstract TTRPG.
+
+
+5.3 Credits
+~~~~~~~~~~~
+
+  This TTRPG is heavily inspired by Dungeons and Dragons, designed by
+  Gary Gygax and Dave Arneson in 1974.
+
+
+5.4 Sharing this Document
+~~~~~~~~~~~~~~~~~~~~~~~~~
+
+  This document is licensed under the Creative Commons Attribution 4.0
+  license (CC-BY).  You may do whatever you wish with this document, as
+  long as you give proper attribution to its source (i.e. us).
+
+
+
+Footnotes
+_________
+
+[1] a dice with 20 sides
+
+[2] (lawful/neutral/chaotic)(good/neutral/evil)
+
+[3] e.g. Animal Handling, etc.
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+<div id="content">
+  <h1 class="title">musi supa pona v1.0.0
+    <br />
+    <span class="subtitle">Manual for Players and Game Masters</span>
+  </h1>
+  <div id="table-of-contents">
+    <h2>Table of Contents</h2>
+    <div id="text-table-of-contents">
+      <ul>
+        <li><a href="#orge465d0f">1. Preamble</a></li>
+        <li><a href="#orgec83fd3">2. Characters</a>
+          <ul>
+            <li><a href="#org5cc875e">2.1. Character Stats</a>
+              <ul>
+                <li><a href="#orgc91eb68">2.1.1. Calculating Stats</a></li>
+              </ul>
+            </li>
+            <li><a href="#orgeb1415d">2.2. Other Character Information</a>
+              <ul>
+                <li><a href="#org3e1f05d">2.2.1. Name</a></li>
+                <li><a href="#org122d7ea">2.2.2. Background</a></li>
+                <li><a href="#org8c3213c">2.2.3. Inventory</a></li>
+                <li><a href="#orgc5d0f0e">2.2.4. Health Points and Disaster Rolls</a></li>
+                <li><a href="#orgeffa5b0">2.2.5. Experience</a></li>
+                <li><a href="#org1624f16">2.2.6. Notes</a></li>
+              </ul>
+            </li>
+            <li><a href="#org7d4f533">2.3. The Character Sheet</a></li>
+          </ul>
+        </li>
+        <li><a href="#org791d508">3. Items</a>
+          <ul>
+            <li>
+              <ul>
+                <li><a href="#orga5ffd95">3.0.1. Equipment</a></li>
+                <li><a href="#org1851f17">3.0.2. Food</a></li>
+                <li><a href="#orgfb5e1ff">3.0.3. Currency</a></li>
+              </ul>
+            </li>
+          </ul>
+        </li>
+        <li><a href="#org2236d35">4. The Structure of Play</a>
+          <ul>
+            <li><a href="#orgd74814a">4.1. Actions</a></li>
+            <li><a href="#org2084bd3">4.2. Battle</a></li>
+            <li><a href="#orgf7348ae">4.3. Movement</a></li>
+            <li><a href="#org8365758">4.4. Resting</a></li>
+          </ul>
+        </li>
+        <li><a href="#orgf172b84">5. Postamble</a>
+          <ul>
+            <li><a href="#org0d81d8b">5.1. Next Steps for Players</a></li>
+            <li><a href="#orga4b807a">5.2. Next Steps for Game Masters</a></li>
+            <li><a href="#org11a335d">5.3. Credits</a></li>
+            <li><a href="#orgea9369f">5.4. Sharing this Document</a></li>
+          </ul>
+        </li>
+      </ul>
+    </div>
+  </div>
+
+  <div id="outline-container-orge465d0f" class="outline-2">
+    <h2 id="orge465d0f"><span class="section-number-2">1</span> Preamble</h2>
+    <div class="outline-text-2" id="text-1">
+      <p>
+        <b>musi supa pona</b> <i>(toki pona for "simple table game")</i> is a simplistic tabletop
+        role playing game (TTRPG) inspired by 5th edition Dungeons &amp; Dragons. The game
+        aims to abstract much of the features of a TTRPG in order to give more power to
+        the game master and their storytelling as opposed to complex game mechanics as
+        seen in other entertaining, but difficult to pick up, tabletop games.
+        The side effect of the game's simplicity is that game masters have a lot more work
+        to do in creating content for their players - <b>this is intentional</b>, and if that
+        doesn't sound like your thing then musi supa pona is not the game for you.
+      </p>
+
+      <p>
+        This manual serves as a guide for both players and game masters alike; due to the
+        game's relative simplicity it is possible to contain all information about the game
+        into one document. Additional information and resources can be found at
+        <a href="https://mounderfod.online/msp">https://mounderfod.online/msp</a>.
+      </p>
+    </div>
+  </div>
+  <div id="outline-container-orgec83fd3" class="outline-2">
+    <h2 id="orgec83fd3"><span class="section-number-2">2</span> Characters</h2>
+    <div class="outline-text-2" id="text-2">
+      <p>
+        One of the key aspects of musi supa pona, as with many TTRPGs, is the character.
+        The game character is the way in which the real world player interacts with the
+        internal world of the game, and as such, great importance is put into the
+        character in musi supa pona.
+      </p>
+    </div>
+
+    <div id="outline-container-org5cc875e" class="outline-3">
+      <h3 id="org5cc875e"><span class="section-number-3">2.1</span> Character Stats</h3>
+      <div class="outline-text-3" id="text-2-1">
+        <p>
+          The most important part of a character is their in-game stats. These are used
+          to determine various parts of the game using dice rolls. Each statistic is a
+          positive or negative number which represents how a d20<sup><a id="fnr.1" class="footref"
+              href="#fn.1">1</a></sup>'s
+          output will be modified (similar to DnD). The statistics are as follows:
+        </p>
+
+        <ul class="org-ul">
+          <li><b>Strength</b>: A character's physical capabilites.</li>
+          <li><b>Intelligence</b>: A character's ability to be observant of the world around them
+            and interpret and work with complex ideas.</li>
+          <li><b>Speed</b>: A character's agility of movement.</li>
+          <li><b>Defence</b>: A character's ability to deal with injury.</li>
+          <li><b>Charisma</b>: A character's ability to manipulate or otherwise convince those
+            around them.</li>
+        </ul>
+      </div>
+
+      <div id="outline-container-orgc91eb68" class="outline-4">
+        <h4 id="orgc91eb68"><span class="section-number-4">2.1.1</span> Calculating Stats</h4>
+        <div class="outline-text-4" id="text-2-1-1">
+          <p>
+            Each statistic is calculated by rolling a d20 and 2d6.
+            The sum of the 2d6 is subtracted from the d20, allowing for a maximum stat of +18
+            and a minimum of -11.
+          </p>
+
+          <p>
+            This should be calculated before a session begins, when the character is created.
+            It may only be done once in the creation of a character, and you cannot reroll
+            unless given permission by the game master.
+          </p>
+        </div>
+      </div>
+    </div>
+
+
+    <div id="outline-container-orgeb1415d" class="outline-3">
+      <h3 id="orgeb1415d"><span class="section-number-3">2.2</span> Other Character Information</h3>
+      <div class="outline-text-3" id="text-2-2">
+      </div>
+      <div id="outline-container-org3e1f05d" class="outline-4">
+        <h4 id="org3e1f05d"><span class="section-number-4">2.2.1</span> Name</h4>
+        <div class="outline-text-4" id="text-2-2-1">
+          <p>
+            The character's name. Make this anything you like.
+          </p>
+        </div>
+      </div>
+
+      <div id="outline-container-org122d7ea" class="outline-4">
+        <h4 id="org122d7ea"><span class="section-number-4">2.2.2</span> Background</h4>
+        <div class="outline-text-4" id="text-2-2-2">
+          <p>
+            The character's race, character class,
+            alignment<sup><a id="fnr.2" class="footref" href="#fn.2">2</a></sup>,
+            and occupation. By default this has noeffect on gameplay, but at the game master's
+            discretion, the character class may influence a character's e.g. equipment, and
+            similarly a player may choose to make decisions that are influenced by the
+            character's background.
+          </p>
+        </div>
+      </div>
+
+      <div id="outline-container-org8c3213c" class="outline-4">
+        <h4 id="org8c3213c"><span class="section-number-4">2.2.3</span> Inventory</h4>
+        <div class="outline-text-4" id="text-2-2-3">
+          <p>
+            The items that the character is carrying with them.
+            Every item has a weight in grams, and the maximum quantity that a character can
+            carry in their inventory is determined by the formula:
+          </p>
+
+          <p>
+            \[ w = s * 1.5 * 500 \]
+          </p>
+
+          <p>
+            with \(s\) representing the character's <b>Strength</b> statistic.
+          </p>
+
+          <p>
+            For more information about the contents of an Inventory, see <a href="#org791d508">Items</a>.
+          </p>
+        </div>
+      </div>
+
+      <div id="outline-container-orgc5d0f0e" class="outline-4">
+        <h4 id="orgc5d0f0e"><span class="section-number-4">2.2.4</span> Health Points and Disaster Rolls</h4>
+        <div class="outline-text-4" id="text-2-2-4">
+          <p>
+            A character has a set number of health points, which is equal to 20 plus the
+            character's <b>Defence</b> statistic.
+          </p>
+
+          <p>
+            If the character's health reaches 0 as a result of damage, the player must roll
+            3d20 as disaster rolls. If the sum of the rolls is more than 30, the character's health is increased
+            to 1 and the character is unable to attack or defend themselves unless their
+            health increases (if the character's health is 1 for other reasons, this rule
+            does not apply). If the sum is less than 30, the character dies and can no longer
+            be used in the current session (the game master can decide how to proceed in future
+            sessions).
+          </p>
+        </div>
+      </div>
+
+      <div id="outline-container-orgeffa5b0" class="outline-4">
+        <h4 id="orgeffa5b0"><span class="section-number-4">2.2.5</span> Experience</h4>
+        <div class="outline-text-4" id="text-2-2-5">
+          <p>
+            A character has experience points corresponding to experience levels.
+            Experience points may be granted at the game master's discretion.
+            To level up, the player must accumulate:
+          </p>
+
+          <ul class="org-ul">
+            <li>Level 1: 10 points total</li>
+            <li>Level 2: 100 points total</li>
+            <li>Level 3: 1000 points total</li>
+          </ul>
+
+          <p>
+            etc.
+          </p>
+        </div>
+      </div>
+
+      <div id="outline-container-org1624f16" class="outline-4">
+        <h4 id="org1624f16"><span class="section-number-4">2.2.6</span> Notes</h4>
+        <div class="outline-text-4" id="text-2-2-6">
+          <p>
+            A blank space for lore or any other information relevant to the character.
+          </p>
+        </div>
+      </div>
+    </div>
+
+    <div id="outline-container-org7d4f533" class="outline-3">
+      <h3 id="org7d4f533"><span class="section-number-3">2.3</span> The Character Sheet</h3>
+      <div class="outline-text-3" id="text-2-3">
+        <p>
+          The character sheet is used to contain all of the details regarding a musi supa
+          pona character. A blank one may be seen at
+          <a href="https://mounderfod.online/msp/character_sheet">https://mounderfod.online/msp/character_sheet</a>, and
+          players or game masters
+          may create their own based on this template.
+        </p>
+      </div>
+    </div>
+  </div>
+  <div id="outline-container-org791d508" class="outline-2">
+    <h2 id="org791d508"><span class="section-number-2">3</span> Items</h2>
+    <div class="outline-text-2" id="text-3">
+      <p>
+        Generally, items and their properties are determined by the game master, but
+        there are some special cases:
+      </p>
+    </div>
+
+    <div id="outline-container-orga5ffd95" class="outline-4">
+      <h4 id="orga5ffd95"><span class="section-number-4">3.0.1</span> Equipment</h4>
+      <div class="outline-text-4" id="text-3-0-1">
+        <p>
+          Equipment refers to any item that is actively used by a character to perform an
+          action. A character should have starting equipment, though what this is should
+          be decided between the player and the game master, taking into account the player's
+          background, etc.
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-org1851f17" class="outline-4">
+      <h4 id="org1851f17"><span class="section-number-4">3.0.2</span> Food</h4>
+      <div class="outline-text-4" id="text-3-0-2">
+        <p>
+          Food items heal a set number of health points for a character.
+          Some food items can be consumed only once, while others can be eaten in multiple
+          pieces. This is decided by the game master.
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-orgfb5e1ff" class="outline-4">
+      <h4 id="orgfb5e1ff"><span class="section-number-4">3.0.3</span> Currency</h4>
+      <div class="outline-text-4" id="text-3-0-3">
+        <p>
+          musi supa pona has its own custom currency system. In short, it works as follows:
+        </p>
+
+        <ul class="org-ul">
+          <li>The base unit is copper</li>
+          <li>1 silver = 10 copper</li>
+          <li>1 gold = 50 silver = 500 copper</li>
+          <li>1 platinum = 100 gold = 5000 silver = 50000 copper</li>
+        </ul>
+
+        <p>
+          Every character starts with a currency bag (50g empty), and can store up to 15 of
+          each type of coin (8g each) - a full currency bag weighs 480g.
+        </p>
+      </div>
+    </div>
+  </div>
+  <div id="outline-container-org2236d35" class="outline-2">
+    <h2 id="org2236d35"><span class="section-number-2">4</span> The Structure of Play</h2>
+    <div class="outline-text-2" id="text-4">
+      <p>
+        The game loop of musi supa pona is simple, and largely the same as Dungeons and
+        Dragons.
+      </p>
+
+      <ol class="org-ol">
+        <li>The game master describes the scenario in which the characters are found.</li>
+        <li>The game master will ask one player (by convention, the one to their left, but it
+          doesn't matter) what they are going to do. If the player desires to perform an <b>action</b>,
+          the dice are rolled, and the game master describes the result of the action.</li>
+        <li>The game master repeats this for every player at the table, then repeats the
+          whole thing again.</li>
+      </ol>
+    </div>
+
+    <div id="outline-container-orgd74814a" class="outline-3">
+      <h3 id="orgd74814a"><span class="section-number-3">4.1</span> Actions</h3>
+      <div class="outline-text-3" id="text-4-1">
+        <p>
+          Actions are any thing that a character can do that involves one of their statistics.
+          Unlike Dungeons and Dragons, musi supa pona does not feature sub-statistics in the form
+          of skills<sup><a id="fnr.3" class="footref" href="#fn.3">3</a></sup>
+          and only the base ones are used. For each action, the game master will
+          declare which skill is involved and a d20 is rolled, adding the modifier listed
+          on the character sheet to the result. Without telling the player, the
+          game master will determine the minimum (or maximum) result needed for the action
+          to be successful.
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-org2084bd3" class="outline-3">
+      <h3 id="org2084bd3"><span class="section-number-3">4.2</span> Battle</h3>
+      <div class="outline-text-3" id="text-4-2">
+        <p>
+          A core part of gameplay is battle, when the characters are confronted with
+          enemies to defeat. Battle works as follows:
+        </p>
+
+        <ol class="org-ol">
+          <li>Every character's player rolls a d6, and the game master rolls a d6
+            for every NPC involved. This determines the turn order (from lowest to highest).
+            If two participants roll the same number, the one with the greatest <b>Speed</b>
+            statistic goes first (NPCs have no speed statistic and so for this purpose
+            it is 0).</li>
+          <li>On their turn, each player (or NPC, controlled by the game master) picks
+            which enemy their character is going to attack. Their turn can alternatively
+            be used to perform a non-battle action (such as using an item to heal a friend).</li>
+          <li>If attacking, both the character's player and the enemy's controller (i.e. the
+            game master) roll a d6 dice. The attack is successful if the attacker's result
+            is greater than the defender's result. If the defender's result is exactly twice
+            that of the attacker, then the defender gets an extra turn just after the
+            attacker's turn.</li>
+          <li>This repeats for every player and NPC until either there are no more enemies or
+            all the player characters have died.</li>
+        </ol>
+
+        <p>
+          The effect of the attack is determined by the equipment the character has
+          (and ultimately, the game master).
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-orgf7348ae" class="outline-3">
+      <h3 id="orgf7348ae"><span class="section-number-3">4.3</span> Movement</h3>
+      <div class="outline-text-3" id="text-4-3">
+        <p>
+          It is assumed that all characters will move between actions at the same speed, for
+          simplicity and to reduce the amount of calculation required from the game master.
+          If the game master wishes to implement a more specific movement system, they are
+          welcome to do so.
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-org8365758" class="outline-3">
+      <h3 id="org8365758"><span class="section-number-3">4.4</span> Resting</h3>
+      <div class="outline-text-3" id="text-4-4">
+        <p>
+          At any point, characters may choose to rest:
+        </p>
+
+        <ul class="org-ul">
+          <li><b>Short Rest</b>: The player does not get a turn in the next round of actions. Instead,
+            the player will regain 5 health points.</li>
+          <li><b>Long Rest</b>: The player does not get a turn in the next three rounds of actions.
+            Instead, the player will regain all of their health points.</li>
+        </ul>
+
+        <p>
+          The way in which the passage of time is handled and how it interacts with rest
+          is up to the game master; they may choose to have a day/night cycle with
+          characters resting at night or to just have a constant linear session, with
+          characters resting during gameplay as described above.
+        </p>
+      </div>
+    </div>
+  </div>
+  <div id="outline-container-orgf172b84" class="outline-2">
+    <h2 id="orgf172b84"><span class="section-number-2">5</span> Postamble</h2>
+    <div class="outline-text-2" id="text-5">
+    </div>
+    <div id="outline-container-org0d81d8b" class="outline-3">
+      <h3 id="org0d81d8b"><span class="section-number-3">5.1</span> Next Steps for Players</h3>
+      <div class="outline-text-3" id="text-5-1">
+        <p>
+          Find a game master and other players to have a session with, create a character
+          and have fun!
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-orga4b807a" class="outline-3">
+      <h3 id="orga4b807a"><span class="section-number-3">5.2</span> Next Steps for Game Masters</h3>
+      <div class="outline-text-3" id="text-5-2">
+        <p>
+          You should create some content for your next session or campaign. It may be useful
+          to include:
+        </p>
+
+        <ul class="org-ul">
+          <li>Details about places in the in-game world (e.g. towns, villages, forests)</li>
+          <li>A preset list of common items in the in-game world (weapons, armor, etc.)</li>
+          <li>A preset list of common creatures, their actions, their attacks and their
+            health points</li>
+          <li>Some prepared dungeons, quests and adventures</li>
+        </ul>
+
+        <p>
+          If you don't want to come up with all of this yourself, you can borrow content and
+          ideas from other musi supa pona game masters or other TTRPGs. Alternatively, you
+          may want to consider playing a less abstract TTRPG.
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-org11a335d" class="outline-3">
+      <h3 id="org11a335d"><span class="section-number-3">5.3</span> Credits</h3>
+      <div class="outline-text-3" id="text-5-3">
+        <p>
+          This TTRPG is heavily inspired by Dungeons and Dragons, designed by Gary Gygax and
+          Dave Arneson in 1974.
+        </p>
+      </div>
+    </div>
+
+    <div id="outline-container-orgea9369f" class="outline-3">
+      <h3 id="orgea9369f"><span class="section-number-3">5.4</span> Sharing this Document</h3>
+      <div class="outline-text-3" id="text-5-4">
+        <p>
+          This document is licensed under the Creative Commons Attribution 4.0 license (CC-BY).
+          You may do whatever you wish with this document, as long as you give proper
+          attribution to its source (i.e. us).
+        </p>
+      </div>
+    </div>
+  </div>
+  <div id="footnotes">
+    <h2 class="footnotes">Footnotes: </h2>
+    <div id="text-footnotes">
+
+      <div class="footdef"><sup><a id="fn.1" class="footnum" href="#fnr.1">1</a></sup>
+        <div class="footpara">a dice with 20 sides</div>
+      </div>
+
+      <div class="footdef"><sup><a id="fn.2" class="footnum" href="#fnr.2">2</a></sup>
+        <div class="footpara">(lawful/neutral/chaotic)(good/neutral/evil)</div>
+      </div>
+
+      <div class="footdef"><sup><a id="fn.3" class="footnum" href="#fnr.3">3</a></sup>
+        <div class="footpara">e.g. Animal Handling, etc.</div>
+      </div>
+
+
+    </div>
+  </div>
+</div>
+<div id="postamble" class="status">
+  <p class="author">Author: mounderfod</p>
+  <p class="date">Created: 2023-08-02 Wed 13:21</p>
+  <p class="validation"><a href="http://validator.w3.org/check?uri=referer">Validate</a></p>
+</div>
\ No newline at end of file
diff --git a/msp/index.md b/msp/index.md
new file mode 100644
index 0000000..65a0ab0
--- /dev/null
+++ b/msp/index.md
@@ -0,0 +1,20 @@
+---
+layout: default
+title: musi supa pona
+permalink: /msp/
+---
+
+# musi supa pona
+
+**musi supa pona** *(toki pona for "simple table game")* is a simplistic tabletop role playing game
+(TTRPG) inspired by 5th edition Dungeons & Dragons. The game aims to abstract much of the
+features of a TTRPG in order to give more power to the game master and their storytelling as opposed
+to complex game mechanics as seen in other entertaining, but difficult to pick up, tabletop games. The
+side effect of the game's simplicity is that game masters have a lot more work to do in creating content
+for their players - **this is intentional**, and if that doesn't sound like your thing then musi supa pona
+is not the game for you.
+
+## [manual (PDF)](/assets/MSP%20Manual%20v1.0.0.pdf)
+## [manual (HTML)](/msp/manual/)
+## [manual (plain text)](/assets/MSP%20Manual%20v1.0.0.txt)
+## [character sheet](/assets/Sheet.pdf)
\ No newline at end of file
diff --git a/projects.markdown b/projects.markdown
index 172f15e..8cc1b02 100644
--- a/projects.markdown
+++ b/projects.markdown
@@ -6,6 +6,11 @@ permalink: /projects/
 [⟸ Back to homepage](/)
 
 # Projects
+## musi supa pona
+A simplistic tabletop role playing game (TTRPG) inspired by 5th edition Dungeons & Dragons.
+
+[> (details)](/msp)
+
 ## Honor Oak
 Slightly strange electronic/indie music.