Hi y’all. This is just where I drop my worldbuilding notes and details about the progression system in case I forget.
<ol>
<li style="font-weight: 400">The fanbase is to be called Tablelovers. No questions about it; you’re a Tablelover now.</li>
<li style="font-weight: 400">Okay, so the progression system:</li>
</ol>
<ul>
<li>
EXP is gained by:
<ul>
<li>Surviving challenges (being used, enduring weight, tanking damage)</li>
<li>Completing system-assigned quests (even the dumb ones)</li>
<li>Overcoming life-threatening situations (which should NOT happen to a table)</li>
<li>Finding creative ways to use his limited movement & skills (system rewards ingenuity)</li>
</ul>
</li>
<li>
EXP requirements increase exponentially per level, and by exponentially I mean REAL exponentially. Wait and see how he passed Level 5.
</li>
</ul>
Level-Up Rewards:
? +5 Stat Points (allocated manually)
? Potential HP increase (if durability improves)
? *Chance to unlock new skills (random or situationally relevant)
? New passive bonuses every few levels (like increased resistance, sturdier material, or better self-repair)
Table''s attribute system:
<table>
<thead>
<tr>
<th>Stat</th>
<th>Function</th>
<th>How It Grows</th>
</tr>
</thead>
<tbody>
<tr>
<td>STR (Strength)</td>
<td>Determines how much force he can exert. Bumping into him might hurt a lot more.</td>
<td>Slowly increases if he bears excessive weight, tanks damage, or gets reinforced.</td>
</tr>
<tr>
<td>END (Endurance)</td>
<td>How much wear & tear he can withstand.</td>
<td>Passively increases through sustained use, reinforcement, & tanking damage.</td>
</tr>
<tr>
<td>AGI (Agility)</td>
<td>Theoretically lets him move fast… if he could move. Affects how much force he absorbs from impact.</td>
<td>Increased by dodging (adjusting) bumps, turbulence, and reacting to movement.</td>
</tr>
<tr>
<td>PER (Perception)</td>
<td>Allows him to notice details, read status screens, and detect hidden system mechanics.</td>
<td>Improves through successful observation quests & analyzing surroundings.</td>
</tr>
<tr>
<td>??? (Hidden Stats)</td>
<td>Mystery stats he hasn’t unlocked yet. Some may include Durability, Magic Affinity, or Sentience Expansion. No Intelligence; his intelligence is fixed, so if he dumb he dumb.</td>
<td>???</td>
</tr>
</tbody>
</table>
<ul>
<li>Skills are earned through actions rather than being given freely.</li>
<li>Some are hidden or locked until Table triggers them in very specific ways (like butt-related appraisals).</li>
<li>Skills have levels, increasing with use and proficiency.</li>
<li>There are Active Skills (Limited Use or Triggered Effects) and Passive Skills (Always Active, Strengthens Over Time)</li>
<li>AND Conditional Skills (Ridiculously Specific Trigger Conditions). Here is an example:
<ul>
<li>Chicken-Enhanced Reflexes
Stolen from its rightful place, this narrative is not meant to be on Amazon; report any sightings.
Trigger: Must have a chicken physically on top of him.
Effect: +10 AGI and increased evasion while chicken is present.
</li>
</ul>
</li>
</ul>
3. World-building notes:
A. The Uninspiringly Named Medieval Realm
<ul>
<li>A continent-sized kingdom governed by nobles, merchants, and guilds rather than a singular ruler.</li>
<li>Different regions specialize in various trades—from farming villages to extravagant city-states run by over-the-top aristocrats.</li>
<li>Each region has its own type of furniture duel. Be prepared for broom riding.</li>
</ul>
B. The Economy:
<ul>
<li>Currency:
<ul>
<li>Copper Coins (also called Shillings) – Commoner trade. 500 copper = 1 silver.</li>
<li>Silver Coins – Standard trade. 10 silver = 1 gold.</li>
<li>Gold Coins – Noble transactions & large-scale trade.</li>
</ul>
</li>
<li>Social Classes:
<ul>
<li>Nobility – Own large estates, obsessed with status, engage in pointless traditions like Table Duels.</li>
<li>Merchants & Artisans – The backbone of the economy, handling goods and services.</li>
<li>Commoners (Farmers, Traders, Craftsmen) – Live in villages, sustain the population, often overlooked.</li>
<li>Adventurers – Not as glamorous as one might think. Many barely scrape by.</li>
</ul>
</li>
</ul>
C. Class System:
<h4>Common Human Classes:</h4>
<ul>
<li>Knight</li>
<li>Mage</li>
<li>Rogue</li>
<li>Commoner</li>
<li>Bureaucrat</li>
<li>Table Duelist</li>
<li>Maniquist</li>
</ul>
<h4>Rare & Absolutely Stupid Human Classes:</h4>
<ul>
<li>Unsuspecting Mage</li>
<li>Peasant Hero</li>
<li>Chicken Whisperer</li>
<li>Pigeon Summoner</li>
<li>Seahorse Summoner</li>
<li>Grandmaster of Sorting Shiny Pebbles</li>
<li>Spoon Sage</li>
</ul>
Races
<h4>?? Standard Fantasy Races (Boring but Necessary)</h4>
<ul>
<li>Orcs</li>
<li>Elves</li>
<li>Dwarves</li>
<li>Dragons</li>
<li>Seahorse</li>
</ul>
<h4>Absurdly Specific Races</h4>
<ul>
<li>Sentient Thrones</li>
<li>Walking Brooms</li>
<li>Tabbycat Legionnaires</li>
<li>Living Chandeliers</li>
<li>The Cobblestone Collective</li>
<li>Tavern Sign Folk</li>
<li>The Silverware Dynasty</li>
<li>Haunted Potatoes</li>
<li>Cabbage Cult</li>
</ul>
Sources of Sentience Among Objects
1?? Old Magic & Curses
<ul>
<li>If a mage enchants an object for too long, it might develop an ego.</li>
<li>Maniquists are a rare class of people with the ability to animate inanimated objects.</li>
</ul>
2?? Divine Intervention (or Mistakes)
3?? Sheer Willpower
<ul>
<li>Some objects refuse to break for so long that they just become alive.</li>
</ul>
4?? Accumulated History
<ul>
<li>If enough stories, battles, or emotions are tied to an object, it awakens.</li>
</ul>
5?? The System
<ul>
<li>Sometimes, the System just randomly assigns sentience to something.</li>
</ul>