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What is Derelict Delvers?

Welcome Delvers,
to
In an alternate universe, one just next door our own; Science Derelict Delvers Delta
Fiction and miniature war games created a strange alchemy in the Edition
early 70's. Together a pair of creators fashioned a game of the
imagination that centered around an old and vast universe where We've come a long way in
heroic men and women born of a myriad of alien races sought the nearly thirty years since the
wealth and glory in the remnants of past civilizations. publication of the little blue
books, Derelict Delvers
Here is the 4th edition of that game. Derelict Delvers Delta. Alpha [aka DDA ]
A momentary “what if?” In the world of gaming. Old-School style The journey through the
rules with vague familiarity and Sci-Fi specific spin. hazards of superluminal space
travel has nothing on the
perilous perfidy of the
Introduction publishing world.
Yet fear not we've valorously
faced the traverse and
The galaxy has witnessed ages virtually unfathomable to the excelled in spite of the
mortal minds that have shaped it. Before this mute witness, dangers.
numerous civilizations have grown and spread their wings across This edition is the product of
the spiraling splendor that it holds. laboriously applying the craft of
our collective neural networks
As all things must these great empires collapsed inward and fell and your positive [and
to barbarism and savagery. sometimes negative] feedback
through Delver Magazine.
In time, they lost recollection of their ancient grandeur.
We'd like thank the many
dutiful Delvers who stuck with
Now, a new civilization has sprung forth eager and curious. A
us all this time as well as new
civilization willing to brave the decrepit derelicts, lost laboratories,
Delvers taking their first
forgotten remnants of ages past to recover ancient alien artifacts
intrepid steps into the exciting
and data left long dormant.
world of role-playing.
You are one of these delvers. Destined to glory or death and Derelict Delvers Delta?
pursuing both with mad abandon.
Derelict Delvers Delta is the
THE ARCHIVE 4th Edition of the wildly popular
role-playing games. You hold
The Artifact Recovery Control and Historical Investigation Venture that very book in your hands
Enterprise licenses you to to enter ancient archaeological sites, and even now a wondrous event
kill the deadly denizens within, and take those denizens stuff. The worthy of jollification.
ARCHIVE is part of the foundation upon which stable galactic
civilization and law is built.
Archive is a corporation founded on exploiting the vast What you need to play.
resources of the past it is also a part of what keeps the galactic
economy stable, on new resources being developed and on the People!
further exploration of space. Preferably 4-6 but you can
play with as few as 2 people at the
The ARCHIVE also has a significant stake in preventing table. One as DM and one as a
civilization destroying artifacts from being activated, used or being player.
duplicated, even for war. They prefer to keep such devices as far
from planetary governments as possible. Imagination!
A good imagination is strictly
Creating a Character required.
Pencils and Paper!
STEP 1: Choose an Alien Race.
You may possess a wonderful
A character is the person you take on and pretend to be while eidetic memory, but for many of us
playing a game of Derelict Delvers. These should be keeping track of character
persons you create using these rules who go on adventures to information, maps and similar data
require a recording device of
explore strange new worlds.
some sort.
The first step is to choose your character's race. Since there are Paper and Pencils are a very
a plethora of alien species within the known galactic expanse, with inexpensive option.
enough biological similarities to be categorized together we've Dice!
grouped "similar" races together under their primary physical
phenotype. A common set of varied
Humanoids polyhedral dice are needed. They
should be available online or any
Humanoids are fairly standard, and generally considered the
decent gaming hobby shops.
most widespread of race types with the fewest major variations.

Some humanoids have different shaped ears, eyes, or differing


number of digits but are otherwise quite similar to each other and
to the familiar variation we call human. Humanoids vary in size
although most range between 5' to 6' 6”, some remarkable
humanoids however may be larger or smaller than this standard. .

Humanoids are flexible in their choice of professions. They have no


stand out predilections towards any of the job classes presented
here.
Jerun Starhunter was a notable humanoid scout who discovered
the Cloud People of Henruar 14. He disappeared after a massive
derelict craft passed through that same system. . The infamous
pirate Sen ze Zenshuan was a humanoid of incomparable talents,
rumors were she left a massive treasure hidden somewhere in the
Nightmare Nebula

Humanoids receive a +1 to Con, +1 Charisma


Why the ARCHIVE?
Humanoid Features Variation
A player may choose one of these options for their character with The ARCHIVE was introduced
DM Approval instead of rolling. in Delver #6 in response to “My
players have too many artifacts,
Table: 1.A what should I do?” type questions
Roll Feature which plagued the first edition of
the game.
01-30 Strange Appearance Roll on table 1.B
When DDB (Derelict Delvers
Beta) came out in 1981, we added
31-40 Strange Sensory Organs. Roll on the ARCHIVE. We also added
Table 1.C rules for artifact sacrifice providing
41-70 Alternate Environmental Adaptations. experience points to the character
Roll on Table 1.D as a reward for their retrieval.

71-80 Tail Roll on table 1.E It made sense that in the busy
universe, an adventuring society
81-90 Unusual Biology 1.F
might have some support system
in the settings.

91-95 Roll twice and combine results ignore


rolls of 91+ Rivals
Does the ARCHIVE have
96-00 Roll Three times combine results
ignore rolls of 91+ rivals? We've left that up to the
individual DM's to decide.
A benevolent and colossal
Strange Appearance corporation that is dedicated to the
furthering of knowledge for the
Table: 1.B
greater good fits with the space
Roll Feature opera theme of Derelict Delvers.
01-30 Scaled (Humanoid, Felinoids) or
Furred (Reptiloids/Insectoid) +1
Con However rival foundations,
31-40 Quill/Spines (1d4 HTH damage) rogue governments, paramilitaries,
and unlicensed “pirate” delvers,
41-70 Strange head Structure (Roll on can add spice to an ordinary
table 1.G seeming delve in a modest ship.
71-80 Bio-luminescent (No need for light Feel free to create them!
sources)
81-90 Atypical Alien Form (Roll on table
1.H)

91-95 Roll Twice and Combine results

96-00 Roll 3 times and combine results


ignore rolls of 91+
Strange Sensory Organs Humans as standard?
Table: 1.C Yes, essentially the old standby
Roll Feature of humankind is fairly standard in
01-30 No Obvious Eyes or Ears (+4 to
Archive space. This doesn't mean
resist sensory attacks)) there aren't non-humanoids. It is
just that a vast number of human or
31-40 Tactile Hairs (+2 Initiative)
human-like races exist in Archive
41-70 Echolocation (Can see in Space.
complete darkness.)
The exact cause for this is
71-80 Multiple Eyes (+2 Notice)
unknown to Archive scientists.
81-90 Kirlian Sense (Can sense Esper
abilities and Psitech)
91-95 Antennae (Cannot be surprised) ARCHIVE scientists theorize that
96-00 Roll Twice More and Combine . it is simple parallel evolution from
Ignore Rolls of 96+ similar environments.

Other more extreme theories


claim that all races in ARCHIVE
space descent from experiments the
Alternate Environmental Adaptations Ancients performed, thus utilizing
Table: 1.D common genetic pool from a
Roll Feature singular template or prototype
species.
01-30 Amphibious (Can breath air or
water) The game designers suggest
31-40 Gliding Membranes (Descent each DM decide for themselves why
safely at twice moving speed humanoids are so widespread.
due to patagia)
Nearly all PC races will have a
41-70 Climbing Adaptation (Claws head, two arms, and two legs.
or Suction cups on digits +4
Climb Rolls) There are some variants of course
71-80 Light Armored Hide (Ab: 2) popular in Derelict Magazine, Also
examine the Insectoid race profile
81-90 Heavy Armored Hide (Ab: 4) for a number of possible exceptions.

91-95 Roll once on another races


features (DM's choice)

96-00 Roll once on another races


features (Player's Choice)
Tail Important Notes
Table: 1E
1d100: Also called percentile
Roll Feature
dice, two ten sided dice rolled
01-30 Decorative Tail (+1 Cha) together and read with one being
the tens digit and one being the
31-40 Manipulative Tail (+1 Dex) ones digit. 00 indicates a roll of 100.
Players should pick two dice of
41-70 Light Striking Tail (1d6) different colors and declare one the
tens digit before rolling.
71-80 Heavy Clubbing Tail (1d10)
Cha: Abbreviation for Charisma
81-90 Stinger Tail (1d4 damage/Knock
Out vs Con, 1d10 rounds)
Con: Abbreviation for
91-95 Stinger Tail (1d8 damage, Lethal, Constitution
Save vs Con, Ignite, )
d: Die or dice. Usually with a
96-00 Roll Twice more and combine number before and after it like 1d20.
results ignore rolls 96+ Indicating 1 die being rolled which
has 20 sides. In most cases you will
add the results together. Except for
percentile dice d% which you
Unusual Biology actually will roll 2d10 and read one
Table: 1.F die (Declared in advance) as the
tens digit, and one die as the 1s
Roll Feature digit to indicate numbers from 1-100
01-30 Superior Metabolism (1/2 (100 is two 10's or on some dice
food and water two 0's)
requirements)
31-40 Variant Diet (+1 Stat DM's D#: Difficulty Number, the
choice based on diet number
chosen.) needed to be beat on a roll to
41-70
succeed at a task.
Variant Gravity (+1 Str for
High G, +1 Dex for Low G)
Dex: Abbreviation for Dexterity
71-80 Unusual Organic Attack (Fire
breath, Laser Eyes, etc 1d12 Int: Abbreviation for Intelligence
damage or 1d8 with Ignite)
81-90 Innate Esper Talent (1
charge only) Rd: Short hand for a Round: the
length of time it takes everyone
91-95 Re-roll Twice and Combine involved in an action to take their
Results ignore rolls of 91+ turn. About 6 seconds long in the
96-00
“game world.”
Roll Three times and
Combine ignore rolls of 91+ Str: Abbreviation for Strength

Wil: Abbreviation for Will


Strange Head Structure
Alien Races
Table: 1.G
Roll Feature Despite the focus on “human-like”
aliens there are a lot of variations of
01-30 Fearsome Shape (+2 the humanoid form.
Intimidate)
31-40 Reenforced Skull (Headbutt
Alien races in Derelict Delvers
for +1d6 damage) Alpha were simply: Men, Bug Men,
and Lizard Men. Beta didn't change
41-70 Enlarged Cranium (+1 Int) this too much adding only Cat-men.
81-80 Predators Maw (+1d8 HTH When Derelict Delta Gamma
damage on bite) came out many fans had suggested
71-90 No Head (Brains/Sensory trying to be more specific with the
organs in another location, categories. Even suggesting Homo
+1 Con) arthropoda for Bug men. While the
91-95
idea was a good one there wasn't
Roll Twice and Combine
Results ignore rolls of 91+
that much connection between
humans and the bug-men.
96-00 Roll Three times and Instead the designers chose to use
Combine ignore rolls of 91+ the “-oid” classification which fit well
with the pulp science fiction theme.
Atypical Alien Form*
Table: 1.H
Features/Environment Variations:
Roll Feature
01-30 Archive Space boasts billions
Serpentine (No lower limbs,
+4 to grapple attacks) of sentients. It is a busy universe
out there. A player created character
31-40 Cephalopod (Squid/Octopus may be the only Delver of his
like, +1 Dex) species, or he may come from a
41-70 Quadruped (+1 Cha) species with a long history of
working for Archive and delving into
71-80 Centauroid (4+ leg base, ruins of the Ancients.
humanoid torso, +10'/3m
move) When using the charts it should be
noted that you can adapt them to
81-90 Amorphous (Blob, +1 Str)
any species you wish to generate.

91-95 Aberrant Form (+1 Con) Players should also be able to make
the modifications fit smoothly with
their character.
96-00 Shapeshifter (Roll two set of
stats and traits.)
For example:
*Atypical Alien Form Notes:
If a player chooses an insectoid
The Atypical Alien Form table fundamentally changes the -oid type one is but ends up rolling 44 on Table 2.B
creating. If someone is unhappy with the results simply let them roll again on the receiving: Tusks/Horns or Quills.
previous table. Ignoring this result.
The result can simply be that their
Most changes to a stock alien form are self-explanatory. In the case of the carapace is harder and spikier than
Atypical forms however they require additional information. As always use other insectoids. They could also
common sense when applying benefits or drawbacks for a given form. Found represent fierce mandibles of an
gear has only a 1 in 20 chance of being suitable to their alien form. ant-like species or horns on their
head like certain species of beetles.
Serpentine Form: The form has upper limbs but has a lower body that merges
with a tail. They move in a serpentine fashion by using the strength and leverage Such “smoothing” elements of the
of their lower body. Worn gear must be adapted to their form and costs double. random roll system were introduced
in the letters column of Delver
Cephalopod: The Delvers has the form a squid or octopus or similar marine
animal that has adapted to land. They move by using several of their limbs in
Magazine #32.
concert. This allows them to bring several limbs to bear for holding and It was expanded into a regular
manipulating items. They may take an additional action a round. Worn gear must feature that provided alternate
be adapted to their form and costs triple the normal value.
random roll charts for every species.
Quadruped: The alien has a body like a typical four legged animal species. The creators think that adding in
They may be of any reasonable size, they still possess speech and manipulative your own game materials for your
limbs, but may even appear like a domestic or wild species found on numerous campaigns is an important part of
worlds. They may be seen as non-threatening or even non-sapient to some
play.
species. Traditionally gear is only marginally more expensive—1.5 times regular
costs. Due to the number of pets, allies, and other quadrupeds that Delvers We also encourage you to submit
make use of in their delving lives. them to Delver Magazine, and
share such wondrous elements of
Centauroid: The Delver form is basically a mix of humanoid and quadruped.
your imagination with the world fans
Most gear is usable in pieces, but some like spacesuits need adaption. Worn
gear costs twice as much. of Derelict Delvers worldwide.

Amorphous: This unusual delver type is either made of many cooperative


symbionts, a single organism with fluid cellular structure of similar nature. The One side note: In Derelict Delvers
blob can move in any number of ways, but their speed is fairly typical. They can Alpha, one of the feature variants
envelop objects making them hard to take away (+4 Defense to grab or grapple was “skin hue.”
them.) They are also a bit stronger than most due to their fluid structure. Worn
gear costs five times as much and if they change their rough shape they will lose It had no impact on the game
the worn gear benefits. beyond being an aesthetic feature.
Its nice to know the races of the
Aberrant Form: The Delver has a form not nominally covered by other shapes future were enlightened even back
or variants. They may be starfish shaped, a mass of tendrils, spider-like, bird-like then. For the record, any color skin,
(two wings, two terrestrial limbs) or one of innumerable variants. It is advisable to carapace, or pelt is welcome in the
talk to the DM about what fits and what might be fun. Ordinarily gear costs as galaxy.
much as five times its normal cost. Benefits vary and should follow the pattern of
+1 to an attribute, +4 to a narrow benefits, +2 to a wider benefit, +10'/3m
move,or cause damage from 1d8 up depending on the application.
The Delver
Felinoids
Delvers can come in any
Felinoids are similar to humanoid stock although
shape, many different sizes, and
their features are heavily catlike.
numerous races. A DM should
always allow the players some
Felinoids are primarily descended from loping or pounce
options to tweak or re-roll
predators thus most felinoids retain claws, predatory teeth, and
options they feel make their
tails, although the exact nature of those traits vary somewhat.
Delver uninteresting to play.
Felinoids usually have 4 fingers and a thumb, five toes similar to A felinoid with full feline head
humanoids in appearance but with more claw like nails and smilodon style teeth may be
fun and visually fit a Delvers they
Felinoids across Archive Space tend to retain a furred pelt. want to play, but it may make
most Spacesuits unusable
Felinoids are slightly smaller than standard humanoids ranging without tweaks to the helmets.
from 5'2" to 6'2"
An insectoid with wings may
Felinoids are better suited for Soldiers,Scouts, and Espers.
have both its size limiting its
Many active Delvers are Felinoids who tend to thrive on the
clothing as well as its multiple
excitement.
functional limbs.
The pilot known simply as the Ion Knight, is believed to be a
felinoid. His ship was last seen drifting through the Frontier, Letting the imaginations of your
powerless. players adapt the details the way
The scientist-engineer, Rha Utte, claimed to have a cure for the they want is an important part of
Panuan Pox before she vanished, was a felinoid. the fun of Derelict Delvers, don't
unnecessarily limit them to just
Felinoids have +1 Dex, +1 Will what is in the rules if they come
up with something really fun.
A lot of fun can be had by
playing on made-up rivalries
between two delver races, or
shared camaraderie of two
species who served in past wars
together against some great
threat. Either way the social
interactions of Delvers should be
encourage in and out of the
Delve.
What happened to?
Felinoid Feature Variations
Table: 2.A Throughout the text you will
find mentions to people or things
Roll Feature
that impacted Archive space in
01-30 Strange Appearance. Roll on some way. In most cases the
table 1.B
situation is left open so that a
31-40 Digitgrade Legs (+2 stealth) good GM can turn that into a
41-70 Leaping (+2 to jump attempts whole Delve.
and additional 5' leap)
A good thing to remember is
81-80 Flexible Skeletal Structure that adventure in Derelict
(+1 Dex) Delvers isn't always about
81-90 Alternate Environmental exploring ancient locations,
Adaptations. Roll on Table ships or things. Sometimes it is
2.B
about dealing with things that
91-95 Roll twice, re-roll if 91+ happened within the Delvers
lifetimes.
96-00 Roll Three times. Derelict Delvers DM's and
players alike often like to step
Alternate Environmental Adaptations outside of the Derelict and see
Table: 2.B what goes on around the galaxy.
Plots, plans, and villains are just
Roll Feature
as easy to create as a typical
01-30 Smaller -20”/-0.5m Derelict with a little focus on the
background of what is going on,
31-40 Larger +20”/+0.5m and why. Just as a good DM will
41-70 Nightvision (Can see examine those same factors for
normally in the dark.) a Derelict.
81-80 Echolocation (+2 notice
checks)
81-90 Adrenaline Surge (+1 to Str
for 1d6 rounds 2x day)
91-95 Roll once on another races
features (DM's choice)

96-00 Roll once on another races


features (Player's Choice)
Interbreeding
Though numerous questions
have arisen about aliens
reproducing the most common
question was “can I play
something that is half Insectoid
and half Reptiloid!” or somewhat
similar requests.
The truth is most games of
Derelict Delvers don't ever touch
upon romance, love, or
reproduction. Those are things
outside of a Delver's regular
activities. Yet for some players
the game will go such places,
without a moments hesitation.

The writer's suggest that such


concept be handled tastefully. In
a broad universe of virtually
magical technology we say “Why
not!” Though we do leave the
final decision of such turns of the
game to the individual DM.

Gender, Sex, and reproduction


are all things that may have
minimal importance in a game,
but for some players may make
a very interesting series of game
events. We the creators of
course suggest all such things
be handled within the player's
personal boundaries. A game is
meant to be wild, wahoo fun.
Whatever that may mean to you!
Insectoid Feature Variation
Table: 3.A
Roll Feature
01-30 Strange Appearance. Roll
on table 1.B
31-40 Wall crawling: May move on
walls or ceiling at normal
speeds.
41-70 Functional Terrestrial Limbs:
+1 to Str/Dex rolls where
multiple limbs could assist.
81-80 Functional Wings: May fly at
2x Running Speed
81-90 Alternate Environmental
Adaptations. Roll on Table
3.B
91-95 Roll twice, re-roll if 91+

96-00 Roll Three times ignore 91+

Alternate Environmental Adaptations


Table: 3.B
Roll Feature
01-30 Electrical Sense (+4 notice
to detect robots and
lifeforms)
31-40 Poison Bite/Sting (1d8
Ignite)
41-70 Efficient Metabolism (Half
Damage from
Toxins/Poisons)
81-80 Enhanced Speed: move
+10'/3m
81-90 Antenna Sensors (+2 notice)

91-95 Roll once on another races


features (DM's choice)
96-00 Roll once on another races
features (Player's Choice)
Reptiloids

Scaled humanoid reptiles, notable for their large


eyes, tails, and the fact that despite being reptile-like are warm
blooded.

Most reptiloids have three fingers and an opposable thumb, and


three long toes with an dew claw back towards the ankle on their
long stable foot. Reptiloids have a nictating membrane covering
their eyes which can give them what seems to be an unwavering
stare.

Reptiloids tend to be somewhat larger than standard humanoids


being over 6' for most of their group, with the largest being upwards
of 8' (6-7'8")

Repiloids receive a +1 Str, +1 Con.

Reptiloids are best suited to being Soldiers, their size strength and
resilience keep them up front in combat much of the time.

Notable Reptiloids include the l Esper, Gojin Marak, who created


Marakian Amplifier that was used to free his people from the tyrant
Hurjin Akada. Also worth remembering was Delver Ikasoru, who
discovered the Well of Yrral.
Reptiloid Feature Variations
Table: 4.A
Roll Feature
01-30 Strange Appearance. Roll on
table 1.B
31-40 Hood or Frill (+1 Cha)
41-70 Venomous (Bite1d6
Damage, Ignite)
71-80 Radial Eyes (+3 Notice)

Alternate Environmental
Adaptations. Roll on Table
4.B
91-95 Roll once on another races
features (DM's choice)
96-00 Roll once on another races
features (Player's Choice)

Alternate Environment Adaptations


Table: 4.B
Roll Feature
01-30 Run on Water at normal
speed.
31-40 Chameleon Skin (+4 to
Hide)
41-70 Sticky Tongue (Retrieve
small objects/ 1 pound)
71-80 Regenerates (Regains 1 HP
a round when below zero
HP.)
81-90 Blood Spray (Save vs Dex
or Blinded 1d4 rounds)
91-95 Roll once on another races
features (DM's choice)
96-00 Roll once on another races
features (Player's Choice)
Basic Attributes

All Delvers are defined by their physical and mental abilities to some
extent, we use the following basic attributes to give us a starting
image of the characters capabilities in play

Strength (STR)
Dexterity (DEX)
Constitution (CON)
Intelligence (INT)
Will (WIL)
Charisma (CHA)

Roll on the following table to determine attributes scores.

Attribute Scores
Table: 5.A
Roll Attribute
3-4 -3

5-6 -2

7-8 -1

9-10 0

11-12 +1

13-14 +2

15-16 +3

17-18 +4

Alternately, a player may spread 5 points among the 6 attributes.


(With a max of three in any one attribute), they may also
set a score below zero to get points back (again a score may not be
lower than -3)
What is Strength Used for:

Melee and Hand to Hand Combat


Breaking Things by physical force
Lifting and moving things
Forcing things
Climbing
Swimming
Throwing Things
Grabbing things
Bending things
Jumping large distances
Restraining someone

What is Dexterity Used for:

Ranged Combat
Balance or acrobatic actions
Catching falling or thrown objects
Dancing
Avoiding attacks
Acrobatics
Sliding through closing doorways
Escaping Traps
Tucking and Rolling

What is Constitution for:

Resisting Exhaustion/Tiredness
Holding ones breath
Resisting Toxins/Drugs
Healing and Recovery
Keeping active after being hurt.
Resisting gravitic nausea

What is Intelligence Used for:

Understanding things
Repairing objects
Solving Problems
Reading Sensors
Building new things
Reading archaic languages
De-cyphering puzzles.
What is Will used for?

Resist Mental Attacks


Avoid Mental fatigue
Resist Pain
Noticing things
Resisting torture.
Opposing coercion
Focusing on a boring task
Staying alert

What is Charisma used for?

Drawing Attention to oneself


Seducing someone
Impressing someone
Intimidating someone
Fast talking someone
Looking good in the right clothes.
Dazzling the media.
Scaring someone
Fooling someone
Routing Enemies
Skill Rating Table
Level Excellent Skill Good Skill Fair Skill
1 1 1 0
2 2 1 1
3 3 2 1
4 4 2 1
5 5 3 2
6 6 3 2
7 7 4 2
8 8 4 3
9 9 5 3
10 10 5 3
11 11 6 4
12 12 6 4
13 13 7 4
14 14 7 5
15 15 8 5
15 16 8 5
16 17 9 6
17 18 9 6
18 19 10 6
19 20 10 7
20 21 11 7

The skill modifiers are not cumulative. Instead this is the basic skill
level for each class. A Delver will have his skills of importance
broken down on the character sheet with these numbers supplied
for his Excellent Skill, his Good and Fair skills,.
Character Progression

Level Experience Advantages


1 0 Initial Special Ability, Heroism Die
2 1000 Health Increase
3 2000 Heroism Die, Special Ability
4 3000 +1 to stat of choice; Health Increase
5 4000 Heroism Die, Special Ability
6 5000 Health Increase
7 6000 Heroism Die, Special Ability
8 7000 +1 to stat of choice, Health Increase
9 8000 Heroism Die, Special Ability
10 10000 Health Increase
11 12000 Heroism Die, Special Ability
12 14000 +2 to stat of choice, Health Increase
13 16000 Heroism Die, Special Ability
14 18000 Health Increase
15 20000 Heroism Die, Special Ability
16 22000 +2 to stat of choice, Health increase
17 24000 Heroism Die, Special Ability
18 26000 Health Increase, Followers
19 28000 Heroism Die, Followers
20 30000 +2 to Stat of choice, Health Increase,Followers

Heroism Dice determine how many Heroism points a Delver has to


face the trials and tribulations of delving. Heroism Points represent
skill and luck, and all injuries (except critical hits or similar effects)
come of heroism points first. Then health

Professions
Engineer
An Engineer is a technical expert, the go to sentient for building
technological items, repairing them, or understanding them.

Espers
An Esper is a powerful psychic. They can sense things, manipulate
things, and perform strange feats all with the power of their minds.

Medics
In the dangerous world of Delving the medic is every Delvers
friends. A medic heals, , keeps other Delvers alive through the worst
Delves.
Pilots
A Delve can't begin until you get there. The pilot is the operator
behind the getting places you need to go.

Scouts
The Scout is an expert at planet fall, surviving in hostile
environments and generally the Delves that go off the charts.
Literally.

Soldiers
Need someone or something killed? A soldier is the person who
knows all the ways to get it done..

Note:

Each Profession will list a category of skills as Excellent, Good, or


Fair. IF a skill is not listed it is assumed to be nonexistent for that
class, meaning they only get their raw attribute plus a die roll to add
to any attempts of using that skill.

An Excellent Skill is always Level (A 5th level hero will have a +5 in


their Excellent Skill.

A Good Skill adds 1/2 for every class level the character possesses.

Finally,
A Fair skill is one they only receive the +1 bonus for every three
class levels.

All skills will be modified by the appropriate attribute for that specific
test.
.
Engineer
Class Features
Excellent Repair Skill
Good Computers Skill
Good Security Skill
Fair Light Armor Skill
Fair Pilot Skill
Fair Small Arms Skill

Engineer d6 Heroism Dice

Level Title
1 Tinkerer
3 Technician
5 Technician Specialist
7 Engineer
9 Master Engineer
11 Scientist
13 Inventor
15 Innovator
17 Scientist General

Inventor, creator, scientist, and more. The engineer is useful in so


many ways, he can keep a ship running, or repair broken gear, he
can come up with on the fly inventions or even create new devices
that have a lasting impact over time. He's a handy friend to have in
a Delve, as one explores and examines ancient technologies,
doesn't make sense to have such a technologically adept Delver
along?
Special Abilities:

1st Level: Kitbash

An engineer can create a one-shot piece of equipment for the


expenditure of a Heroism Point. Such gear includes Small Arms,
Miscellaneous Support gear, Light Armor devices, and so on. The
item must be used the round after it is created as it is rushed
together and often made without advanced tools, and materials on
hand.

3rd Level: Universal Tool

An engineer without a tool kit suffers no penalty for improvised tool


use.

5th Level: Master of Machines

An Engineer may spend a Heroism Point, and give himself a


bonus +4 all skills involving technology outside of combat.

7th level: Jury Rig

Engineers are adept at keeping gear working even in the worst


conditions. A D#20 roll can be used to get any device at least
marginally functional (or return 1d6 Structural Points to it per level of
the Engineer) These repairs are temporary and should not be relied
on upon. Any failure while using the device properly means it has
fallen apart again.

9th Level: Brilliant Breakthrough

As a master of science and technology, an Engineer can improve


existing gear that is fully functional. He can increase the range by
20', or add +4 to its effectiveness. (Damage, to hit, or equipment
bonus value.)
11th Level:

13th Level: Eureka!

The engineer becomes a true inventor, able to manufacture devices


from the ground up (not just reproduce or improve traditional gear).
Most devices he creates will be unique and innovative items. Very
similar to in game artifacts in terms of functioning., The DM is
suggested setting significant D#'s to match their attempted creation.

In general though, the more abilities the item has and more serious
the game impact it will have, the harder it should be to
manufacture.

They also should takes days and weeks of time research and
manufacture. It is not normally something one normally does in a
Delve. Yet for a heroism point they can shorten the process by half
what the GM assigns. (Never less than 1 day.)

15th Level:
17th Level: Quick, back to the lab!

Level 17 opens up the Engineer as a mentor role. They may build a


laboratory (ship or planetary facility.) They gain 1d4 assistants of
level 2 as their Engineering crew. They should be fashioned as
Engineering PC's from the normal rules but start at level 2. See
'Building a Base' chapter for information on Laboratories.

19th Level: Science Command!

At this level the Engineer's crew grows larger gaining another 1d4
level 2 Engineers, their first crew gains 4 levels, and they may have
their choice of 2 crew members of any other class at level 3 in a
support role.

Manufacturing and Repair times are reduced to to ½ and for each


support engineer at hand the Scientist-General can add +1 for each
assistant helping him in a task.

20th Level: Science Force One

A Scientist General is now the commander of a crew of engineers


and others. They gain 5d6 more engineers of level 1, and their other
crews gain a level. In addition to this they gain 1d6 additional
supporting characters of other classes at level 3. The Science-
General can now gain +1 to his skill rolls for every engineer at his
command, and can reduce necessary exotic materials by ½ the
amount for creating innovative things.
Espers
Class Features:
Excellent Psionic Skill
Good Social
Good Medicine Skill
Fair Light Armor
Fair Small Arms Skill
Fair Computer Skill

Espers Receive 1d4 as Heroism Dice.

Level Title
1 Sensitive
3 Seer
5 Mentalist
7 Esper
9 Psychic Warrior
11 Mind Knight
13 Mind Master
15 Psychic Shaper
17 Psi Lord

Esper's are a common phenomena in the galaxy wherever sapient


life arises, able to wield the powers of the mind, and even utilize
some of the strange technologies of the Ancients. Esper's can warn
of danger, defuse a situation from a distance, or attack and defend
with powerful psychic skills. An Esper is always handy to have on a
Delve.
Special abilities:

Level 1: Esper Powers

The hero is adept at focus and will and can utilize psionics to aid
their allies. Normal Esper abilities require a skill roll vs a D# set by
the power's rank to activate. Some powers offer a save against their
effect which should be rolled immediately. Powers which offer
saves do so against the Power Strength (Power Rank+Will+Esper's
Level)

Level 3: Power Boost

The Esper hero may spend a heroism point and gain +2 to the to
the power's strength.

Level 5: Psionic Conflict

The Esper hero may now engage another Esper in direct mind to
mind conflict. The landscape of this battle is shaped by their minds,
but is not something non-espers may see without Ancient
technology. The Esper may still perform simple actions—talking,
walking slowly, passive defense and the like, but may not do much
else. (Special actions detailed in Psionic Conflict)

Level 7: Psychic Disruption


The Esper can spend one hero point to shut down all psychic
powers in a 30' radius that have ongoing effects. The Espers rolls to
shutdown powers by roll 1d20+Psionics Skill vs the Power's
Strength.

9th Level: Battle Mind


An esper can utilize their psychic skills to up their defense by their
Will value so long as they defend only, and don't attack, enter or
perform psychic conflict.

11th Level: I must not fear. Fear is the mind-killer.

An Esper may gain a +4 to Concentration checks needed to


maintain powers when they are attacked, or exposed to distracting
situations, they become immune to fear and fear like effects.
13th Level: Power Master

The Esper can choose one category of Esper abilities and perform
those with a +4 bonus to their Power Strength. This only applies to
one power category: Teleport, Telepathy, Clairvoyance,etc.

15th Level: Master of the Mind

The Esper becomes immune to all emotion control, mind invading


and altering powers, so long as he has not been defeated in psychic
conflict first. Esper's also may need to initiate psychic conflict to
perform their powers on particularly powerful psychically gifted foes.

17th: Where there is a will. There is a way.

The Esper may build a sanctuary for himself aboard a ship, moon,
or planet. The location must be serene and peaceful. The Shaper
also gains 1d4 Espers of level 2 as students. He may manufacture
psychic booster equipment of a limited nature. (One shot devices,
limited charge items.)

19th Level: We are Legion

The Esper's sanctuary and legend draws additional students and


supporting staff. The Esper gains another 1d4 level 2 students, and
the previous students advance to by 4 levels. They also gain 2
Medics or Pilots (in any combination) who are at 3rd level of ability. If
they choose pilots they will need to supply the ships.

The Psi Lord may add +1 per student to attack and defend in
psychic conflict. Drawing on their hidden reserves they are not yet
utilizing.
20th Level: Mind One

The Esper attracts even 5d6 level 1 Espers, All their other followers
gain a level, They also gain 1d6 followers of any class at 3rd level of
ability.

The Psi lord can now draw upon all their Esper students to gain a
+1 bonus to power rolls for each student under them.

The Esper students can under the guidance of the Psi Lord
manufacture psychic items for other users, these are similar to the
usual artifacts with psychic effects or powers.

Medic
Class Features:
Excellent Medicine Skill
Good Heavy Armor Skill
Good Small Arms Skill
Fair Heavy Weapons Skill
Fair Pilot Skill
Fair Social Skill

Medics Receive d8 Heroism Dice.

Level Title
1 Intern
3 Practitioner
5 Field Medic
7 Medic
9 Master Medic
11 Physician
13 Specialist Doctor
15 Surgeon
17 Surgeon General
Special Abilities:

1st Level: Triage

The Medic can diagnose and cure illnesses without a medkit.

Level 3: Emergency Response

A medic can spend a heroism point to gain +2 bonus on any


medical skill roll. They also utilize special boosts by using the
medkit on their allies.

5th Level: Sanctuary

The medic suffers no penalties for trying to heal someone in the


middle of combat or when injured. They become immune to poisons
and toxins due to their training and long practice with biofeedback
and medki use.
In addition to this, robots, computers, and creatures of Average (0)
sapience or higher must make a Will roll (D#15) to attack a Medic
who has identified themselves, are in uniform, or have a utilizing a
medkit. Animals or creatures below Average intelligence cannot
recognize the iconography and long standing beliefs and protocols
for dealing with medics in battle.

7th Level: He's not dead, Jim

The Medic can spend a heroism point and make a recovery and
healing check on anyone who has been dead for less than one
hour.

9th Level: Wonders of Medicine

The medic can now stabilize a critically wounded or dying ally


automatically if he has his medkit. If he lacks his kit, he may roll to
succeed without it. The medic can also treat and cure long term
illnesses that are persistent or resistant to normal curative
measures. (Cancer for example, sterilization of a species, etc.)
11th Level:

13th level: Biofeedback Mastery

The Medic can use this ability stabilize themselves at 0 Health, so


long as they make a Medicine skill roll as normal to do so.
Continuing damage will cause this effort to fail.

15th Level: Healer's Oath

The Medic has always upheld an oath to heal, now they can draw
upon that oath to get them to their patients and keep them alive to
heal. They gain a +4 defense while a patient is in danger.
17th Level:

19th Level:

20th level
Pilots
Excellent Pilot Skill
Good Small Arms Skill
Good Social Skill
Fair Computer Skill
Fair Light Armor Skill
Fair Repair Skill

Pilots Receive d8 Heroism Dice

Level Title
1 Candidate
3 Navigator
5 Space Jockey
7 Pilot
9 Pilot Commander
11 Captain
13 Task force Commander
15 Fleet Commander
17 Admiral

Special Abilities:

1st Level: Cut it Close

The Pilot may interrupt an opponents action once per turn for a
movement or defense he has taken during the round. (It applies to
vehicles as well as his personal actions.)

3rd : Charming Smile


The Pilot has a swagger, a smile, and an open manner that even if
not directly friendly tends to put others at ease around him. He's
confident and cool even under pressure.

5th Level: Sailing the Stars

The Pilot gains his own ship. It may not be much to look at, but
within due time it will be customized to suit the pilot. If the ship is
destroyed the Pilot must perform some runs for Archive to earn
another. Ship is valued at 15000 credits or less.
7th Level: I call her Stella

The Pilot receives a +4 equipment bonus for flying his own ship. He
may also pay a Heroism Point to declare a small customization (less
than 1000 credits) on the fly. However, he must pay those credits to
keep the modification or it burns out or is repossessed before its
next use.

9th Level: Escape Clause


A Pilot can maneuver a ship or other vehicle to cause damage to
other ships without firing nary a shot. Forcing them to face
asteroids, narrow passage, etc.

11th Level: Wing and a Prayer

A pilot may keep a ship operating when it hits 0 Durability. He must


make a Pilot check spend a heroism point and the ship will continue
to operate for a number of turns equal to the total check score. If it
is not repaired before this time expires the ships drives will go
critical and it will explode, killing all aboard. The ship can continue to
take damage however to its systems for the purposes of repair
costs, and injury to those inside.
Scout
Excellent: Survival Skill
Good Small Arms Skill
Good Stealth Skill
Fair Light Armor
Fair Medicine Skill
Fair Pilot Skill

Scouts Receive D8 Heroism Dice

Level Title
1 Seeker
3 Adventurer
5 Outrider
7 Scout
9 Master Scout
11 Trailblazer
13 Explorer
15 Pioneer
17 Vanguard

1st Level: Hardiness

The Scout is adept at surviving in exotic environments and facing


strange planetary conditions. He receives a +2 bonus to all saves
involving environmental conditions. (Fire, Heat, Cold, Toxins,
Allergens, and so forth.)

3rd Level: Tough as Nails

The Scout can spend a heroism point and make a survival skill roll
even against effects that wouldn't normally allow it. Such as
withstanding ignite effects of acids, flamethrowers, heat from robot
foundries, etc. Even in space he may make a roll to temporarily
withstand dying. (This does not mean he will be healthy, see the
“Space” chapter for details on exposure.)

5th Level: Killed 'em a bear

The Scout may use his Survival skill instead of Small Arms to fight
natural animals and predators, or creatures lacking sapience. This
does not apply to manufactured threats, including engineered
creatures.
7th Level: Boon Companion

The scout find or discovers a strange alien animal or creature that


takes a liking to them. This animal will follow commands and can
survive in the same environments as the scout. The exact
specifications depend on the GM (See section of the Enemies and
Encounter chapter), but the animal/creature should be equivalent to
the scouts level -2 (starts at 5th level comparable experience.)

9th Level: Little trick I learned on....

The Scout may spend a heroism point to perform seeming


supernatural feats of survival such as mystic resistance to damage,
incredible feats of skill such shooting a beam out of the air with
another beam.

The effect is rarely repeated, and should make sense for a scout,
big alien hunter, or the like.

11th level: Hunter's Eye

The Scout is a capable hunter and can see the signs of ambushes,
prey or predator tracks, and is usually astute at recognizing danger.
The scout gets a +4 bonus to Notice checks, and a +2 bonus to
initiative. T

13th Level: The Less Traveled Path

The Scout can spend a heroism point in an attempt to locate a less


dangerous path whether it is through the burning ruin of a ship, or
along the wilderness floor of predatory plants and animals. They
can cut travel times in half, and also reduce any inherent dangers
by their knowledge and instinct.

15th level: I once went to my own funeral

The Scout is the toughest of Delvers. He can spend a heroism point


to boost his Defense by 2, and automatically stabilized unless he's
taking continued damage when he falls below 0 HP. The Scout may
appear dead if he so chooses while he recovers Hit Points, as a part
of the training he learned from strange alien shamans.
17th level: My name is known on a hundred worlds.
The Scout draws

19th Level

20th level:
Soldier
Excellent Heavy Armor
Good Heavy Weapons
Good Small Arms
Fair Light Armor
Fair Repair
Fair Survival

Soldiers receive D10 Heroism Dice


Level Title
1-3 Grunt
3 Trooper
7 Soldier
9 Gunner
11 Veteran
13 Sergeant
15 Officer
17 Commander

Special Abilities

1st Level: This is my beamgun!

The Soldier may choose one specific weapon to specialize is, with
that chosen weapon and only that chosen weapon they gain a a
bonus to +2 bonus to hit, and a damage bonus equal to their level.

3rd Level: That's not a knife, this is a knife!

A Soldier may intimidate others with a +4 bonus by demonstrating


his use or skill with a weapon.

5th level: One shot, One kill

The soldier may spend a heroism point to do max damage on an


attack. They do not need to roll any dice simply take the maximum
possible rolled result plus their bonuses.
7th Level: Stubborn as a Mule

The soldier may spend a heroism point and immediately re-roll any
save that creates an impairment result. (Psionic powers, sleep
gases, poisons, ignite)

9th Level: It's just a scratch!

The soldier automatically stabilizes if brought below 0 HP, unless


continuing damage is done. (Ignite effect, or several repeated
attacks on their prone form.)

11th level: Tactical Advantage


The soldier isn't just an infantry grunt, but trained and practiced
soldier. They can give spend a heroism point to give their allies a +2
bonus to either attack or defense (But not both.)

13th Level: Heroic Surge

If his allies fall in battle or are all impaired and unable to act, the
soldier gains a +2 Defense, a +4 to all his saves, and adds a +2 to
his to hit with all weapons. He can double those numbers by
spending a heroism point.

15th Level: Master of Arms


The Soldier gains a +5 to the damage of all weapons (except his
Specialization), and a +2 to Defense. His Specialization becomes a
mastery and gains an additional +2 to hit, and now doubles the dice
rolled for damage.

17th level:
Final Touches

Defense Rating is equal to 10 plus the characters Armor skill for


the armor type they are wearing.

Saves are equal to the Character Level plus relevant attributes for
each kind of test. They do not need to be prefigured as a specific
save may call for a different attribute. (Save vs Ignite attacks may
use Dex or Con for example.)

Naming your Delver:

Delvers have a wide variety of races, genders, and cultures. Names


should be creative and fit the player's desire for their Delvers
“heroic” nature. We generally suggest something serious, but that is
of course up to the player. Mr. Fluffy the Scientist General is less,
intimidating than say Ranedd the Brilliant, Scientist General.

Though in the end it is of course your game, and naming your


Delver is an important aspect of shaping who and what he will be
perceived as in the long run. DM's are perfectly allowed to mock
PC's with silly names via their NPC's. The same is true of PC's
mocking poorly named ships, or NPC's created by the DM.

Gentle mocking is always in good fun.


Suiting Up
Gear: All Heroes roll 4d6x20 credits.

Credits: The Archive uses a system of money based on the value of


the work hour. 1 credit is the value of an average work hour in a
median difficulty task. The credit is the standard value. Since credits
are standardized most people simply carry a card with any credit
value stored as data on the card. In some cases physical credit
chips are also used. These are circular and have a value encoded
inside the chip much.

All characters should purchase gear in advance only with GM


permission. Otherwise it is suggested that a visit to the ARCHIVE
stores at their location be done in character. Simply to allow a few
moments to let new players accustomed to social interaction, as
well as let the characters ask questions about the gear if they do not
have a copy of the book without taking time to do so mid-delve.
Encumbrance:

Encumbrance is a measure of how awkward a piece of gear is, not


specifically how heavy it may be. Ordinarily most gear is
manufactured to be at the optimal weight for its intended use while
delving. Items are marked from “Inconsequential” indicating no
difficulty carrying or uses, on up to “Awkward” to indicate their level
of awkwardness in use.

Inconsequential: A Delver can carry hundreds of this item


with no problem. (Credits)

Easy: Object is quite handy or easy to wear.

Medium: Object is somewhat awkward or difficult to carry

Clumsy:Object is not easily carried or worn.

Awkward: Object impairs or encumbers the wielder.

There are some general rules that supersede this which are
mentioned under specific gear. Generally though an Awkward item
is too difficult to carry more than one of no matter what is done to
alleviate its bulk. While a significant number of easy items are likely
to cause only moderate problems if carried.

Belts:
Items that are stored on a belt must be small enough to fit in the
pouches. Items are usually Medium or less Encumbrance, and
count as Easy while on the belt. All Delvers receive a Class 2
Expedition Belt (10 pouches, one holster) for free.

Backpacks:
A backpack can only store items up to Clumsy, but only a limited
number of total items. It reduces the Encumberance value by one
step if the item can fit inside. (Most Awkward items won't fit.)
A Delver receives a Class 3 Retireval Specialist Pack for free.

Clumsy items usually must be carried by hand if they won't fit in a


backpack or they can be carried strapping it to ones back. Or in
some cases slinging over ones arm with its own strap. Items at
Awkard scale usually need more than one person to move it.
Some items can be deactivated and become less awkward when
not in use.

Delvers need only worry about exact weight of artifacts in extreme


circumstances.

A Delver may carry a single item in his each hand of Easy


Encumbrance.

Any item above Easy Encumbrance impacts the characters Dex.


Each level above easy causes a -1 to Dex. If they reach zero they
are Encumbered and move at ½ normal speed.
Adventuring Gear

Name Cost Encumbrance


Beam Cutter 10 Easy
Sealspray 5c 1
Webrope Canister 15c 2
Synthrope 10c (100'/ 2
Fluorosticks 2c for 5 1 for 4pack
Beam Lamp 10c 2
Pulse Lantern 15c 2
Thermogoggles 25c 1
P-Comm 5c 1
Thermosphere 12c 2
Megatool 15c 2
Medikit 15c 2
Magnalens 25c 1

Beam Cutter
A device for cutting through materials quickly.. It is a small hand
held device that has three power settings. It can be used to solder
materials (setting 1) for precise cuts in confined areas (setting 2) or
it can cut through sealed access ways. (Setting 3) It isn't useful as a
weapon (-4 to hit) but it does do 2d10 damage to most materials.
The device must be held very near (2' or less) the material to be cut.

Sealspray
Sealspay is a chemical spray that seals wound and regenerates
tissues. The applied chemicals also relieve pain and boost energy
levels of living creatures. . When applied Sealspray recovers 1d4
Heroism Points.

Webrope
A canister of sticky fluid that hardens to a rope like strand (which
retains some gripping stickiness.) It provides a +4 equipment bonus
to climb checks. It takes a D#20 test to break once hardened. Can
hold up to 500kg/
Synthrope
Rope fashioned from synthetic materials that is as strong as cable,
but as light as a ribbon of silk. D#30 to break without
a beam cutter of some sort. Can hold up to 2000kg/

Flurosticks
Small chemical based light stick. Activating one of these takes an
action but it will give sufficient light for a 5m space for up to an hour.
The chemical then becomes inert and the light fades away. Not
reusable. Provides a +1 Notice bonus in dark places.

Beam Lamp
A beam Lamp is basically a small hand held cube shape device that
generates a bright cone of light that extends up 10m distant and is
5m wide at its farthest viable point. It uses the same power cells as
the type that powers most energy weapons. A single cell lasts for
two hours. Gives a +2 equipment bonus to notice in dark places.

Pulse Lantern
A larger and more powerful light sources than the Beam Lamp.

It uses its own micro fusion generator and uses minimal power by
generating light in a super-rapid pulse. It pulses so fast the light
seems stable and constant to most creatures optical senses. The
generator can be overloaded and the light thrown--which will
generate a small explosion. Its blast radius is 10m around and does
2d8 damage to anyone caught inside the blast. Performing such an
action destroys the light. It provides a +4 equipment bonus to
notice in dark places.

Thermogoggles

Thermogoggles provide night vision by enhancing and making


thermal energy signatures visable. It has no effect if there are no
heat signatures present. Otherwise the character wearing the
goggles may see up to in darkness 90'/30m.
P-Comm
The P-Comm is a personal communicator and computer. The P-
comm is a large 3” wide band that encircles a limb of the user. (It
can be worn on a belt as well.) It allows communication to any other
P-Comm within 500m using its own power, or can be relayed by a
ship up to 10au's. On a civilized planet its range is only limited to the
planet itself or nearby ships without relaying through another
system. A P-comm provides a +2 Computers, Security, Repair or
knowledge checks. If used.

Megatool

The Megatool utilizes force-field technology on a limited scale to


generate a variety of programmed tool shapes. It can also utilize its
limited scanner to adapt to virtually any physical tool necessary:
hammer, screwdriver, lockpick, pliers and and so on. It cannot carry
or connect a current to the wielder (since it uses force fields.)
It also cannot be used to weld, solder, or burn. The device can be a
poor weapon doing 1d4 points of damage at best and with a -2 to
hit.

It provides a +2 Equipment bonus to Repair.

Medikit.
A device which contains medical scanners, and chemical
synthesizers which can produce flesh sealants, bandages, splints,
and a large variety of medications, drugs, and the like for a trained
medic. In untrained hands the device may be dangerous. Anyone
with the Medic skill can use it with a +2 Equipment check bonus to
revitalize another being.

Magnalens

Magnalens are simply digital magnifiers, which can be programmed


to increase the visual clarity of a distant object. It provides a +2
equipment check to notice for viewing things at great distances, or
that are very small.
Weapons and Armor:
Adv. Melee Weapon Type Damage Notes Costs Encumbrance
Energy Knife Small Arm 1d8 Can be thrown 12 1
Expandable Staff Small Arm 1d8 Fits in 3"x6" space 15 3
Beam Blade Small Arm 1d10 70 2
Chain Axe Heavy Arms 1d12 35 3
Magnawhip Small Arm 1d8 Save or Entangle 50 2
Mass Mace Small Arm 1d10 Save or Knockdown 75 2
Mass Maul Heavy Arm 1d12 Save or Knockdown 80 3
Storm Pike Heavy Arms 1d12+1 Save or Stun 100 3

All advanced melee weapons have a built in power cell, that should
power it for an entire delve. Only devices discovered on a delve
may need recharging under most circumstances.

Considering the vast number of designs, power couplings, and cells,


it takes a Moderate (Difficulty 15) repair roll to jury rig a charging
station.

Due to their design, advanced melee weapons can parry other


advanced melee melee weapons. Primitive melee weapons
(usually) will be heavily damaged by any attempt to parry or block
one of these devices.

Energy Knife:
The simplest of energy weapons. It consists of blade and hilt of
advanced materials as well as a built in power source. When
activated the blade is charged with energy that can cut through
materials an ordinary knife could not.. Since the energy is only
charging the blade it has a balanced mass and can be thrown.

Expandable Staff:
A simple metal staff that can expand from a cylinder that is 3"x6" to
a 3"x6' size. The weapon uses a small mass device to hit with
impressive force but all damage is purely physical. An Expandable
staff is Encumbrance value 1 when collapsed but 3 when activated.
Beam Blade:
Appearing most often as a hilt for a sword, a beam blade sprouts a
contained field of energy for its striking blade. The energies vary
much like Beam Guns, but the primary effects are pretty much
standardized.

Chain Axe
A large hafted weapon that has a moving chain along ithe cutting
edge of its bit. It is a very brutal and effective weapon. +2 equipment
bonus for intimidation checks.

Mass Mace and Mass Maul:

Designed to generate a controlled field of intense gravity, these


mass weapons transfer their force and increased
gravity into their target. The only real difference between these
weapons is scale. A Mass mace is a one handed
and relatively quick weapon, while the Maul requires two hands to
direct its enhanced mass striking surface.

A Mass Mace requires anyone who takes damage from a strike, roll
a Save (Con) vs Average Difficulty (10) or
be knocked prone. It takes move to correct.

A Mass Maul requires a similar save but is a Moderate Difficulty (15)

Storm Pike:

The storm pike is a long metal staff topped by a powerful plasma


emitter the generates a field that resembles a spear head. When
someone is struck they must make a Save (Con) Vs D#15 or lose
their action for the round from the stunning discharge.
Ranged Weapons Type Cost Damage Ammo Notes
Beam Pistol Small Arms 30 1d10 10
Beam Carbine Small Arms 50 1d10+1 10
Beam Rifle Heavy Wpn 70 1d12+2 10
Rocket Pistol Small Arms 50 1d10+1 8
Rocket Rifle Heavy Wpn 70 1d12 8
Machine Pistol Small Arms 65 1d8 30 Burst Fire
Autogun Small Arms 100 1d10 60 Burst Fire Suppressive
Heavy Autogun Heavy Wpn 120 1d12 120 Burst Fire,
Flamer Small Arms 80 1d8 12 Ignite
Burner Gun Heavy Wpn 90 1d10 12 Ignite
Grenade Launcher Heavy Wpn 150 Grenade 6 See Grenades
Gremades Heavy Wpn Var. Var. 1 See Grenades Description
MPAMM Heavy Wpn 900 4d12 1 Radius, Save vs Dex
Tangler Gun Small Arms 20 None 4 Save Dex
Net Gun Heavy Wpn 30
Needler Small Arms 50 1d6+1 120 AP, Burst fire, May be Drugged
Scatter Gun Heavy Arms 60 1d12 6 Cone

Beam Pistol/Beam Carbine/Beam Rifle


One of the most wide ranging weapons across the galaxy. The
Beam pistol is a handhold directed energy weapon.
The Carbine is a heavier design with a a stronger beam and a
bracing stock, while the rifle is even more powerful and has better
range.

There are thousands of variants, lasers, masers, particle beam


guns, plasma bolt guns, and so on. Mechanically the differences
are so minor as to not be worth noting except in the case of
enhanced artifacts.

Rocket Pistol/Rocket Rifle


These weapons are simply advanced slug throwers that utilize
partially self propelled ammunition. A micro rocket is flung by
magnets, combustible material, or even a powerful piston along
the barrel and out into the air. Once it passes the ignition edge of
the barrel the rocket ignites and is propelled at high speed to the
target. Because of the short range these weapons are most often
used at, there are no known guided versions
Machine Pistol/Autogun/Heavy Autogun
Essentially these are designs that haven't changed much over the
centuries. Better ballistics, reliable components and the like. Most
Autoguns produced in Archive space rely on magnetic acceleration,
though chemical ones, or even stranger gravity manipulating forms
to turn up from time to time.

All of these weapons are capable of Burst Fire, some are capable of
Suppressive fire. See the Kill things and taking Their Stuff chapter.

Flamer/Burner Gun

Essentially these weapons spray extreme thermally charged


energy at the target, causing its surface to ignite. After a successful
hit by the weapon, the target makes a Save Vs Dex D#15. If it fails
the target will continue taking damage for a number of rounds equal
to the initial damage rolled. The damage value however drops each
round by 1 point. A save may be performed each round to halt the
continuing damage. (See also IGNITE effects, in the Killing things
and Taking their Stuff.)

Grenades
A grenade is a small explosive device, designed to be thrown by
hand or launched from a specialized weapon. A number of types
exist as below. See Throwing for details on thrown weapons.

A standard Fragmentation grenade is a small explosive charge


designed to take out infantry and disable other combatants. A
Standard incendiary is a simple flame focused weapon that
explosively spreads a burning gel after it explodes.
Other examples may exist.

Cost
Standard Frag 3d10 Radius (20') 5
Standard Incendiary 3d6 Ignite (10') 7

Grenade Launcher:
A device used to propel grenades farther and more accurately than
a traditional thrown grenade. The damage done will be based on the
type of grenade, and a grenade launcher reduces grenade bounce
by 2.
MPAMM
Man Portable Anti-Matter Missile
This weapon consists of a single shot missile launcher and missile.
It is a Heavy Weapon and suffers a -4 to hit at close range,
however, it has a 40 meter blast radius which is within close range
so firing it at that range is never recommended. Anyone within the
damage radius may make a save vs Dex to avoid half the HP loss.
.
Scatter Gun

Any number of weapons designed to fire a cone of debilitating


debris. Most use a spray of flechettes launched from
a sealed explosive shell. These weapons tend to have shorter
ranges than other weapons, but they spread in a cone from the
weapons barrel allowing the wielder to strike many targets,
however, it is just as dangerous to allies within the cone area of
effect!

Armor

Name Sealed Cost AB: Class Enc Notes:


Archive Agent Jumpsuit Yes 15 1 Light - Bubblehelmet, No EVA
Free Agent Jumpsuit Yes 35 2 Heavy - Bubblehelmet, No EVA
Space Suit Yes 50 3 Light 2 Retractable helm, EVA
Military Space Suit Yes 80 5 Heavy 2 Retractable Helm, EVA
Exoskeleton Suit No 250 8 Heavy 3 (Carried only) Worn --
Heavy Power Suit Yes 900 10 Heavy 3 (Carried) Retractable Helm, Eva
Military Heavy Power Suit Yes 1200 12 Heavy. 3 Carried Eva
Orbital Drop Suit Yes 10000 10 Heavy 3 Carried Built in weapons, EVA,
Orbit

All spacesuits have Encumberance only when carried and not worn,
Liners can be added to Armor suits to help improve their absorption of damage (AB), and
force fields can provide an additional buffer as well.

Liner Type Cost AB:

Impact Mesh 20 +1
Energy Weave 50 +2
Deflec Field 60 +3
Force Field Belt 900 +6
Force Effect Mesh 1200 +7
Megalloy Mesh 1600 +9
Megalloy Plate 000 +12 Heavy Armor Only
Megalloy Plate with Point Defense Field 9000 +15 Heavy Armor Only
Shields Cost Type AB: Enc

Deflec Shield 20 Light 3 2


Megalloy Shield 50 Heavy 6 3
Null Force Shield 120 Light 6 3
Large Null Force Shield 280 Heavy 12 3

All Shields require an active skill roll to absorb damage.


Esper Abilities

An Esper may choose to use any ability to activate but must


concentrate during the round. Powers only activate at the end of the
round after all other actions occur.

An Esper can be disrupted by attacks on them or by other effects


which could end their concentration. Resisting such effects is
always a Will Save vs D#15

Each Esper power has certain difficulty to achieve. When the power
is due to activate the ESPER makes a Psionic skill check versus
the difficulty of the power below. If they meet or beat the D# they
succeed and their power goes off. Some powers can be maintained
these have another Psionic skill check (usually with a -5 to the D#
since the power is already active.) However, an Esper cannot
maintain more than 1 power at any given time. Some psionic
abilities can be activated at a higher target number to increase the
range or damage aspects of the power. Powers which can be
modified have the details for such rolls listed in their description

Apportation:

Warp Lamp (D#10)


The Esper apports light from another location. The apported light
carries only minimal warmth and heat. It is sufficient to generate a
30' sphere of light around its location. Normally it appears floating
near the Esper and can be directed within 5' of the creator. The
power lasts for 1 round per level of the Esper, but may be
maintained with a D#5 check.

Summon Object (D#15)


The Esper can summon an inanimate object within his unaided
visual range to his hand. The object must fit reasonably within his
hand and can only weight as much as 1 pound per Esper level.
Time: Instant. A target holding an object may move it and disrupt the
apport with a Dex check vs D#10
Warp Shield: (D#15)
The Esper creates an apport field in front of them the warps attacks
around them, turning bending them off the mark. The field is
unstable and inexact so it provides +4 Defense versus ranged and
melee Psychic attacks are unaffected. This power may be
maintained beyond the first round by a D#10 roll of Psychic skill.

Warp Bomb (D#20)


By teleporting compressed air close to a targeted foe, the Esper
creates a powerful sonic boom damaging an area 30' wide for 1d10
Damage plus the Esper level (10th level Esper would do 1d10+10
damage). The damage can be increased by 1d10 for every +5
increase to the target number.This Power does not work in a
vacuum.

Flicker (D#20)
An apporting Esper can teleport rapidly between two nearby
locations to make attacking them difficult. An attacker makes their
attack roll as normal but if it strikes, and is an odd number. The
attack actually misses as it passes through their foes after-image.
On an even to hit roll, the attack lands as normal. (This only
accounts for the actual roll. Not including modifiers) The flickering
effect lasts for a number of rounds equal to the Esper's level. This
power cannot be maintained.

Rook Port (D#25)


Another power that once activated will “wait” until conditions are
necessary to activate it. This power is set on an ally and the power
will wait until they are at below half their normal Heroism Points,
when they fall below that point the Esper is ported to their allies
location, and vice versa.

This allows their ally to get out of dangerous situations fast and let
the Esper attempt to deal with the danger. Due to the surprise and
speed of this power the Esper gets one shot to strike their foe with a
bonus equal to their Esper level.

The Esper can of course cancel at anytime even at the instant of


teleport, so as not to get themselves into greater danger than they
can handle. Usually lasts 1 minute per Esper Level but can be
maintained.
Defense Port (D#25)
Once this power is activated it waits until the Esper is down to 1
Heroism Point. When they reach that level they teleport to the
nearest safe area within reach. If there is no location suitable, the
Defense port power moves them at least out of immediate reach of
their foe if possible. Range: 1 mile. The power once initiated will
protect the hero for one hour per Esper's level. Can be maintained.
.

Teleport (D#30)
Espers with full scale teleport. Can move anywhere within their
visual range. They can move to any location they can see (Even via
camera) so long as it is on the same planet, ship or other structure.
They can teleport to a location they remember but this requires a
will test D#15 to succeed, and the distance must remain on the
same physical structure.

Teleport Foes (D#30)


Another defensive port this one when activated teleports an number
of hostile being or foes within 20' feet “away” from the Esper. It will
effect a number of foes equal to the Esper's level. The Esper
teleports them randomly 1d6 miles or the farthest not immediately
hostile location within that rolled range. Foes may make a Will
check D#40 to resist being ported away. The Esper can increase the
save required by +5 for an increase of their own D#

Phase (D#35)
Utilizing their apportation ability to set their body slightly out of
phase with the molecular structure of materials around them allows
the Esper to become a ghostlike figure, passing through walls with
easy. They are immune to most attacks (Electrical attacks do half
damage and Psychic attacks do full damage) when phased but
cannot interact with anything except via the use of their psychic
powers. The Esper must concentrate each round to avoid being
returned to their normal state. The power lasts a number of rounds
equal to the Espers level. Can be maintained
Portal (D#35)
The Teleportal can now open and maintain a teleport gate between
two points on the same planet. The portal is 10x10' and should
allow the teleporter to transport anything that will fit through the
portal. The portal lasts a number of minutes equal to the Esper's
level, and can cover any physical structure they are on. (Planet,
asteroid, ship.) Or any two objects within one mile of each other.
Can be maintained.

Jaunt (D#40)
An Esper who can manage to reach such heights of concentration
can make jaunt-like teleport across intersteller distances. Their
range is great enough to be of no concern in a normal Delvers
game. They may carry a number of people equal to their level within
30' to their chosen locations.

Empathy
Empathic powers manipulate the emotions of the targets, this can
be a subtle and powerful ability. Even primitive lifeforms can be
effected by this power. However, only the most advanced robots (+2
Int or better), androids, and A.I can be impacted.

Sense Hostility (D#10)


The Esper can enact this power to gauge the emotional state of
those around them. They do not have to be visible to be sensed, but
they do need to be within a radius of the Esper equal to their level
times 10'. This power can be maintained.

Revitalize (D#15)
Utilizing their ability to manipulate emotions, the Esper who enacts
this power can recharge an ally. When activated the power will give
all a single ally withing 30' radius. A powerful surge of vigor. They
recover 1d6 Heroism Points plus the Esper's level.

.
.

Beguilement (D#15)
Manipulating a foes emotions to make them find the Esper
likeable and treat them as an old friend. The Espers Charisma is
treated as if it had been increased by their level. The power does
not allow the Esper to control the person but does make them more
willing to listen to things the Esper suggests. The Range of
Beguilement is visual distance. All targets get a save vs Will D#15.

Those who succeed will know someone was trying to utilize an


Esper power on them. The power can be maintained but the victim
gets another Will save after 3 rounds.

Inspire (D#20)
Another helpful Empathic ability, the Esper who utilizes this power
gives one member of his Delving crew, so long as they are within
his line of sight a +2 bonus to all tests because they are inspired
and enthusiastic about the actions. The bonus adds to all saves,
skill checks, and attacks. The bonus does not apply to the Esper
themselves. The bonus lasts for a number of rounds equal to the
Esper's level. This power cannot be maintained.

Apathy (D#20)
The Empathic Esper can drain or suppress the emotion of the target
this allows them to make a target unwilling to do much of anything,
attack, move, be helpful. Though Esper's should use this with great
caution though particularly strong minds can resist and will know
someone was trying to impair them. The target must be within 30'
and must be visible. The victim gets a save vs Will D#13. The range
can be increased by a +5 to the initial D# roll. The power lasts for
the Esper's level in rounds, but can be maintained.

Alliance (D#25)
Alliance allows the Esper to boost the teamwork of his allies by
improving their moods and creating positive feedback between
them. Similar to inspire this ability however enhanced all Delvers
and their allies within 30' of the Esper, they receive a +2 bonus to all
test they must make, they also regain 1d10 Heroism points
immediately. lasts for a number of rounds equal to the Esper's
level.
Psychosomatic Illness (D#25)
An Esper can manipulate the mood and emotions of a foe to
magnify their fears in subtle ways, in this instance they can make
their foe suffer an illness that is entirely in their mind. The foe must
be above animal intelligence and they get a save vs Will
D#10+Esper's level. if they succeed the power has no effect. If they
fail they lose one attack or their action for the following round and
have a -4 penalty to all actions until the power wears off. The power
lasts for a number of rounds equal to the Espers level. The save
difficulty can be increased by 5 for every +5 increase to the power
activation number.

Enrage (D#30)

Targeting this power on an ally grants them a return of 1d10


Heroism points and bonus equal to the Esper's level applied to their
physical attacks damage and to hit rolls. It also penalizes them -4
to their defenses and they will lash out at everything around them
until the power is turned off. An ally can willingly choose to fail their
save. Using this Esper power against a foe will cause an identical
reaction if timed correctly can be used to cause them to turn on their
allies first. The powers effect can be dismissed at any time, and
leaves the target friend or foe at -2 to all actions for 3 rounds due to
exhaustion. The power last for 6 rounds and can be maintained.

Unity (D#30)
The Esper activates this power to give his allies a sense of unity
and cohesion, they work much better together gaing a +1 to actions
for every (player character) member of the Delving Group. They
also gain a +2 bonus to defense and are recharged and full of spirit,
gaining 1d10 plus the Esper's level in Heroism Points immediately
and recover . The power can't stack with itself or Alliance, but does
last a number of rounds equal to the Esper's level and can be
maintained. And range is no longer a factor so long as the Delvers
can communicate with one another.
Emotion Storm (D#35)

A devastating power that can trigger any emotions a creature can


experience in a rapid cycle. Its effects are so random and powerful
at the same time that it causes bewilderment and confusion as
communication between allies breaks down. All targets in a 30'
circle around the target point make a save vs D#12+Esper's level.
failure causes them to suffer -4 to all actions, defenses, and the like.
Their base attribute rolls or effects are not effected so saves are not
effected. Against a group of Delvers these effects should be role-
played out. Each player can pick an emotion from below or
randomly roll each round. This power lasts for 6 rounds and can be
maintained. The storms size can be doubled or a +5 to the initial D#.

Emotion Storm
Roll Current Emotion
01-30 Hate

31-40 Rage
41-70 Fear

81-80 Joy

81-90 Love

91-95 Lust

96-00 Sorrow

Revulsion (D#40)
Once activated the target of this powers becomes revolting to all
those around them. Anyone in visible sight of the object outside the
Esper and within 60' of the target must make a save vs Will
D#12+Esper's level.
.
The victims will attempt to move away at all costs. If they are
prevented from departing they suffer penalty to all actions equal to
the Esper's level to all attacks and will continue to squirm, fidget
look away and otherwise suffer revulsion from the target so long as
they are within 60' of the object.
Those effective become willing to hurt, damage, or impair those
around them to do escape, friends and allies included. The power
can be maintained.

Terror (D#45)
A powerful ability the Esper can trigger the emotional effect of the
targets worst nightmare. They get a saving throw vs D#15 plus the
Esper's level, and if the fail immediately fall into a catatonic state.
Requiring only someone put them out of their misery with a single
lethal attack as they are completely unable to defend themselves.
Passing a saving through means they are unaffected and are
immune to future applications of this power for 3 days as their fears
lack anymore ability to hold them for that time. The target number
can be increased in exchange for a higher D#. This power lasts for
a number of rounds equal to the Esper's level.
ESP

The basic stock and trade of an Esper is their sensory abilities.


Though they are quite powerful regardless of the powers they
choose to activate.

Decipher (D#10)
The Esper can read or understand any language they are exposed
to, by activating this power. simple target number to activate this
power. It can appear in any format but must be mostly complete.
The Esper power lasts for a number of rounds rounds equal to the
Esper's level.

Sixth Sense (D#15)


The Esper can perceive things at a heightened state. Activating this
ability allows them to perceive invisible or camouflaged foes, sense
hidden locations, and otherwise get a sense of the area around
them beyond the mundane levels of their ordinary senses. Once
activated they get a +4 to sense rolls in addition to it negating any
bonuses for any sort of stealth. The power lasts for a number of
rounds equal to the Esper's level.
.
Danger Sense (D#15)
Activating this power completely removes any chance the Esper can
be surprised in any dangerous situation about to occur. They also
receive a bonus to to initiative rolls and saves equal to their level
for as long as the power is active. The sense doesn't reveal the
nature of danger—just that it is soon to occur. The power once
activated lasts for 3 rounds, but can be maintained.

Psychometry (D#20)
Mysteries are not much to an Esper, this is especially true if they
activate this Esper power. Sometimes referred to as object reading
the Esper can gain information on what happened to the object, in
brief flashes from the psychic residue left on the object. The clarity
of information is erratic at best, and may require an additional Skill
check of some form to gain that information.
Usually however, the power activation is enough to provide a
reasonable amount of information on the objects history. It's use
may be somewhat tougher. An additional skill roll may be required to
make use of information obtained. Any additional rolls for
information are made with a bonus equal to the Esper's level.

Telelocation (D#20)
The Esper can locate any person they know personally or even
track a person across large distances so long as they have a small
item that the target once touched or held for more than an hour.
Items can be anything—clothing, weapons, tools, a seat cushion
from their pilot chair and so on. The Esper must make a Telelocation
power roll, then the Esper will know which direction to travel and a
vague sense of distance. Range is a number of miles equal to the
Esper's level and the power will remain active for one hour. The
power can be maintained.

Sensory Link (D#25)


A simple but effective power the Esper can borrow the senses of
any target within range of their senses. Including electronically
aided ones, or by locating someone with Telelocation above. They
do not inherently control the target, but they may use an allies,
foes, or even a trained pet to link their senses to, this power gives
them all the normal senses of their target, but not any Esper related
ones. The power lasts for 6 rounds, and can be maintained. It's
effective range is 1 mile for every level of the Esper. If needing to
gain information of a specific sort the Esper will need to make a
notice roll using his own Intelligence plus any modifiers for the
targets sensory capabilities. The power can be maintained, and its
range can be increased by a D# increase as well.

Clairvoyance (D#25)
The Esper can send their own psychic senses out to gather
information. They get basic images and occasional sounds but little
beyond that. An Esper using this power can reach out a 1 miles per
Esper level. The power will also remain active for as long as the
Esper can concentrate on it. Though this power can be blocked by
Psychic Static, or distracting the activator.
Combat Precognition (D#30)
The Esper can activate this power to gain a temporary bonus to
defense, attack , and damage rolls. They receive a +4 bonus to all
such rolls made for the duration of the power. The power lasts once
activated for a number of rounds equal to the Esper's level. It
cannot be maintained.

Oracle (D#30)
Once the Esper activates this power the Delvers can ask the DM
(through the Esper) one yes or no question for each level of the
Esper. The answers are divined from information acquired by their
psychic senses and can be of any nature. Questions can come from
any person in their vicinity and the answers must be truthful. The
only questions it can't answer are those which regard the future
which can be impacted by the free will of those involved.

Astral Projection (D#35)


The hero can project their astral self out of their body. Their body is
vulnerable to harm and it is wise to protect it. (Defenses drop to 10
and they lose all access to HP!) The projector can send themselves
out move any direction at will. Speed and distance are irrelevant.
They have access to their senses, and their mind but cannot access
any of their physical abilities. They also cannot utilize other Esper
powers on targets in the physical world. They can however initiate
mental combat or initiate their powers on other astral travelers.

The Esper can project for a number of days equal to their level. If
they remain absent any longer their body will begin to deteriorate
rapidly, losing 1 point of Strength and Con every day until
Constitution reaches zero, at which point they die.

Hypercognition (D#35)
An Esper activating this abilities taps into the flow of information of
the cosmos. Once activated they can perform all non-combat and
non-power related skill checks and make all mental saves with a
bonus equal to the Esper's level. The power lasts for a number of
rounds equal to their level.
Temporal Synchonicity (D#40)
The Delver can contact their earlier self through their psychic
powers up to a full day. They can warn them of danger, give them
clues to future events unfolding, and otherwise advise them. They
essentially for game purposes remind the game events back to the
time they've chosen (up to 24 hours) so they and their party can
make new choices. The power is such that they cannot reuse the
power sequentially to go back more than a single day, and they
must wait for the next 24 hours to unfold again before they can
reactivate this power.

Telepathy
Telepathy is the secondary category that most Delver's use. It
provides information, combat, and communication abilities that are
incredibly useful in a delve.

Sense Thoughts (D#10)


A basic ability an Esper can draw upon to warn them that there are
others in their vicinity. It doesn't distinguish between friend or foe
just that there are thinking creatures about. Little information can be
gleaned, just a vague rumbling jumble of surface thoughts.

Communicate (D#15)
The Esper can communicate mind-to-mind to any sentient creature
within the range of this power. They must either see the target, or
know them well to communicate. The power is like simply verbal
communication only mind based. The target knows it is someone
talking to them, and that it is not an interior voice. The Esper can
talk, yell, babble, etc. Of course they can be easily ignored even
when yelling. The power has a range in miles equal to the Esper's
level.

Psionic Bolt (D#15)


The Esper can fire a concentrated bolt of psychic power at his
target. The target must make a Save Vs the 10 plus the Esper level
to resist. If they fail they take lose of 1d6 HP plus the Esper's level
(but ignores all armor, and non psionic force fields,) and the target is
stunned for 1d6 rounds. For every increase to the activation D# by 5
increases the damage by 1d6 and the stunn duration by 1d6
Disorient (D#20)
A Delver activating this Esper power can temporarily disorient their
target. It causes a -2 to all the mental and physical tasks to all
targets in a radius equal to the Esper's level in feet. The target can
shake their head clear with a Will save D#20 plus the Esper's Level.
This power may be maintained.

Mindlink (D#20)
This is a more powerful form of communicate. The Esper must forge
the link in advance with the target, but once connected, they can
communicate back and forth even at interstellar distances. Such
Esper talents are often called in for use in espionage since it is
difficult to impede. The Mindlink cannot be established unless the
target is in line of sight to begin with, and they must be willing for it
to work. The range is a number of astronomical units equal to the
Esper's level. This power is automatically maintained until
dismissed.

Mindprobe (D#25)
A potent ability, the Esper can plumb the depths of a targets mind.
The target must be in line of sight and only one target can be
probed at a time. The target gets a Will save to resist equal to the
D#10 plus the Esper's level. If the save is made the probe is
unsuccessful and the Esper will know this immediately. If the target
fails the Esper can ask any question of the targets mind and gain a
and accurate and truthful answer. The probe takes several rounds
to complete depending on the information sought. The victim may
make another save after 1d10 rounds (minus Will score)

Mind Wall (D#25)


An Esper can raise a psychic wall of any reasonable shape that
barricades everyone on a side he chooses from psionic powers.
Those who are targeted by Esper abilities or devices that mimic
esper abilities get a +4 bonus to their Will saves to resist those
effects. Powered by the Espers will it can only last a a number of
rounds equal to his level. This power may be maintained. A stronger
wall (+8 to saves) can be enacted for a +5 increase to the D#
Sever (D#30)
The Sever power allows the Esper to simply turn off a creatures
mind. The target must make a Will Save D#10 plus the Esper's
level. If they fail, they immediately drop unconscious and are unable
to defend themselves for the round. The Esper must maintain this
power throughout the round. If either the Esper is distracted it
immediately releases the creature. Killing a being under this abilities
will cause immediate psychic backlash doing 1d10 damage to the
Esper for every HD the creature is recorded as having. The Esper is
also stunned for 1d10 rounds afterwards. The power is best used
for capturing or subduing a foe rather than attacking them to do
lasting harm. The target must be in their line of sight.

Slumber (D#30)
The Esper telepathically lulls a group of foes to sleep. The power
effects a radius of 30' around the initial target. Any number of
creatures in that field can be put to sleep if they fail a save vs Will
D#20 plus the casters level. Sleeping creatures who are attacked
awake immediately suffering only the HP loss from the attack. It has
a line of sight maximum range. The radius of sleep can be
increased by 10' for a +5 D# increase to the activation roll

Psychic Blast (D#35)


A powerful blast of brain hemorrhaging psychic power lashes out
from the Esper and strikes a a group of foes. The power does 1d6
damage plus the Esper's level, but ignores all armor and non-
psionic force fields.. It has a range of line of sight and can strike all
foes in a 30' radius of the initial target. The damage can be
increased by 1d6 for ever increase of the activation D# by 5.

Psionic Weapon (#35)


An esper can manifest a psychic melee weapon in their hands. The
weapons reach can be shaped by the Esper but the longer the
reach the less powerful the focus behind it becomes. Anything from
a knife to sword will do 1d8 damage plus the Esper's level. The
weapon is telepathic and ignore armor and traditional protective
devices but must contend with force fields or the will of the target.
(Will is treated as a bonus to their Defense against the weapon.)
These weapons are used at the Espers Psionic skill level however,
rather than his weapon use normal weapon skills. Damage may not
be increased. The power lasts for 1 round per Esper level and can
be maintained.
Urge (D#40)
The Esper can create a voice in the back of a targets head, one that
makes them want to do things. It isn't quite mind control because it
is just an urge, it does not turn the targets body into a puppet.
However, under most circumstances victims will follow the
suggestions made by the Esper without really thinking about it.

The target gets a save vs Will D#15 plus the Esper's level. The
“urging” lasts for a maximum number of rounds equal to the Esper's
level. All victims get a new saving roll if the urge the Esper gives
them is completely contrary to their basic nature. I.e Putting a
creature directly and knowingly in harm's way. Trying to force a
villain to simply give up against an inferior foe, or making a soldier
disarm himself at any time. The saves difficulty remains the same
however. The power can be maintained.

Telekinesis
Telekinesis is the power that is often the most directly useful in
Delving, the ability to touch, move, and manipulate objects at a
distance is a great advantage in perilous delves.

Fling (D#10)
The Esper can toss nearby objects with some force. Their must be
some lose item for the power to make use of, but even a single
object allows the Esper to attack one target per level and do 1d4
damage plus the Esper's level to each target they choose in their
line of sight. This power cannot be maintained. The damage may
be increased by 1d4 by increaseing the power D#+5.

Leap (D#15)
The Esper uses psychic power to boost their physical abilities on a
jump. The Esper can add their level to any jump checks they make,
and effectively double their normal distance. (See Jumping QQ)
This power can be maintained.

Levitate (D#15)
Levitate allows the esper to move slowly through the air (at their
normal walking speed.). They may move up, down, or in any
direction at that speed. In space unless they have something to
push against their speed halves. The power can be maintained.
Grab (D#20)
An Esper who intializes this power can seize a foe or object with
powerful force. The target gets a Dex save D#10 plus the Esper's
level to avoid being grabbed, if they fail they are caught and cannot
move by their own volition, instead held by a grasping field of
telekinetic strength. They can try to break free rolling a Str save vs
D#10 plus the Esper's level after the first round of being grabbed.
The Esper can move the victim around but it doesn't have sufficient
force to harm them, just hold them still. This power can be
maintained.

Deflect (D#20)
The Esper can activate a deflection field that can deflect or turn
back some attacks. When activated the Esper gets a +4 bonus to
their defense as long as the power is active. Like most powers it
must be concentrated on to be maintained. For every D# increase of
5 the bonus to defense goes up by +2

Manipulate (D#25)
Manipulate allows the Esper to grab and maneuver objects as if he
had an extra pair of very strong hands. They're capable of doing
anything hands can do, but they still have to coordinate them. This
doesn't allow them to make additional attacks, but does let them
reload weapons, hold up shields, grab weapons out of holsters,
push buttons, flips switches, and so on.The hands have a Str of +2
for tasks. All tasks which require a skill check are made more
difficult while utilizing this power. . This power can be maintained but
requires line of sight. Using this power with a D#30 target number
the Esper can undo the effects of some lasting molecular alterations
such as being turned to silicon by a Gorgonoid.

Crush (D#25)
An Esper can reach out and crush a foe with the sheer force of his
mind. It only effects a single target but does 1d6 damage per level
per round a single target. They may make a Dex save roll to
counter it to move out of line of sight the first round. After the first
round they must make a Str save D#10 plus the Esper's levels to
break free of the hold. The power can be maintained. For every
Increase to the D# of the power by 5 the damage the power can do
will increase 1d6
Force Wave (D#30)
An Esper can unleash telekinetic force wave that knocks back foes,
loose objects, and anything along its path. The force wave is a cone
attack that widens to 60' at its widest point and does 1d12 HP loss,
as well as causing all living targets with a strength less than +6, to
make a save vs Str D#20 plus Esper's level to avoid being knocked
back and down. Foes suffer a -4 to rolls against the Delvers until
they can stand up from a prone position and lose all other actions
for the round. It takes one round for prone target to right
themselves. The powers save may be increased by 5 for ever D#
increase to its activation roll.

Force field (D#30)

Force field allows the Esper to put up a force field dome around the
Delver and his allies. Everyone within 30' can be protected by the
dome and it provides a +2 Defense and Absorption equal to the
Esper's level.The power can be maintained but the Esper cannot
activate other powers so long as this power is active.

Heft (D#35)
Heft allows the Esper to pick up really big objects and throw them,
the weight they can move is comparable to small ground vehicles,
but they can't do so with much precision or care. They can move
2000lbs plus 100 pounds per level and can throw it with ease. They
suffer a -4 to hit anything with it, and no combat skill applies. They
can hold and drop it however when needed. The power can be
maintained but must have line of sight.

Rend (D#35)
Rend allows the esper to generate slashing and churning force
blasts at their foes. The blasts are armor piercing (AP 4) and can do
1d6+1 damage plus the Espers level. The power can strike all
targets in the Esper's line of sight. Damage can be increase by an
additional 1d6+1 for every +5 increase to the D#
Immobilize (D#40)
Similar to Grab, this power is a field effect version of the other one.
It is somewhat weaker, as it doesn't allow foes to be moved, just
held in place and unable to act so long as they fail to make Str D#15
plus the Esper's level to break free. The power will hold each target
for 5 rounds if they fail their save, after which they may make
another attempt to escape. The range of this power everyone who
is visible to the Esper in a 30' raidius. The power can be made
stronger (+5 to D# increases the Str save by 5) The power may be
maintained.
MEDIC MANIPULATIONS

Medikits are customizable devices used to give the Medic a lot of


the tools he needs to scan, heal and generally do his job. Like the
Cerebral Booster of an Esper it can only hold so much data and
materials. The Medic however can generate the following special
medicinal or chemical effects if they make the needed skill roll.
Many of these cannot be sustained because of the toll on the body
of the target Delver.

Ability Boost

D#10 Adrenaline Surge


The Medic can temporarily boost Strength by increasing adrenaline
or equivalent hormones in the Delvers system. They gain a +2
increase for a number of rounds equal to the medic's level.15
Reflex Booster
The Medic can boost Dexterity utilizing advanced neurotransmitters
that shorten the width of the synaptic gap for a small amount of
time. The Delver target gains a +2 increase to Dexterity or a number
fof rounds equal to the medic's level.

D#15 Stamina Stimulator


The medic can medically boost the bodies endurance and
resistance to exhaustion. They give the target a +2 boost to Con for
a number of rounds equal to the medic's level.

D#20 Mentat Surge


The Medic can utilize a number of brain-boosting medicines and
energy enhancing nutrients to boost the patients Intelligence for +2
for a number of rounds equal to the medic's level.

D#25 Bionic Booster


The medic can temporarily enhance all of the patients physical
stats by +2 for a number of rounds equal to the medic's level.
D#30 Neural Deluge
The medic can boost all of the patients mental attributes by+4
temporarily with use of their medikit for a number of rounds equal to
the medic's level.

D#35 Hyperboost
The medic is capable of boosting all attributes of patients in a 10'
radius by +4 for a number of rounds equal to the medic's level.

D#40
Bioscan

D#10 Effects Enviro Scan


The medic can use the scanners to scan for materials that suggest
life. Carbon, oxygen, etc. It is a very primitive use of the scanners
and only works a short distance away—within the medics line of
sight.

D#15 Effects Life Signs Scan


A far more effective use of the scanners, the medic can scan for
actual normal life signs. He can detect life within the range of the
scanners (300' for the medikit, within orbit using a ships sensors
and his medikit)

D#20 Effects Bioscan


The medic can detect lifeforms, and even specify its general
biological nature. Carbon or silicon, plant, animal, mammal, reptile,
and so on. It won't give the Medic exact species, but it will give him
a very good image of the life forms within range.

D#25 Effects Enhanced Bioscan


The medic can not only scan lifeforms but if they are within visual
distance and they can scan an individual they can make an
assessment of potential weakness, strengths, etc. (The Medic will
know how strong something is, if its an Esper, roughly how
intelligent, tough, and so on.)

D#30 Effects Weakness Detection


The medic can scan lifeforms within visual distance, and use
information provided by the scan give every P-comm wearing ally a
+2 bonus to attacks against those life forms, so long as they are
non-sapient/intelligent.

D#35 Effects Enhanced Weakness Detection


The medic can scan lifeforms within visual distance and use
information provided to give everyy P-comm wearing ally a +4
bonus to attacks against those lifeforms regardless of their
sapiency/nature. They may also gain information that provides them
with a +2 defense against their foes if in combat.
D#40 Support Systems Scan
The medic can scan a lifeform to know what devices and equipment
it needs for life-saving equipment and vital support aboard a
spaceship, or in a vehicle. They may give all allies with a P-comm a
+2 bonus to attack against their vehicles or devices, and on a
critical hit, the life support system of their foes will be knocked out

Counteragent
Using the medikit the medic can apply medicine, chemicals and
other materials to cancel aid in the resistance and curing of
conditions that Delvers run into. It can apply antibiotic, antivenin,
antiviral, detox, and fire prevention effects.

D#10 Immune Booster


The counteragent gives the treated individual a +2 bonus to their
saving throw against ongoing effects they are suffering by boosting
the bodies natural immunities and resistances.

D#15 Systemic Counteragent


The counteragent allows the treated individual to immediately make
a new save versus the ongoing condition, at +2, rather than waiting
for the effect to play out it helps to immediately recharge the bodies
defenses while boosting them as well.

D#20 Panacea
The counteragent at this level is powerful enough to negate any
ongoing normally occurring damage or impairment. (Disease, Fire,
Poisons, Toxins, Radiation Exposure, and so on.) The counteragent
does not prevent re-exposure if the effect is still ongoing.

D#25 Neobionic Immunobooster


The counteragent may be used with even more precise effect,
allowing the Medic to apply a base resistance to the Delver before
they are exposed. They get a flat +4 to all saves against all effects
and materials listed under the lower levels.

D#30 Field Effect Immunobooster


The medic can apply counteragent to everyone in a 10' radius
giving them a chance for new saves versus ongoing effects with a
+4 bonus.
D#35 Complex Systemic Counteragent
The medic can counter any condition any ongoing negative effects
on all targets in a 100' radius (or a single ship pod.). This includes
Disease, Fire,, poisons, toxins, radiation exposure and so on. This
does not he counteragent does not prevent re-exposure if the effect
is still ongoing.

D#40 Global Ship Initiated Counteragent


The medic can utilize a ship to project drugs, medicines, and other
materials to effect counteragent effect to a community up to 4 miles
in size at a single activation. The ship must be focused on assisting
the medic and not engages in combat, or complex manevering

Hibernation

D#10 Snooze
The medic can place a Delver into a good sleep. Allowing them to
recharge Heroism Points faster, and rest more soundly. The nature
of the medication doesn't prevent awakening the treated patient, nor
does it cause drowsiness. It can double the number of HP
recovered during rest.

D#15 REM Sleep


The medikit using Medic can actually put a target into a deep
healing sleep, this triples their recovery of HP, but they cannot easily
be aroused. If a Medic attempts to awaken them they must roll a
D#15 Con save to wake up while under the medications effects.
The hibernation otherwise lasts for four hours per level.

D#20 Micro-Hibernate
The medic can actually place the target in a state of hibernation.
Minimal lifesigns and needs for the duration of 2 days for every level
of the Medic. Though the person can be awoken and snap out of it
so long as a medic is present to provide support. In the mean time
they recover HP at triple rate, and need no food or water. Although
they will be at -1 Str and Con once they awaken until they do obtain
sufficient food and water. (Cannot be used on unwilling foes)

D#25 Hibernate
The hibernation mode can now last 4 days a level and the hero is
only at -1 con for checks until they obtain sufficient food, they may
also be awoken by anyone present with some light physical
interaction (Shaking them awake gently.)
D#30 Light Stasis
The hibernation mode last 6 days a level, and they can awaken
themselves being somewhat aware of what is going on around
them. They do not suffer any ill effects.

D#35 Advanced Stasis


Hibernating characters recharge Hero Points at ten times the
normal rate per hour and can be under for 10 days per level of the
Medic putting them under. This may be used as a a way of subduing
a single enemy by putting them into the hibernation mode. Save vs
Con D#15+Medics Level

D#40 Stasis Field


Hibernation can be used on several targets at once, either willing
targets or foes who need to be disabled. It can place everyone in
Line of Sight that are within a 30' radius of the initial target into
hibernation. Save made to resist this effect for unwilling victims is
Con D#20 plus Medic's level.

Invigorate

D#10 Recharge
The basic level of invigorate the Medic can instantly recharge 1d6
Heroism Points to a target, as well as give them a +2 bonus to all
Con saving throws for a number of rounds equal to the Medic's
level.

D#15 Heal
The medic can increase the charge of Invigorate and recharge
1d6+2 Heroism points instantly as well as provide a +2 bonus to all
Con saving throws for a number of rounds equal to the Medic's
level.

D#20 Wound Recovery


The target recovers twice as quickly from lasting impairments due to
wounds. They also recover an immediate 1d10 Heroism points, and
gain a +2 bonus to all Con Saving throws for a number of rounds
equal to the Medic's level.
D#25 Recuperate
The medic can call upon enhanced skill and knowledge to
significantly increase the invigorate effects of his medikit. When
activated the target recovers 1d10+ the Medic's level in Heroism
points and gains a +4 bonus to all Con Saving throws for a number
of rounds equal to the Medic's level.

D#30 Recovery Field


All targets within an immediate 30' radius of the medic can be
targeted for Invigorate, this allows them to immediately recover
1d12+Medic's level in Heroism points and gain a +4 bonus to all
Con saving throws for a number of rounds equal to the Medic's
level.

D#35 Regenerate
A single target may be targeted and will recover 1d12+the Medics
level in Heroism points for 3 rounds. In addition to the energy boost,
they receive a +6 bonus to Con saves for a number of rounds equal
to the Medic's level.
D#40 Macro-Regenerate
Skill and training allow the medic to perform Invigorate on all targets
in his immediate vicinity. The charge of energy is so potent that it
lingers for 6 rounds returning heroism points equal to 1d20+ the
medic's level, each round plus giving them a +10 bonus to Con
saves for a number of rounds equal to the medic's level.

Life Support

D#10 Purification
The Medic can actually purify food and water of any sort, including
water laced with radioactive materials, toxins, diseases, etc. It can
turn waste products back into potable water, reconstitute spoiled
food, and so on.

D#15 Stim
The medic an produce an injection that refreshes their patient,
ridding themselves of fatigue poisons. It allows them to feel as if
they'd had a full nights sleep, but does not recharge heroism points.

D#20 Oxygenate/Hydrate
Provided raw materials (carbon dioxide, water ) the Medic and
produce oxygen to support one life. The medikit must attached to
the patient, or their spacesuit for this to work. Alternately, provided
raw materials (carbon dioxide, hydrogen) the Medikit can re-arrange
these materials to produce water at a molecular level. The number
of delvers it can provide for is equal to the Medic's level.

D#25 Emergency Support


Attaching the Medikit to a patient the Medic can program it to
provide total life support for the patient for up to 24 hours. It will
breath for them, support them with nutrients, and protect them from
harmful poisons, atmospheres and the like. It does not protect them
from attacks. Nor does it prevent heat loss, or heat stroke. (It also
does not protect them from the harmful effects of space, beyond the
need for oxygen.) As long as this effect is active the Medic cannot
use the Medikit for other purposes.
D#30 Biological Adaptation
Adapting the patient to extremes, at this level the medikit can
reprogram the patients body enough to allow to survive on available
materials for a short while. If they lack food but not solar radiation it
can make them temporarily photosynthetic, if they have free
oxygen, but argon it will allow them to be exposed and to breath the
gas for a short period of time. The effect lasts for a number of hours
equal to the Medic's level.

D#35 Life Support Field


The Medic can wrap a bubble of life support around the entire
delver group, anyone within a number of feet equal to the Medic's
level. The bubble prevent harmful effects of toxins, allows them to
breath temporarily, It is effective for up to 1 hour per level of the
medic.

D#40 Advanced Life Support Field


The medic can create a bubble within a number of feet equal to the
Medic's level that will sustain the patients in a vacuum (protecting
them from radiation, thermal variations, and pressure issues) as
well as prevent them from dehydrating as long as the bubble is
maintained. It can be maintained for a number of hours equal to the
medic's level.
Psi Resistance

D#10 Psionic Shield


A Medic can utilize his medikit to temporarily make a Delver
resistant to harmful psionic effects. At this level they give a +2
bonus to all saves vs. psionics. For the Medic's level in rounds.

D#15 Psionic Armor


The medic can improve upon the resistance they grant blocking
more powerful effects without harming the Delver. They can provide
a +4 bonus versus psionic effects for the Medic's level in rounds.

D#20 Counter Psi


A medic can activate defenses even after a victim has succumb, so
long as the power is an ongoing effect, the Medic can activate his
medikit to give the Delver another save against any effect. This may
only be done once per effect, and it also receives the +4 bonus to
resistance.

D#25 Mental Fortress


The medic can generate a psi-blocker effect that provides a +4
Psionic save bonus to anyone within a 30' radius of the medic. The
medic can maintain this for a number of rounds equal to his level,
before needing at least a one round recharge time for his medikit.

D#30 Indomitable
The medic can make a single target extremely resistant to
psychic/psionic influence, they give the target a +8 bonus to their
saves versus these effects for the Medic's level in turns.

D#35 Psychic Static


Utilizing his Medikit the Medic can provide the resistance of +8
above but can generate a psychic static field as well. This increases
the activation roll of all psionic powers within line of sight by +5 to
the D#.

D#40 Psionic Disruption


The Psi blocker becomes truly potent allowing the Medic to produce
an ongoing disruption field giving everyone a +8 bonus to resist
psionic abilities within the field. The field covers 30' radius and can
last for as many rounds as the Medics level. In addition to this the
field will disrupt ongoing effects if the device or initiating being fails
to make a save vs the 10+ Medics level as a D#.
Revive

Sensory Block
Killing Things and Taking Their Stuff!

Combat:

Combat is broken down into a series of turns to allow each person


their chance at acting in the battle. While realistically combats
take place near simultaneously, we split them up this way to make
them easier to handle. This is simply a shorthand way of breaking
down things people want to do and resolving them in easy steps.

First:
You check to see if any side of the conflict is surprised. One person
on each side rolls 1d10 for initiative and adds in any modifiers from
Esper powers, Medic induced states, Hero Point expenditure, or
situational bonuses. If one side achieved a rating higher than 10,
and the other side does not. The low rolling side is surprised. If both
sides roll under or over 10 then both sides act normally. If the two
sides tie. Then both are surprised, and cannot act until the next
round.

If neither is surprised the low rolling side states their intentions for
the round. The high rolling side may then act in Dexterity order. IF
two members are acting at the same time simply choose one to act
first in order to facilitate speed of play.

Second: The combatant with the highest Dexterity on the initiative


winning side goes first. However, they may choose to wait and act
after they see what others on their own side do, and interrupt a
character with a lower initiative to act.

What else can a character do during the round besides attack or


defend?
On their turn a character may do the following:

Attack
Move
Activate a simple device
Deactivate a simple device
Heal Another Character
Use a Special Ability
Utilize an HP for Recovery or Feat
Open or Close a Door
Reload a weapon
Switch Weapons
Remove a helmet
Put on a helmet.

A character may do the following at any time:

Speak or Yell
Pose Dramatically

A character cannot in a single turn:

Activate a complex device


Deactivate a complex device
Plot a hyperspace jump
Repair Complex Machinery
Coerce someone.
Don or remove a spacesuit.
Withdraw a boarding tube.
Land a ship from Orbit.
Resolving Attacks:

If a character chooses to attack, they roll 1d20, add their skill for
that type of weapon, plus any other modifiers for technological
enhancements or situational advantage. If they beat the target
number (Defense; which is usually Armor Skill plus 10) they hit and
damage is applied--first to armor then to the person inside the armor
(or behind it in the case of shields.)

If the damage does not penetrate AB, then no damage is done and
no secondary effects occur. If even 1 point gets through the armor,
then the secondary effects come into play. The primary effect of
most attacks is to do damage. Secondary effects are things like
being entangled, poisoned, lit on fire or similar occurrences. Most
secondary effects allow the hero to make a saving roll against the
effect even if damage is done.

Once Heroism points are gone. The Delver is merely out of luck.
However any further damage, even a single point and the delver
must make a Trauma roll on at least a Hard D#10 to stabilize.

Failure means they are dying. They will linger for a number of
rounds equal to their Con score or 1 round whichever is higher. If
they take more than twice their Heroism points in damage in a
single attack they are instantly slain.

Note: Some defenses require skill rolls be made such as using a


shields or a parry,

If an opponent hits the shield user the shield user must make that
Armor Skill roll immediately and must beat their opponents result
(Treat the attack roll as a D#) If they fail that defense roll ,the shield
is bypassed and damage is done without the shields protection.

Parries allows the user of a melee weapon to give up an attack to


defend. They add their weapon skill with that weapon to their
defense to avoid being injured.
Armor

Armor acts both as the ability to deflect damage (Defense.) As well


as the ability to absorb damaging effects (Absorbtion or Ab.)
Defense is produced from the users training in avoiding fire and
letting the armor take it. Someone in armor they are not trained in,
or if they lack training in its use at all (NPC's without classes.) only
get their innate Dexterity plus 10 to defend them from injury!

Absorption however is active no matter to wearers skil and simply


soaked up damage from most sources with ease.

Armor does not protect from Psionic effects unless the armor has
some form of note identifying Psionic resistance as an additional
effect.

Burst Fire: Primary mode for most of these weapons, it is simply


firing three shots with a single pull of the trigger. This allows the
wielder to increase his odds to hit slightly. (+2), but
uses up more ammo (3 rounds) If the hit lands without the +2
bonus, the weapon does +2 damage as well.

Cone (Area of Effect)


A cone is spreading blast of damage that starts at a single point
and widens to cover a larger area, and often multiple targets. The
simple rule is for every 3 meters a cone travels it hits things within a
one meter spread. Be logical and fair with this, none of us want to
do three point vectors to resolve it “realistically”, especially when
combat is as abstract as it is in DD. Just make it dangerous and fun,
but reasonably believable. A normal to hit is made against all targets
in the cone (friend or foe.) Though unlike most attacks they may
make a save vs D# equal to the to hit roll to take half-damage.
Critical Hits
Any natural roll of 20 is considered a critical hit. It bypasses armor
and strikes any foe no matter how hard they might otherwise be to
strike. The damage from the attack is not rolled. Instead the
maximum possible damage is taken, and then doubled and applied
to the Delvers or his foe.

Grappling
Grappling is a unique case with Heroism Points. An opponent
makes a Str or Dex check to grapple their foe. Their foe must
attempt to escape by making a Str or Dex check (whichever they
find more favorable.) If the defender fails to escape, he is grabbed,
but not held and he may try again to escape. If he succeeds at his
escape he may try and grapple their foe with a +4 bonus to his roll.
Or he may return to normal attacks.

Once a foe is grabbed they lose their Defense, and lose 1d10 HP a
round from grappling damage. Grappling is quite effective but puts a
person at great risk because they take 1d6 damage a round to the
person who has grappled the other as the victim struggles and
fights to get free. The struggling wrestlers of course add their
Strength to damage for this effect.

Hand-To-Hand
Most creatures can attack others without any technological devices
or weapons. They use their hands, fist, feet, tentacles, heads, or
other body part to inflict direct damage. The damage for NPC's or
monsters that do not have natural attacks is 1d4 plus their strength.

Player characters do hand to hand damage based on their


profession. Pilots, Soldiers, and Scouts are quite adept at conflict
and so do 1d6 damage plus their Strength score. Engineers,
Espers, and Medics possess less training in combat arts, and so do
only do 1d4 damage plus their Strength Score. This always defaults
to a minimum of 1 regardless of Strength scores.
Ignite

An ignite attack is one that creates a continuing effect on the target


if it fails its save. In most circumstances IGNITE is just that, fire. In
some cases it may be acids, poisons, etc.

After a successful hit by an IGNITE effect the target makes a Save


Vs Dex (Fire/Acids), or Con (Poisons.) The difficulty is set by the
effect. (Usually D#15) If the save is made only the initial damage or
effect takes hold. If the save fails the Delver suffers continuing
for a number of rounds equal to the initial damage rolled minus one
point a round.

If the victim tries to to limit the effect they may make an additional
save each round to halt the continuing damage—if the Delver gives
up all further actions to drop and roll, or dive for fluids that will end
the effect.

Example of Ignite:

Jan, a soldier takes a shot at a Vermip with his flamer. She hits with
a 18 and rolls 5 points of damage. The Vermip rolls a save to put
out the fire immediately.

Since the Vermip failed the save with a 2. He takes 5 damage this
round. The next round he will take 4 points of damage and then roll
a save. If he succeeds he won't take anymore. A failure though
means he suffers another round of being on fire.

If he had succeeded he'd take only the first 5 points of damage,


and nothing further. (At least until the next flamer hit.)

All ignite attacks will eventually drop to 0 damage and stop hurting
the target. Let's hope the target doesn't last that long.
Radius Attacks (Area of Effects)
Radius attacks are another area of effect attack. Usually caused by
explosions, some devices and some physically manifesting Esper
powers. These are handled pretty simply someone in the target
area may make a Dex save to leap from the radius of effect, or
cover themselves in some manner. If they succeed they take half-
damage.

The target number depends upon the DM's discretion but is usually
at least Challenging D#15. Some Esper abilities that attack the mind
directly may have an Area of Effect. Usually these use Will in the
same manner as Dexterity to resit or deter.

Stuns
A stun result comes from certain devices, powers, and abilities. A
character who is stunned cannot take actions beyond spending
heroism points in a defensive manner. They are solely relying on
luck and situation to see them through the few seconds of being
stunned they suffer.

Suppressive Fire: Sometimes referred to as spray firing. Or Pray


and Spray. This is primarily used to force targets to seek cover. It is
a cone attack that suffers a -3 penalty to hit, but can strike all those
in the cone. If a hit lands the target takes listed damage. However,
this will use up 30 rounds of ammo per each round it is maintained.
Skills

Delving isn't all about battles. During the course of playing the
game characters will want to utilize more than just their combat
capabilities. They'll wish to search an area, break into locked rooms,
sabotage a computer, plot a ship jump, or otherwise interact with
their environment in some manner that elicits them to draw upon
their training and skills. You simply roll 1d20+Skill+Ability Score and
beat the Difficulty Number assigned by the DM.

Example Difficulty Numbers:

You should always set target number to make the challenge fit the
party and characters levels. These are simple suggestions.

Base Difficulty (D#) for an easy task would be 5, but ordinarily you
won't be rolling to do “easy” things. Here are some base examples:

Hard: D# 10
Challenging D#15
Heroic: D# 20
Legendary D#25
Mythic: D#30
Stellar: D#35

Just take into account that what challenges a 2nd level character
won't normally challenge a 10th level character. A GM may modify
D#'s to take that into account. A Stellar result for a 10th level hero
may be D#50. The number should always be reachable with a high
skill+trait+device bonuses at that level for that character. (They may
have to roll a 19+ to reach it even with all their bonuses, however)

Don't mess with the target number beyond setting it where you (the
DM) decide where it should be.

Games often fiddle with this number by adding in factors like rain,
distance, and the like. Instead of making it that complex the GM
should set the basic level, and then only adjust for the characters
level for the total D#, the GM should always take into account all
factors when setting the number and not change it after the fact.
Everyday Tasks
Running up stairs, jogging around the block, lifting a large bag of
pet food, changing a tire.

Hard Tasks
Carrying a body by yourself, bashing open a non-bulkhead door,
hacking a computer,figuring out a strange device with familiar parts
or usage. Challenging Tasks:

Using truly alien technology, flying a spaceship through an asteroid


field, breaking through a non-bulkhead wall with tools. Surviving a
meteor storm without shelter, repairing a superluminal drive in a
hurry. Hold ones breath for 3 minutes.

Heroic Tasks
Shoot a gun out of a person's hands, disable an A.I. or Robot
without destroying it. Fly near a black hole to shorten travel times.

Legendary Tasks
Shoot the wings off a micro insect, Disrupt Machine Empire's
transmissions and reprogram the robot to be beneficial. Defeat an
Aug invasion, Destroy an Ancients facility by overriding its computer.

Mythic Tasks
Moving a planet out of orbit by planned explosions, disrupt the
Machine Empires control signal, facing down an Ancient, Surviving
in the vacuum of space for a over ten minutes.

Delvers are big bad pulp heroes and that should show in play. If the
strongest soldier is trying to lift a robot that's still moving and throw it
off a cliff, well that's a rather pivotal and excitement eliciting moment
and he should be allowed to try. However, not necessarily without
a struggle!

Yet with every difficulty suggested remember these are guidelines


and should be applied with a modicum of common sense. As
mentioned before a 10th level hero isn't challenged by the tasks a 2nd
level hero finds hard. Such events should simply be glossed over
and not even rolled for unless outstanding (and D# altering) events
are occurring.
No sense making a Delver roll for something he's can't fail except
by rolling a 1. Unless of course he's trying to do it with one hand tied
behind his back, on a pogo stick, in the rain, while being shot at by
rogue Delvers! A roll may be in order if such conditions apply.

A 1 is not an automatic failure. If all modifiers applied would still


allow them success. Then let them succeed. Next time give them
tougher stuff to do.
System Uses
In addition to skill rolls there are a number of things that will come
up when a Delvers wants to perform an action that might require a
roll. Please note you only make rolls when the outcome is in doubt,
or if the degree of success matters.

What will a Delver Roll For?

Attacking something
See “Killing things and taking their Stuff!” chapter

Breaking something

Usually this is an attribute roll: Attribute+1d20 to beat a difficulty


assigned by the DM. .

Fragile things: Glass, Paper, Cloth. Easy Difficulty. (2 DP)

Hard Materials: Metals, Permacrete, Plastics, Bone, Tech Panels,


Computer screens, standard technological devices. Hard Difficulty
(10 DP)

Very Hard Materials: High Strength Alloys, Stone, Ship door seals,
ship windows, special industrial devices. Challenging to Heroic
Difficulty. (50 DP)

Ultrahard Materials: Common devices of the Ancients, Special


Materials, Ship Hull materials, ship doors. Legendary Difficulty to
Mythic Difficulty. (250 DP)

Nigh Unbreakable Materials: Artifacts of the Ancients, Planetary


bodies (large asteroids, small moons.) Cosmic Difficulty (1250 DP)

Sometimes breaking something will add in a modifier for a tool. (A


rock, a weapon, etc.) Then you may wish to treat it as an attack,
and assign the object which needs to be broken a number of
Durability Points. Suggestions are included above.
Jumping

Often a gap or crevasse will challenge a Delver. A Delver can


normally jump 1' for every point of strength.
They can leap 3'/1m for every point of strength with a running start,

A Delver can get more distance by making a jump roll. This uses
strength and has a target number assigned by the DM based on
distance.

If a Delver should fail the roll to achieve the distance needed to leap
over/across something they may then make a Dexterity check to
grab something on the other side, or to roll over the object in their
path. DM's are encouraged to be lenient with such rolls. Make them
dramatic and exciting but not instant death.

Exact distances are not suggested unless the Delvers use a


measuring device. Descriptions should provide only a rough
estimation from the Delver's point of view. (Be fair to the PC's here,
after all they are trained to be adventurers.)

Carrying, Pushing or Pulling

Delvers may find a need to carry an object or several objects that


are somewhat substantial. Ordinarily they can easily carry item by
weight (treasure, bodies, etc.) Exact weights are not generally
suggested but can be used if the DM feels necessary. As pulp-
space heroes even the “weakest” Delver may be able to carry a
comrade on their back by themselves.

It is suggested of a Delver is carrying items that the DM feels is


heavy (but not impossible to carry) they make a Strength Check. If
that passes they may carry the object for 10 rounds plus their
Constitution number. They may then make the check again if
necessary. If they fail, they may still carry the object. Though they
then suffer a Dexterity penalty of -2 for the those 10 rounds. Only on
an absolute failure (a roll of 1) do they fail to carry the object
completely.

A Delver may push or pull objects that are somewhat heavier than
what they can carry. It uses similar rules, but the check is at a +2
due to not having to lift the mass.
Throwing Things

A Delver may need to throw all sorts of things, from a friendly game
of G-ball to flinging a ticking time bomb away from his friends. The
rules for throwing any object works just like an attack . Modified by
two factors.

Is the object conducive to being thrown?

If the answer is yes, the object gives an equipment check bonus


assigned by the DM to the throw roll.

If the answer is no, the object may have an equipment penalty,


assigned by the DM to the throw roll.

Is the objects material capable of bouncing?

If the answer is yes then the object will move from the target area
after impact 1d6 feet n a random direction

If the answer is not it will land where thrown give or take a single 2'
bounce in a random direction.

Most grenades are capable of bouncing. Delvers take note!


Heroism Points

Heroism points aren't just health. They can be used to create some
dramatic and exciting moments when they are spent to perform
amazing feats. Heroism points aren't just for activating special
powers of the Delvers class, they can also be used to empower
special abilities anyone can use.

All-Out
A Delver can run easily with no cost, but an all out run is going for
broke to escape or out run some threat. Defenses drop to base level
(10) but the Delver doubles their ordinary run speed. This costs 1
HP a round to help hope exhaustion at bay.

Boost
A Delver can boost one stat or skill by +4 temporarily when out of
combat. This can be used to bend heavy bars or break objects.
They can also use it to enhance their intelligence for tough skill
tests. The disadvantage of Boost actions is the hero loses their
Armor Skill for the time being as they must be super focused on a
task to get the +4 bonus. This costs 1 HP per round.

Disarm
A delver can seek to disarm a foe, rather than damage them. They
must spend one heroism point and make an attack vs the target as
normal. Though made at +3 D#, if the attacker succeeds the
defender must make a Dex save with a target D# equal to their
opponents total roll. If they fail they lose hold of their object.

Dodge
Similar to a boost, the Delver can essentially increase their ability to
avoid attacks for the entire round. If the Delver knows an enemy is
particularly able to land powerful strikes, it may be more efficient to
spend the HP and Dodge rather than risking a blow striking without
the bonus and doing serious damage. The delver spends one hero
point and gets +4 to their Defense for the round. They can maintain
this if they choose, but each round will cost another hero point.

Second Chance
A Delver can re-roll any single die by spending one heroism point.
They may only retest in this manner, once. The delver may not keep
spending HP in attempt to succeed at the same task. That's
tiresome and boring. Better to suck it up and move on.
Stunts
At any time a Delver may come up with some wild and crazy thing
to do in combat. From rolling under their enemies legs, too targeting
a robots optics, to swinging down from above on a wire to topple a
rampaging predator from atop a moving platform. Such stunts are
generally left to the players imagination, and are have difficulties set
by the DM. These wild stunts cost a single heroism point to
empower them in the first place. This represents luck, fortune, and
energy to pull it off. Generally speaking all but the most bizarre
ideas should be set at reasonable D# that players can achieve with
a tiny bit of luck with the dice.

Sweep
Delver's who perform really well and kill an enemy with a single
melee strike may spend a heroism point to activate sweep. If
another target is within striking distance, they spend a HP and strike
again. If they kill this target with a single blow they may again sweep
the target.

Smite
The hero may spend a single HP on any 20 rolled to make it a
critical blow and do double damage. The base damage before
doubling will be damage rolled plus all modifiers added to the die
roll.

Take the Hit


If a Delver is standing adjacent to an ally, they can spend a heroism
point to absorb a hit that ally would normally take. This must be
spent before damage is rolled for the target. A note about grenade.
A hero can leap atop a grenade and take 2 times the normal
damage himself, but that will protect his allies from suffering
damage from the device.
Ancient Technologies:

Many pieces of technology used by Archive space are based on the


designs of the ancients, sometimes there are better versions of
these items hidden in various lost installations. For weapons and
armor these things have a +1, +2, or +3 bonus to accuracy and
damage. Though the greater the bonus the rarer these
artifacts should be in and the more valuable they are when
recovered.

Unique items are even more precious--these are things which have
there own classifications and do not have a modern equivalent.
Such items are never available for purchase in Archive depots or
common stores.

Valuables:

Gold Wire 10 Credits per gram


Mined Gemstones 5 credits per gram
Radioactive Materials 20 credits per gram/
Rare Synthetics 15 credits per gram/
Computer Data Chips 1-100 credits per chip/
Robot Circuits 100 credits per circuit
Power Sources 10-500 credits per source

Returning this material to the Archive can either earn them the listed
credits, or be traded for extra training (experience points.) The
experience point value is always 1/5 the credit value. So a gram of
gold wire is worth 2 XP. It takes a lot of value to earn special
training.
Ancient Weapons and Devices

Note:
Weapons are a special case for devices. Since weapons can do
more than just “hit more accurately”, weapons can also do more
damage. Ancient technological weapons can increase in damage
dice for every +3 bonus they add another die of damage.

Example: a Beam Pistol ordinarily does 1d10 damage. A +3 beam


pistol does 2d10+3 damage. A +5 beam pistol would do 2d10+5 still,
but a +6 Beam Pistol does 3d10+6. In the examples below Ancient
weapons will list their total damage using this process. (Don't double
up and add it in again!)

Armor and other devices usually just use their listed bonus or
increase.

Special Abilities

Some Ancient devices have abilities or powers beyond the those


listed under their description. Creating such items is a snap. Simply
choose 200xp worth of modifications listed here for every 2 levels of
the Delvers intended to claim it.

Armor Piercing
Artificial Intelligence
Disrupting
Force Field
Gravity Alteration
Hyper-charged
Motivator
Psychic
Revivifying
Surge
Alien and Artifact Apparel

Geckomag Boots (200 XP)


These boots allow walking on metal surfaces. (All Archive ships,
and many Derelicts)

You can move at half normal speeds across walls and ceilings with
nominal gravity or full speed in low gravity.

Chameleon Cloak Field (500 XP)


This cloak generates an optical camouflage that provides essentially
invisibility. (+10 to hide)

Med-Emergency Spacesuit Lining (300 XP)


Spacesuits with this lining heals the wearer 1d10 Heroism points
once a day using its advanced technology. (More advanced
versions are know that can heal a greater amount. An addititional
300 XP value for every 1d10 healed per day)

Exotic Matter Mesh Lining +1 (500 XP)


This mesh will fit most armored jumpsuits and spacesuits it is
unusually protective and depending on the type will add its bonus--
on top of the normal lining bonus for that type of lining.

Space Suit +1 (600 XP)


These are enhanced high quality space suit of previous eras or
even allegedly Ancients design, its bonus is on top of the usual
benefit for a spacesuit

Esper Amplifiers and Other Devices

Animal Empathy Gem (250xp)


A small gemstone that adheres to the tissue on the forehead of mot
humanoids, or the equivalent brain case location. When attached it
grants the user the ability to sense the emotional state of animals.
They can influence animals behavior with a Charisma check.
have.
Resistance Booster Ring (200xp)
The wearer of this ring receives a small bonus to saves versus the
attribute it is designed to boost. The boost only works for
resistances. The ring usually gives a +2 bonus, but more powerful Stunner
rings might exist.
Psi-Staff
Deflection Generator Ring (2000 XP)
An Ancient device that mimics the workings of a Force Field belt,
but much smaller and more advanced it provides armor as long as
it is active. These devices usually produce a AB5 field.

Forcefield Jewel (9500xp)


A few of these have been found on ancient starships they appear a
small gems or jewels that can be activated to generate
a spherical force field 5m/15' in diameter. AB: +10 to everyone
inside the sphere. These jewels only have 1d6 charges before
burning out. Espers can recharge them by expending one charge
and focusing that psychic energy into an object, this gives them a
single charge per slot used.

Molecular Dispersal Device


Once activated this device transforms user into a fog-like mist. In
this form they cannot be effected by normal weapons, only Ancient
technology will still wound them. They can move at normal walk
speed unless they face powerful fan or strong natural wind which
negates their movement. They can also slide through crevasses
float over holes, or move through the smallest openings with ease.
They are not resistant to Esper attack powers or other abilities.

Power Source Scanner


A Power source scanner appears like a small box with two detecting
antenna attached to the top. The device when activated
will give a power rating of any nearby devices. (How much power it
produces, if it is stable.) With careful use it can tell
how many charges or how much ammo an energy weapon
possesses.

Kirlian Detector
A viewing device similar to a magnalens, when activated and held to
an eye the user can see the auras of people and devices
that generate psychic energies. (Nearly all organic creatures,
androids, and A.I) It will show through color and intensity if the
target has psychic abilities, their relative level or toughness to the
user of the device, and potential Ancient technologies they might
Miscellaneous gear

Hyper spatial Compartment


Faulty Hyper spatial Compartment
Sympathetic Crystal
Magnalifters
Living Rope
Miniature Black Hole
Atomic Awl
Virtual Lathe
Resonating Nanomeasure
Fixit Nanospray
Instawall Foam

Weapons:

Antimatter Slug Gun


These weapons usually have an internal re loadable magazine of
ammunition, they may be found with 1d10 shots. When a slug
strikes a solid object the object must make a Save vs its Con.
(Spaceships have an average Con of +3) A success means the
object takes half-damage, otherwise it takes full damage. Damage:
6d10x5

Black Beam Pistol


Black Beam Rifle
A Black Beam weapon simply dampens energy transfer. Ina living
being this instantly stops the nervous system. It also dampens the
power cells of robots, drones, and small vehicles. Neither
style of weapon is able to stop a large scale nuclear reaction like
those used in a starships. Any being struck must make a Dex save
of DC 30 or die*. These weapons can be halted by a physical
barrier (Shields count but not spacesuits), or force fields. Ordinarily
Heroism points lets a Delver turn an attack into a mere scratch as
they leap, turn, or perform other actions to lesson a strike that has
landed. A Black Beam weapon however only needs a to brush the
target to snuff out their life.
Medics can restart a lifeform or an Engineer a robot with a a simple
skill check DC10 for both.

Black Beam weapons should be extremely rare. Even the barest


touch of a black beam gun will sniff lifeforce or energy cells out
which can be a terrible tool in the hands of Delvers or their foes.

Blazeblades
A blaze blade appears as simple weapon haft similar to a
beamblade. Only when activated the canister style hilt emits a rapid
jet of crystalline granules that solidify into a razor sharp solid sword
blade. These are effective for parrying Beamblades. Turning
them off causes the canister to absorb the blade again. These
blades may be of exceptional quality. (Having bonuses like other
ancient technology.) Damage: 1d8+1

Combustion Grenades
These grenades when activated explode into a fiery ball that can
take up a sphere up to 10m/30' in diameter doing damage and
igniting
any material in that sphere. A Delver can save vs Dex (DC20) for
half damage. Damage: 3d10 plus ignite.

Exotic Matter Mace +1


Exotic Matter Maul +1
Advanced variation of the Mass Mace and Maul respectively, These
weapon rely on emitting a dark matter sphere at the end of a
cylindrical handle. Damage: 1d8 Mace, 1d10 maul. The Knockdown
Save is 12 for the mace or 17 for the maul. These appear in a
number of improved variants like other Ancient weapons
Phasegem Pistols:
These are small gems about the size of an average die (d10.)
Upon activation they shape change into glowing beam pistols,
they have 1d10 shots when discovered and can be easily recharged
on board any ARCHIVE era spacecraft. Damage: 1d8+1

Spiderdrone Mine:
These are simple programmable mines with a set of spider like legs
for mobility. They are not intelligent but will pursue
any movement that does not have a FOF tag programmed into
them. Move: 20' Damage: 2d10 in 5m radius
Beamblade +1
Simple yet very efficient beam blades, often found in Ancient
caches. Rarely more powerful blades are discovered.

Gyrochucks +1
These weapons are unusual pieces of ancient gear, two matching
hilts linked by metal cable. They are stabilized gyroscopically to
make them more easily usable by those untrained in their use.
These weapons ignore hand held shields and do 1d8+1 damage.

Consumables

These materials must be ingested or injected in order to facilitate


their effects. Most Archive era consumables come in pill or lozenge
form while the Ancients had perfected aerosol, or injected versions
that have a near instant methods of delivery.

For pills or similar orally absorbed consumable the effect takes


effect in 2 rounds after ingestion. If another method of delivery is
used the effects may begin instantly. All consumables last 2+2d6
rounds unless otherwise noted.

Aerosol Camouflage
A small can of this substance can be used by an adventurer,
typically it contains 1-6 uses (1d6) and when sprayed on
the an area roughly the same size as a normal humanoid, this gives
them temporary camouflage equal to a +4 on hide checks.

Cellular Compression Pill


How this drug achieves its effects is entirely unknown, it is believed
to use seed cells with nanites that make use of exotic dark
matter, but that is just supposition so far. When consumed it shrinks
the person who is effected to 1" tall. Their Strength is reduced
to -3 and they cannot manipulate normal sized equipment without a
Hard (D#20) Dexterity test. They still take damage as normal. (Note:
All worn gear is also reduced in size, but weapons and carried gear
are not.)
Cellular Magnification Device
Usually a one shot device, when activated expands the size and
mass of the user, it achieves this effect by converting nearby energy
sources to matter within the users body. When used will cause a
showy effect of flickering lights and static sparks around the person
effected. The user grows to 12' tall and all their worn gear does as
well. Though this does not impact hand wielded or carried gear The
user receives a +6 Strength while under the effects of the drug.
They also have an AB of 2

Esp Booster Pill


Psychic boosters are rare, this one is known to allow even non
Espers to read the thoughts of those around them. It gives them the
ability to use abilities from the Esper category marked as “ESP” for
1d6+3 rounds, and gives them a temporary skill Psychic skill of
+10. Espers taking the drug get a +5 bonus to their skill.
Vitadrine
Vitadrine is a energy boosting, and cellular healing drug capable of
fixing all but the gravest of injuries. Normally found in Ancient
derelict in injection form. Recently the ARCHIVE has begun
manufacturing their own Vitadrine but in capsule form.

Vitadrine rejuvenate and recharge the recipient giving them 3d6 HP


or returning them to full HP whichever is the least.

Levitational
When imbibed or injected this psychic enhancer drug gives the user
a temporary boost to their latent psychic talents and grants them the
ability to levitate for the duration of the drug. They can move at 5' a
round in any direction not impeded by a barrier.

Toxin
Some consumable have gone bad, and some toxins are stored in
the same form of containers as beneficial ones. If taken
the character must make a save or be reduce to 0 HP leaving them
sick and likely to die. A Delver must make Con check versus the
Toxin's D# (Usually Hard) to avoid the effect.
Artifacts of the Ancients
Artifacts of the Ancients come in myriad sizes, shapes, and
purposes. Some are so important and galaxy changing that they
possess their own names, special powers, and significant history.

Many such items have been discovered, lost, and rediscovered


many times since the foundation of the Archive. Partially due to the
truly wondrous design elements behind them these devices are
poorly understood and may act in somewhat erratic or dangerous
fashion. Quite often the item will disappear from a user after some
random event occurs that activates some lost design feature
causing it to be recalled home, or to some arbitrary point it has
locked inside its circuitry. Usually it is possible for the device to be
permeability claimed by performing some specific activation
sequence, taking it to a specific recharging station, or other delve
worthy adventure act.

Adru's Awl
This device is an ancient energy device that can project a focused
beam of power that seems to tear time and space in two. It was first
discovered by Delver Adru ban Haret in the tenth year after Archives
consolidation of artifact control. He owned it for nearly fifty years
before he disappeared with the device. In ASY 781 it was re-
discovered on the body of an unknown alien species and brought to
the Archive where it was tested and then stored temporarily while
the data was compiled on its tests. The device disappeared from the
Archive's secure facility in full view of a video camera.

Adru's Awl appears as a slender rod with a bulb on one end


holding its activation controls. The device when activated emits a
beam of light that seams to cut a circle in space, allowing one to
step through. The user may step through this hole and will find
themselves in a “waiting room” of glowing nebula in darkness. The
device is then activated again once the entrance closes and can
open a second door in the waiting room to a location envisioned by
the holder of the device. The entrance door won't close unless the
user enters the waiting room. Allowing him to pass a number of man
carry able items through the door before him. Items left in the
waiting room seem to vanish if they are not pushed back out into
real space.
Drawbacks: Anytime the device is used there is a 1% (00 on
1d100) chance that it will teleport itself away through unknown
means sealing the doors immediately and trapping anyone inside its
waiting room with no means to get out.

D'amaan's Device

The D'amaan's Device appears much like a modern Medikit but with
an almost organic appearance. The device can be activated by
touching its scanning surface (antennae like feelers) to an dead or
near dead victim. The device will then reveal vicious looking
injectors that it drives into the body and pumps the dead or near
dead individual with strange alien nanites that can heal them to
complete health, even days after they have passed away.

The device always disappears after it used three times by the same
person. No devices seem to impair its ability to disappear. It seems
to shrink away to nothing leaving only trace chemicals behind.
Some have theorized that there isn't one device but several
scattered across the galaxy.

Drawback: People who have been healed by the device tend to


gravitate towards one another. Moving into the same planets, living
in the same facility, and so on. They don't speak to each other but
tend to give each other knowing looks. Interviews with those so
effected is unrevealing. Most of those effected merely say they “feel
comfortable” near their brothers and sisters. Their diet changes to
one high in sugars and their metabolisms speed up enough burn
this off easily, despite their seemingly unhurried attitude towards life.
They will leave careers that take them away from “home” for any
significant amount of time.

Scans of their bodies reveal only minute changes within them


mostly based around their metabolism speed, with slight increases
in certain normal chemicals found in their nervous systems.

Thurgrin's Near Unlimited Library P-Comm


Discovered by the felinoids soldier Thugrin in a spacecraft serving
as the home of a madman, the P-Comm has a built in library that
allows the user to access a large amount of information. All
incredibly accurate. This devices gives +4 to all checks in which a
P-Comm could assist. Some theorize that the P-Comm may even
carry an A.I, but no-one has yet tested that likely dangerous
hypothesis.
Drawback: The thing is an A.I, of limited nature, and unable to move
its code off the device. It is somewhat snarky, but willing to provide
answers to those who stroke its ego from time to time and take it
new places. Possession of the item is technically a serious crime in
Archive space if anyone could prove it was an A.I, and its unlikely to
talk when questioned. Unlike most Ancient devices this one seems
to be its own master. It stays with any wielder who continues to be a
source of interest and entertainment

Drawback: The things personality. It's snarky and has a bit of a bat
attitude, if its awake and aware. The A.I may be asleep when
discovered, though its normal P-Comm functions work.

Ymere's Electrical Arctool


Only five of these tools have been discovered with the word
“Ymere” printed on the dies, whether it was an person, solar system
or ship no-one knows but the device is similar to a Megatool but
appears like a an 8” rod of metal. It can assume the shape of any
physical tool the player desire by simply thinking at the tool and can
generate a powerful electrical arc that can be used to cut, wield or
even disrupt delicate circuits. The tool cannot reshape itself in a way
that removes the word Ymere from the handle. It provides a +6
device bonus when used to repair, manipulate or otherwise work on
something

Drawback: The device has given a few of its users the feeling that
they are being scanned. Whether this is the case or not is up to the
DM but it is suggested that it is an Ancients device whose purpose
is together data for its now absent masters. Should an Ancient be
encounter it may “recognize” that Ancient and report to it.

The Jauntsuit of L'lut


The Jauntsuit is a heavily armored space suit with a round helmet of
solid materials that appears like ancient medal it has small sealed
viewing portholes that allow the wearer to see. It also has small
tactical feeds that provide information from outside the suit in a 720
degree sphere around the wearer. The suit is bulky and slows the
wearer by 10' (it also causes a -1 Dex.) However the suits bulk is
made up by its AB of -15 and its built in weaponry. A wrist mounted
hull drill that does 3d10 armor piercing damage a round. A Shoulder
Beamgun that does 4d10 damage at range. The suit requires
special power cells that are difficult to hunt down, and somewhat
tough recharge (D#30 to manufacture a recharging device)
Drawback:
The jauntsuit has on more than one occasion moved on its own,
with the wearer inside. It is programmed to return to its original ship
when lost, the coding is very complex and based on crystalline
memory storage that the Archive simply cannot fathom. Removing
the code is a Stellar difficulty for the user at any level. Even then
they can't be entirely sure its reprogrammed and won't go carrying
them off to some now derelict and lost ship.

Xoc's Oscillating Beam Cannon

A rare ship mounted weapon the Oscillating cannon has an erratic


dual beam that is alternately drawn together or repelled from each
other. When the beam strikes it obliterates its target by disrupting its
very molecules. The Xoc's cannon adds +5 to hit, has AP vs
shields, and does 4d20 damage. Xoc's cannon can also create a
tractor beam (that uses its +5 bonus.) and cannot be escaped
without a Mythic piloting roll. (D#30)

Drawback: The energies fired by the cannon actually disrupt the


molecular structure of the materials where the weapon is anchored.
In time it will eventually dissolve any means to hold it to a ship, and
continue to spread the damage like some form of energy based
disease. For every ten days of service it does 1d10 permanent hull
damage to the ship.

Mass Mace of Yrral's Well


Discovered in orbit around Yrral's Well a stable but massive
singularity, on the edge of Archive space. The Mass Mace adds +6
to hit and generates its own micro-singularity and does 3d10+6
damage. The Maces also can be activated to manipulate gravity on
the wielder and allow him to levitate (as the Esper power)

Drawback: Due to its singularity generator, the device may


accidentally negate gravity at a random point. Or increase it
dangerously when the user activates it. It is suspected by the
Archive that the reason for this devices odd behavior may be tied to
damage from Yrral's Well, or a poor understanding of how it
operates.
Encounters and Enemies

The experience point awarded by a monster is some clue to how


challenging it should be, in general a single monsters normal
experience award total should be 25 times the average party
members level to be a challenge to a single member of that party.
This can vary up or down a bit. If you have a party of 4 delvers at 1st
level, this means that 100 XP is a could challenge level for them.
This could be roughly 10 Gaugs, or 15 Vermips, give or take a few
based on the intelligence and special abilities of both sides.

Creating encounters is not really about mathematical formulas, and


has a bit of art to it. It is a good idea to examine an enemy encounter
and the PC's and make sure it will challenge them, and perhaps risk
their lives, but not if they are cautious with handling the encounter.

It is also suggested Delvers, don't be afraid to try and escape if


things are going bad for you. Use those HP for crazy stuff. Make the
fight for your life fun, exciting, and either make a difference, or go
down swinging.
Any denizens below are found in a variety of variations across the
galaxy, a Derelict Master can utilize these modifications for
mutations, variant evolution, or completely new creatures that are
similar to the base creations. The modification add a small
experience point reward to Delvers who defeat the enhanced
creatures.

Acid (35 XP)


Armored (100 XP per -1 AB)
Blast (100 XP per 1d6)
Carnivorous (20 XP)
Enhanced (20 XP per attribute increase)
Esper (100 XP per +1 Psionic Skill)
Frightening (50 XP)
Flying (100 XP)
Horned (50 XP)
Invisible (250 XP)
Incorporeal (350 XP)
Giant (200 XP)
Miniature (100 XP)
Nocturnal (25 XP)
Poisonous (100 XP per 1d6)
Quilled
Teleporting
Unshakable

Acid
Unusual creatures sometimes are imbued with acid spraying
abilities. This may be a device they've somehow had attached to
them, or a strange mutation. If they have the benefit of this ability
they can spew acid 30' and it does 1d10 Ignite damage. (D#15
save.)
Unique Monsters

Every so often the DM will want something more than an off the
shell monster tweaked using the rules above or his own good
sense.

In this case here are some rules for building a creature profile from
scratch

Population Appearing:

This is how many monsters will show up in an un-planned


encounter.

For every die that is used in determining the number of appearance


you pay 1 xp. For every face of the die you pay 1 xp. Simple
enough: If you want to build something that appears as often as
Vermips, you'd pay 5 XP for their base number, and 6 for their dice
size. So a Vermip should cots 11 XP. However, we've not got to why
they're a bit cheaper yet.

Defense:

The base Defense of any creatures is 12. It costs nothing to have


that defense. It should be noted that some creatures may have
higher or lower defenses, and the higher Defenses make the
encounter harder. It is suggested that the DM look at the characters
and figure out what the average character can get to hit regularly.
Then bump up the Defense by a small amount to make it a bit
harder. Or a larger amount to make it even harder. Bump it up to
high and your making it very hard for the characters to succed on
the delve, and that might happen due to bad luck or poor planning
on there part, but it shouldn't happen entirely because of the things
you do on your part.

Cost: For every point of defense lower than 12, you give back lower
the XP by 4. For every +1 you increase the the Defense you give
the monster you increase its XP by 10.
Ancients
Ancients are seemingly godlike beings who evolved when the
galaxy was younger, Ancients are usually not encountered, and then
it is most likely a terrifying and awe inspiring event. Ancients appear
as the GM choose as they no longer need bodies--instead are living
energy forms that can assume a seemingly mortal form or shape to
interact with Delvers.

Ancients act in often strange and ineffable ways, one minute helpful
the next capricious and vain. Stats will be at the DM's discretion.

Amoebic Marauder
Population Appearing: 1
Defense: 21 AB:6
Attacks: 2 (Surround and Devour, 1d10+Ignite)
Strike Chance: +2
HP: 3d6 (15)
Morale: Absolute
Sapient: Moderate (+1)
Str +1 Dex +2 Con 0 Int +1 Will 0 Cha -2 Move: 30'
Experience: 1000
An Amoebic Marauder is a protomorphic lifeform—it resembles a
single celled organism grown to enormous size (although since it
dissolves when destroyed, its exact nature is unknown.).

The Marauder moves in an undulating pattern and is intelligent and


can speak, but it does so by vibrating the cells within your bones to
create a voice heard within your body. It has an eery unnerving
coldness, and simple absolute focus to find food, grow, and
reproduce by fission.

Immune to grappling attempts


Argusoid (Eyebeasts)
Population Appearing: 1
Defense: 28 AB: -9
Attacks: 3 (1d10 damage or eyebolts)
Strike Chance: +6
HP: 8d6 (40)
Morale: 30
Sapience: High (+3)
Str +1 Dex +2 Con +1 Int +3 Will +2 Cha -2 Move: 50'
Experience: 7000

An argusoid is a creature drawn from another dimension.


It is a terrible monstrosity that appears as a mass of writhing
tentacles that dip in and out of real space seemingly at random. Each
tentacle appear to terminate in a mass of hundreds of alien eyes. The
Argusoid cannot be surprised by any means except true invisibility

An Argusoid can attack with a sequenced pattern of eye bolts that


disrupt the molecular structure of its foes. It can do this once every
five rounds and this does a 5d10+5 damage, but also adds ignite.

Once every 3 rounds it can fire a blinding flash that does not
damage, but all those who fail a Dex save D#25 to cover their eyes
are blinded.

The bolt can an Argus can fire a bolt that merely stuns, a save vs
Con vs D#30 or be unable to act for 1d4 rounds.

Argusoid are intelligent and can be conversed with if someone can


find a means to communicate with them. They are quite alien in
outlook, but are often found guarding locations or objects once held
by the Ancients (often quite dangerous objects and locations.)

Few have ever left their duties even after potentially hundreds of
millions of years, so it is best to tread cautiously around these
creatures.
natural form.
Grislybat

Population: 1-4
Morale: 18
Defense: 16 AB: 5 (Natural)
Attacks: 3 (Claws 2d8, Teeth 2d10)
Strike Chance: +4
HP: 4d6 (20)
Sapience: Animal (-4)
Experience: 150
Str +4 Dex +1 Con +3 Int -4 Will 0 Cha 0 move: 30'

Grislybat are an eyeless, mammal-like, and monstrously sized


creature that has the features of a chiropterous species and an
ursinoid mammal, these features seem to blend well. Their enhanced
sonar allows them to track down their prey. They then tear them to
shreds with their claws and teeth.

A grislybat can hold prey that it strikes with both claw attacks, and
then bite without chance of missing. (Strength vs DC14 to break
free, or Dex vs DC12)
Extremely loud noises can drive grislybats off (Small Explosions),
while lesser sounds can irritate and annoy them to rage (+2 to Strike,
Morale goes to 20)

Biomorphs

Population Appearing: 1-2


Morale: 13
Defense: 23 AB: 5 (Natural)
Attacks: 2 (By form, 2d8+1)
Strike Chance: +10
HP: 5d6 (25)
Sapience: Average (0)
Experience: 900
Str +1 Dex +1 Con +4 Int 0 Will +1 Cha +1

Biomorphs are alien lifeforms that can assume the shape of any
organic creature from the 5" to 10' tall. They assume the natural
attacks (claws, teeth, acid sprayers) of the shape or creature they
assume. However they retain their armor and damage from their
Attempts to reverse the cyborg
Cywolves process has been unsuccessful.
Cywolves (Cyber wolves) usually appear as normal members of Archive science just isn't up to the
their prospective races, until a signal hidden on some hyperspace task (yet). It is possible a cure
channel activates where their biomimetic flesh melts away and they might be found in Ancient
become monstrous rampaging beasts who have no mercy or remorse. installations or Machine Empire
bases, but that is a delve of some
It is believed to have been some black science developed by rogue true heroic challenge.
Ancients, now utilized by the hateful robot armies that wish to
spread terror amongst organic life forms.
Bladewings
Cywolves are not easy to detect, as their components are
biomimetic, and resembled unusual, but organic biology to most Population Appearing: 2-20
sensors. Cywolves do not know they are cywolves until activated Morale: 11
and interviews with dying and psychically controlled wolves reveal Defense: 12 AB: 4 (Natural)
their reluctance to do harm, but an uncontrolled urge to kill and Attacks: 1 (1 Wing slash 1d8)
slaughter is programmed into them that so far has been found to be Strike Chance: +2
irresistible. HP: 1d6 (4)
Sapience: Animal (-4)
Cywolves only vaguely resemble wolf-like lupinoids instead being Experience: 30
some form of monstrous humanoid predator with a lupine jaw, Str -1 Dex +1 Con +1 Int -4 Will
pointed ears and digitgrade legs, all built by technology. -1 Cha -1

Population Appearing: 1-4 Bladewings are small creatures no


Morale: 13 more than a hand span across that
Defense: 17 AB: 7 (Natural) are found across the galaxy, they
Attacks: 3 (2 Claws 1d8, Bite 1d12) seem to attach themselves
Strike Chance: +6 magnetically to ships and detach
HP: 6d6 (30) when
Sapience: Low (-2) to High (+3) in an atmosphere, they have no
Experience: 300 need to breath during travel but
Str +4 Dex 0 Con +4 Int -2 Will 0 Cha 0 must do so on planet. They can
reside on a ship for up to one
Cyberwolves transform when signaled too but the programming is hundred years. Once they arrive
complex, it can send them to cover its crimes and revert to its on planet
humanoid form and not remember any of its depredations. they seek out warm blooded
The signal varies for each Cyberwolf but is likely to trigger on some creatures (like many Delvers) and
standard time interval. (Always at 2100 standard, Once a week at swoop past trying to lacerate their
0200, and so on.) prey with the forward edge of
their wings. Once they have slain
the creature they will land and
gorge themselves from the pool of blood. An engorged bladewing
cannot fly. 1d4 days after they've fed. They split in two by fission
and seek new prey trying to repeat their food and reproductions
process.
Borers

Population Appearing: 1-4


Morale: 15
Defense: 13 AB: 6 (Natural)
Attacks: 2 (1 Grab: 1d4, Bite 1d10)
Strike Chance: +2
HP: 2d6 (8)
Sapience: Low (-2)
Experience: 50

Borers are large beetle like asteroid dwellers, they live by boring
through rock and metal devouring the materials for nutrition.
A borer will usually leave most creatures alone unless a nest of them
is disturbed whereupon the Borers will attempt to grab the invader
and tear them apart with their terrible forward pincers and maw. A
nest consists of up to 4 individuals with eggs. Discovered outside a
nest, and they are docile, some can even be nudged gently in a new
direction to bore a new opening in the rock.

Blastworms

Population Appearing: 1-6


Morale: 13
Defense: 19 AB: 10 (Natural Inside Tube or 3 when blasting)
Attacks: 1 ( Spit: 3d20)
Strike Chance: +10
HP: 30d6 (120)
Sapience: Very Low (-3)
Experience: 600
Blastworms are found on planetoids and asteroids without
atmospheres, usually facing a star or other significant heat source.
They wait inside
their spire like tubes for passing space vehicles. They then jump out
and spit magma like blast of spittle which can melt holes in even the
most durable ships. They will repeatedly shoot out and fire upon a
ship until it is disabled then propel themselves out of their hole and
wrap
themselves around the vehicles, crushing it with their armored bulk
and slowly eating it. Once filled they will launch themselves
back to their asteroid, or to new hunting grounds. If wounded they
will simply stay inside their tube and hope the danger passes.

Thankfully their soft bodies can be targeted, and even minor


weapons fire can discourage them if they are not protected by their
tube. They are a significant hazard to stellar traveler however.

Brutes
Population Appearing: 1-10
Defense: 13 AB: Per Armor type
Attacks: 1 (By Weapon)
Morale: 14
Sapience: Low (-1)

Brutes are simply alien species who survive by hiring themselves out
to be muscle, rarely do they have the have the will or focus to
become delvers, though they may appear very much like a Delver
races, and might be related to them.

Crawler

Cybershells

Organic bodies with android developed chips plugged in them to


make them servants and footsoldier. The bodies are preserved with
chemicals and other technologies.
Gaugs
Insect, Giant, Colony
Population Appearing: 3-18 Insect, Giant, Solitary
Morale: 8
Defense: 13 AB: 3 (Spacesuit) Predator, Hunter
Attacks: 1 by weapon
Strike Chance: +2 Predator, Lurker
HP: 2d6 (10)
Sapience: Low (-2 Int)
Experience: 10 each Predator, Pack
:Str +3 Dex +1 Con +2 Int -2 Will -2 Cha -1 Move: 30'
Robots
Gaugs
(Shorthand for Genetically Augmented Species) humanoids, created
by some previous civilization, they appear very much like common Androids
humanoid lifeforms only somewhat more bestial. Gaug's
modifications make them so they are dangerously violent although Rare and terrible, androids can
pass for organic lifeforms without
shows of strength and force may frighten them off.
an advanced scan of their brain
They are opportunistic scavengers and warriors and will kill with and central nervous system. They
little reasoning. are created to have synthetic but
organic seeming organs. So well
Megaug designed they even bleed, feel
Population Appearing: 1-6 pain, and can fake emotion.
Morale: 17 Androids however, serve (or
Defense: 14 AB: 4 (Natural) control) the sinister purposes of
Attacks: 2 (Weapon or Power) the Machine Empire. They may
Strike Chance: +3 may answer to their own desires
HP: 3d6 (12) or perhaps to distant A.I. Masters.
Often Androids will manipulate
Sapience: Average (0)
organic life to aid them in their
Experience: 130 insidious plans.

Megaugs are larger and more intelligent than their degenerate Population: 1
brethren. Megaug appear like 10' tall humanoids. They are devious Morale: 18
and crafty and able to plan their attacks. Often a Megaug will lead aDefense: 30 AB: 15 (Natural)
group of Gaugs, using its strength and cunning to direct them for itsAttacks: 3 (By weapon)
own ends. Strike Chance: +11
HP: 10d6 (50)
A Megaug can strike with weapons, of quality equal to those found Sapience: Very High (+5)
in Archive space, but built for their size. They also have access to Experience: 9000
Str +3 Dex +3 Con +3 Int +5 Will
Esper powers with a Psionic Skill of +2 (GM decide on these in
+4 Cha +3
advance)
Androids have wide access to standard Archive or Archive
comparable gear, they also have a 30% chance of having 1d6 minor
Ancient devices of variable utility and a 2% chance of having an
artifact.
Androids may command other robot units with imperative, and may
summon forth 2d6 Dreadbots, and 1d4 nanowraiths, or 2 warbots
(of any type) from a built in warp transmitter once per ten rounds.

Androids have a built in devices that let them possess a psionic skill
of +8 and can utilize any psionic ability they can activate. They lack
the power of true Espers and so are treated as only level 5 for
saves/durations and so on.

Androids can recover 2d10 HP if they are able to take cover and not
suffer additional erosion of their HP for 2 rounds.

If reduced to less than 10 HP, they will attempt to activate their warp
transmitter and flee. Warp Transmitters of this type fail on a roll of
1-5 on 1d20 anyway.

Dreadbots
A commonly found robot type, they look very much like a humanoid
skeleton made of metal. Though it is hypothesized that this is to
spread fear, the machines are most likely simply mimicking their
original creators in order to make use of technology designed for
humanoid use. Dreadbots are usually armed with a Beam Rifle that
is wired into their power source and a wired in Beamblade (These
devices require a Repair check DC15 to remove.)

Population Appearing: 2-24


Morale: None. Fight until destroyed.
Defense: 10 AB: 3 (Natural)
Attacks: 1
Strike Chance: +3
HP: 2d6 (8)
Sapience: Low (-2)
Experience: 10
Variations:
Dreadbeasts

Dreadbeasts appear as skeletal robotic animals, they vary


significantly. The most common form is a feline frame, but canine,
ursine, and even equine models exist.

Feline Dreadbeast

Population Appearing: 3-18


Morale: None. Fight until destroyed.
Defense: 12 AB: 3
Attacks: 2 (Claws and Teeth, 1d6)
Strike Chance: +3
HP: 1d6+3 (7)
Sapience: Low (-2)
Experience: 10
Sapience: Below Average (-1)
Feline Dreadbeasts have a better chance of avoiding attacks (Dex: Experience: 280
+2) that impact the area around them.
Nanowraiths attack by engulfing a
foe in a tendril of mist like
Megabots material and tearing them down
Megabots are a giant-sized robots with re-enforced frames and on a molecular level. This attack
improved armor. does 1d10 damage and is treated
as if it had the Ignite attribute.

increased stats: Nanowraiths are immune to


physical and most energy attacks.
Population Appearing: 1-5 They can't be harmed by bullets,
Morale: None. Fight until destroyed. beams, missiles or the like. They
Defense: 18 AB: 6 (Natural) take half damage from
Attacks: 2 (By weapon) explosions. They simply warp
Strike Chance: +5 their structure around such
HP: 5d6 (20) attacks. They can be hurt by
Sapience: Low (-2) flamers and plasma weapons,
Experience: 100 and of course effected by Ancient
weapons of +2 or greater due to
Megabots are equipped with a Heavy Beam gun (Vehicle class.) undetermined features of such
Heavy Beam guns would require two men to transport them, or a devices.
vehicle. They do 3d10 damage and require a large power cell that
provides 30 shots. Even the Megabot must rely on such a cell,
though they can recharge the cell in an hour.
Warbots:
The Megabot can inflict terrible damage with their vise-like grips.
This does 1d10+3 damage. Warbots come in a variety of
shapes and forms each designed
to inflict damage on the warbots
enemies. They may be found
Nanowraiths throughout
Nanowraiths are advanced robots that are made up of thousands of formerly occupied Ancient sectors
microscopic machines that hover in a gas like form. Their exact and are a terrible hazard for
purpose is unknown, but seems to have been either maintenance or explorers
cleaning. They are usually found aboard Ancients ships, but are
sometimes subverted by other artificial life and turned to a Population: 1-3
dangerous synthetic hazard. Morale: None fight until
destroyed.
Population Appearing: 1-6 Defense: 18 AB: 6 (Natural)
Morale: None. Fight until Destroyed. Attacks: 3 (See Below)
Defense: 15 AB: 5 (Natural) Strike Chance: +8
Attacks: 2 (1d10) HP: 11d6 (44)
Strike Chance: +5 Sapience: Below Average (-1)
HP: 5d6 (20) Experience: 800
quickly devour their newly
Special: transformed prey.
Warbots can have modified Defenses, AB, and attacks chosen from
innumerable variations. The stats here are for a typical warbot
found among the ruins. To change this simply raise the Defense,
AB, Strike, or HP by 1d6, for each increase add 100 XP to its award,
for any similar decrease reduce the XP awarded by 100 (minimum
of 200)

Also choose a weapons package:

Assault Warbot
2 Autofire Beam Guns 1d10+1 damage (Cannot be removed), 1
Medium Missile Launcher: 4d6 damage in 21'/7m radius

Containment Warbot
2 Heavy Flamers, 1 Light Missile Launcher: Tranquilizer Gas
Missiles 21'/7m Radius

Infiltrator Warbot
3 Beam Rifles, Invisability Field: +18 to Hide checks,
Sabotage/Control systems as a 4th level Engineer.

Scout Warbot
2 Beam Rifles, 1 Needler (Tranquilizer Darts) Save vs DC 12 ,
Invisability Field: +8 to hide checks.

Support Warbot
3 Beam pistols, Repair other units (1d6 HP per round)

Screamer

Gorgonoids

Gorgonaoids are a silicon eating lifeform who developed a unique


ability to allow for their long term survival, gorgonoids can emite a
beam from an organ between their three eyes
that transforms carbon to silicon. It produces a highly unstable and
radioactive form of silicon, but the gorgonoids are immune and so
Few survive this transformation. If possible, there are some rare Fortunately, Vermips are
Ancient technologies and Esper powers that might return the victim cowardly, and can be driven away
to their living carbon state. from a give location with force.
Attempts to communicate with
vermips often results in taunting,
Gorgonoids delight in eating Vermips alive.
snickering, and crude responses.
A precious few may actually open
Troids a dialogue with sapient life-forms.
Though even then they are
Thoughtshapers treacherous and prone to
infighting.
A species of cephalopods about 2' in diameter at their central mass
they have gray-pink flesh, and can survive for a significant amount
of time outside of water. Thoughtshapers utilize their telepathic
powers to seize control of their victims mind and use them for their
own aims. Thoughshapers have a significant interest in undermining
delvers and stealing the wealth of past ages for themselves. Warpriders
Thoughshapers despise being revealed and will fight to destroy
anyone who knows they exist and what they can do. Thoughshapers
can steal the Esper energy of sapient creatures to bolster their Population Appearing: 1-4
powers. Defense: 20 AB: 3

Vermips Mutants created by long exposure


Population Appearing: 5-36 (5d6) to various forms of superluminal
Morale: 7 travel. Originally they were a
Defense: 12 AB: 2 (Natural) small species
Attacks: 1 (Claw 1d6 or bite 1d10) of felinoids kept as pets. Now
Strike Chance: +1 they appear as eternally shifting
HP: 1d6-1 (3) felinoid creatures that are 1.3
Sapience: Low (-1) meters at their shoulder
Experience: 6 and 3m long. They warp and shift
like a shadow before candle in a
A species of widespread vermin, Vermips combine the worst traits of varying wind. They are indistinct
sapients, crocodiles, and cats. They are reptilian humanoids monsters that prey upon those
of small stature with a wide maw filled with razor sharp teeth, an who cross their paths, killing them
endless appetite, and the ability to digest nearly anything they can and devouring them.
bite off and swallow. More uniquely Vermips are a life form based
silicon, although they resemble traditional carbon based lifeforms.
They still breath oxygen, but can survive in a vacuum for up to a
standard year. They are resistant to heat and cold, and their blood is
highly corrosive. Most predators find Vermips undigestable, though
gogonoids delight in eating them.
Ships and Shipyards

There are innumerable variations of Spacecraft in ARCHIVE space,


just as the alien races that create them are vast. However, some
common things do tend to crop up when examining these vehicles.

Spaceships in Archive Space utilize powerful reaction drives that


are based upon generating a stream of intense ionized gases
(plasmas) for thrust. This allows them to move about readily at
slower than light speeds.

Achieving faster-than-light speeds is not easy and takes some very


specific pieces of equipment. In Archive space, all faster than light
craft require a living pilot, computers may help plan superluminal
jumps, but cannot actually fly the ship at those speeds. A computer
of sufficient intellect to do so would be too close to the dangerous A.
I's of the Machine Empire. Since A. I's are illegal, and extremely
dangerous they are not utilized to fly Archive craft. Instead a living
pilot using a less aware computer plots the jump between two points
of space. One entered into the computer the computer accesses the
superluminal drive and powers up for a jump.. Despite vids showing
otherwise the shift to such immense speeds is seamless and can
happen in the blink of an eye. Craft traveling at slower than light
speeds can only perceive superluminal ships as quasar like
pulses. . Two ships traveling at superluminal speeds percieve each
other much the same as they would at slower than light speeds.
Albeit the universe around them appears as shifting streaks of red
or blue light.

Ship engines and drives don't notably differ from each other in
performance stats beyond minor barely measurable degrees at
superluminal speeds. Thus interactions between two FTL ships
relies more on the pilots skill than on the the mechanism.
Pods

Any ships is constructed around the interior space needed for its
cargo, support, and drives. Cargo can be anything from carried
vehicles, people, mineral wealth, and so on. Only one pod comes
for free and that is the pilot pod. All ships must have a pilot pod.
Without adding to the pilot pod, it will only carry itself, one person,
and the machines needed to supply life support for a single
individual.
A Pod in general is simply an interior space. Additional space may
be needed to allow the pod to function. Hence why a reactor pod
needs support pods beyond itself.

Cost:
The price in credits for the component

Support:
Support is how much support a pod needs to function for its
intended purpose. The values are given in fractions. For every
whole value the ship must have an additional pod, that only supplies
support materials (wiring, hull plating, framework, etc)

Example:

A delver wants a ship with 4 maneuver thrusters themselves (which


mostly exist outside the ship.) He must purchase a single pod to
house the materials that support the thrusters.

Weapons are assumed to account for a full load of ammo. Extra


ammo for the weapon require an additional pod for every 3
additional salvos. (A 1/3 pod rating). Energy Weapons draw directly
from the Reactors.

Most space is assumed to be somewhat flexible, so round to the


nearest whole number.
Load:

Load is how much power that device draws from the reactor.
Disabling power to pods that are not active can allow the pilot to use
that energy for other areas, but at the risk of damaging his ship.

Pod Type Cost Support Load


Beam Cannon-Light 3000 ½ -2
-Heavy 6500 1 -4
Beam Gun-Heavy 1500 1/3 -1
Berths 950 ¼ -1
Cargo Bay-Small 1000 1/3 -1
Large 1500 ½ -1
Communications Array
Computer 5000 1/4 -1

Escape Pod-Small 4200 ½ -1


-Medium 6300 ½ -1
-Large 8500 1 -2
Fighter /Shuttle Bay* 1400 1 -1
Enhanced Sensors 1500 1/4 -1
Inertial Distributors 1500 ¼ -2
Maneuver Thrusters 600 ¼ -1
Mine Launcher ½ -1
Missile Tube-Single 1/3 -1
Missile Tube-Dual 1/3 -1
Missile Tube-Quad 1/2 -1
Missile Tube-Octet 1 -2
Life Support(for 2 people) 3200 1/4 -1

Passenger Pod 1000 1/3 -1


Stealth System 7500 1 -4
Stateroom 1200 1/3 -1
Tractor Beam 2200 1/3 -2
Pilot ---- --- -1
Reactor Small 5000 1 +8
Medium 8000 1½ +10
Large 10000 2 +12
STL Thrusters 500 ½ -1
Superluminal Drive 8000 1 -3
Turret-Light 600 ½ -2
Turret-Heavy 1500 1 -3
Vehicle Bay* 2100 1 -1
Type of Derelict

01-05 Small Spaceship ( /50m, Ten pods)


06-50 Medium Spaceship
51-60 Large Spaceship
61-80 Behemoth Spaceship
81-85 Orbital Platform/Space Station
86-95 Asteroid/Planetary Complex
96-99 Hyper dimensional Complex
00 Behemoth Space station (A.k.a That's Not a Moon!)

Origin of Derelict

01-40 Recent Derelict (100> years)


41-80 Previous Era Derelict (100-500 years)
81-90 Pre-Archive Derelict (500+ years)
91-99 Unknown Alien Derelict
00 Ancients Derelict

Reason for Abandonment

Note: Delvers will not know the reason unless its visually obvious
from the outside until the explore the interior and sort through
potential clues that reveal the past. Delvers get paid 1d10x100
credits for correct information on a Derelicts abandonment.
01-10 Simply Abandoned
11-20 Asteroid Impact
21-30 Infestation
31-40 Invasion
41-50 Accident
51-60 Plague
61-70 Sabotage
71-80 Space vehicle Collision
81-90 Anomaly
91-95 War
96-99 No Evidence
00 Incursion of the Ancients

Derelict Unusual Features

Roll once on this table unless otherwise directed to determine


features that make this derelict
stand out.

01-10 No Unusual Features


11-20 Unknown Alien Craft
21-30 Biotechnology
31-40 Gravity Distortion
41-50 Hyper spatial Distortion
51-60 A.I Controlled
61-70 Unusual Materials
71-80 Sentient/Sapient Craft
81-90 Temporal Distortion
91-95 Hazardous Atmosphere
96-99 Ancient Design
00 Roll Twice and Combine (Ignore rolls of 00)
Unknown Alien Craft:

01-10 Variant Morphology


11-20 Hazardous Atmosphere
21-30 Unusual Gravity
31-40 Sense Differentiation
41-50 Electromagnetic Interference
51-60 Unusual Interior Design
61-70 Extreme Size Variation
71-80 Failed Sleeper Ship
81-90 A.I Controlled
91-95 Warship
96-99 Living Ship
00 Roll twice and combine result (ignore rolls of 00)

Biotechnology
01-10 Organic Appearance
11-20 Pseudo-organic layout
21-30 Ship Grows
31-40 Genecoded
41-50 Tumorous Growths
51-60 Symbiotic Ship
61-70 Devourer!
71-80 Diseased Technology
81-90 Immune System
91-95 Living Ship
96-99 Living Explorer
00 Roll Twice and combine results (ignore rolls of 00)

Gravity Distortion

01-10 Gravity Perpendicular to standard ships floor


11-20 Gravity Fluctuates between Rooms
21-30 Gravity Fluctuates at Random
31-40 Gravity Fluctuates at Regular interval
41-50 Gravity Lighter than Standard (.5)
51-60 Gravity Heavier than Standard (2)
61-70 Micro singularity in Ship (Fixed)
71-80 Micro singularity in Ship (Mobile)
81-90 Random Chance of Gravity Shears!
91-95 Gravity Causes Temporal Disorientation
96-99 Gravity Shifts Induce Vertigo
00 Roll Twice and Combine Results (ignore rolls of 00)
Hyper spatial Distortion

01-10 Doorways act as Fixed Teleportals


11-20 Doorways act as Random Teleportals
21-50 Pods are bigger on inside than outside
51-60 Pods connect to doorways randomly
61-70 Creatures appear at fixed intervals
71-80 Creatures appear at random intervals
81-90 Delver ages 1d6 years
91-95 Delver loses 1d6 years of age
96-99 Delvers flicker in and out of existence
00 Roll Twice and Combine Results (ignore rolls of 00)

A.I Controlled

01-10 A.I is beneficial


11-20 A.I is neutral
21-50 A.I is malign
51-60 A.I is disinterested
61-70 A.I is alien
71-80 A.I is insane
81-90 A.I is childlike
91-95 A.I is naturally evolved
96-99 A.I is a recorded personality
00 Roll Twice and Combine Results (ignore rolls of 00)

Unusual Material
01-10 Strange Synthetic Materials
11-20 Transparent Materials
21-50 Hollowed out asteroid/planetoid
51-60 Fluid Materials
61-70 Shaped Energy Fields
71-80 Growing Crystal
81-90 Nanites
91-95 Ice
96-99 Organic Remnants
00 Roll Twice and Combine Results (ignore rolls of 00)

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