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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.
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 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.
Reptiloids are best suited to being Soldiers, their size strength and
resilience keep them up front in combat much of the time.
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)
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)
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
Ranged Combat
Balance or acrobatic actions
Catching falling or thrown objects
Dancing
Avoiding attacks
Acrobatics
Sliding through closing doorways
Escaping Traps
Tucking and Rolling
Resisting Exhaustion/Tiredness
Holding ones breath
Resisting Toxins/Drugs
Healing and Recovery
Keeping active after being hurt.
Resisting gravitic nausea
Understanding things
Repairing objects
Solving Problems
Reading Sensors
Building new things
Reading archaic languages
De-cyphering puzzles.
What is Will used for?
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
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:
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
Level Title
1 Tinkerer
3 Technician
5 Technician Specialist
7 Engineer
9 Master Engineer
11 Scientist
13 Inventor
15 Innovator
17 Scientist General
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!
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.
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
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)
The Esper hero may spend a heroism point and gain +2 to the to
the power's strength.
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)
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.
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.)
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
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:
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.
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
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:
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.)
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.
Level Title
1 Seeker
3 Adventurer
5 Outrider
7 Scout
9 Master Scout
11 Trailblazer
13 Explorer
15 Pioneer
17 Vanguard
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.)
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 effect is rarely repeated, and should make sense for a scout,
big alien hunter, or the like.
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
19th Level
20th level:
Soldier
Excellent Heavy Armor
Good Heavy Weapons
Good Small Arms
Fair Light Armor
Fair Repair
Fair Survival
Special Abilities
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.
The soldier may spend a heroism point and immediately re-roll any
save that creates an impairment result. (Psionic powers, sleep
gases, poisons, ignite)
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.
17th level:
Final Touches
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.)
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.
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
Megatool
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
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.
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.
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.
Storm Pike:
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
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.
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
Armor
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.
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
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:
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.
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.
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.
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.
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.
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)
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)
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
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.
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.
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.
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.
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.
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)
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
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 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
Ability Boost
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
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#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.
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#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.
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#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#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.
Sensory Block
Killing Things and Taking Their Stuff!
Combat:
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.
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.
Speak or Yell
Pose Dramatically
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.
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.
Armor does not protect from Psionic effects unless the armor has
some form of note identifying Psionic resistance as an additional
effect.
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.
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.
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.
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.
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:
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!
Attacking something
See “Killing things and taking their Stuff!” chapter
Breaking something
Very Hard Materials: High Strength Alloys, Stone, Ship door seals,
ship windows, special industrial devices. Challenging to Heroic
Difficulty. (50 DP)
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.
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.
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.
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.
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:
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.
Armor and other devices usually just use their listed bonus or
increase.
Special Abilities
Armor Piercing
Artificial Intelligence
Disrupting
Force Field
Gravity Alteration
Hyper-charged
Motivator
Psychic
Revivifying
Surge
Alien and Artifact Apparel
You can move at half normal speeds across walls and ceilings with
nominal gravity or full speed in low gravity.
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
Weapons:
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.
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
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.
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.
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.
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: 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.
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.
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:
Defense:
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.).
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.
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'
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
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
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
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
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.)
Feline Dreadbeast
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
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:
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.
Origin of Derelict
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
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
A.I Controlled
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)