Derelict Delvers July

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    What is Derelict Delvers?In an alternate universe, one just next door our own; ScienceFiction and miniature war games created a strange alchemy in theearly 70's. Together a pair of creators fashioned a game of theimagination that centered around an old and vast universe whereheroic men and women born of a myriad of alien races soughtwealth and glory in the remnants of past civilizations.

    Here is the 4 th edition of that game. Derelict Delvers Delta.A momentary what if? In the world of gaming. Old-School stylerules with vague familiarity and Sci-Fi specific spin.

    Introduction

    The galaxy has witnessed ages virtually unfathomable to themortal minds that have shaped it. Before this mute witness,numerous civilizations have grown and spread their wings acrossthe spiraling splendor that it holds.

    As all things must these great empires collapsed inward and fellto barbarism and savagery.

    In time, they lost recollection of their ancient grandeur.

    Now, a new civilization has sprung forth eager and curious. Acivilization willing to brave the decrepit derelicts, lost laboratories,forgotten remnants of ages past to recover ancient alien artifactsand data left long dormant.

    You are one of these delvers. Destined to glory or death andpursuing both with mad abandon.

    THE ARCHIVE

    The Artifact Recovery Control and Historical Investigation VentureEnterprise licenses you to to enter ancient archaeological sites, andkill the deadly denizens within, and take those denizens stuff. TheARCHIVE is part of the foundation upon which stable galacticcivilization and law is built.

    Welcome Delvers,

    to

    Derelict Delvers DeltaEdition

    We've come a long way inthe nearly thirty years since thepublication of the little bluebooks, Derelict DelversAlpha [aka DDA ]

    The journey through thehazards of superluminal spacetravel has nothing on theperilous perfidy of thepublishing world.

    Yet fear not we've valorouslyfaced the traverse andexcelled in spite of thedangers.

    This edition is the product of laboriously applying the craft of our collective neural networksand your positive [andsometimes negative] feedbackthrough Delver Magazine.

    We'd like thank the manydutiful Delvers who stuck withus all this time as well as newDelvers taking their firstintrepid steps into the excitingworld of role-playing.

    Derelict Delvers Delta?

    Derelict Delvers Delta is the4 th Edition of the wildly popular role-playing games. You holdthat very book in your handseven now a wondrous eventworthy of jollification.

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    Archive is a corporation founded on exploiting the vastresources of the past it is also a part of what keeps the galacticeconomy stable, on new resources being developed and on thefurther exploration of space.

    The ARCHIVE also has a significant stake in preventingcivilization destroying artifacts from being activated, used or beingduplicated, even for war. They prefer to keep such devices as far from planetary governments as possible.

    Creating a Character

    STEP 1: Choose an Alien Race.

    A character is the person you take on and pretend to be whileplaying a game of Derelict Delvers. These should bepersons you create using these rules who go on adventures toexplore strange new worlds.

    The first step is to choose your character's race. Since there area plethora of alien species within the known galactic expanse, withenough biological similarities to be categorized together we'vegrouped "similar" races together under their primary physicalphenotype.

    Humanoids Humanoids are fairly standard, and generally considered themost widespread of race types with the fewest major variations.

    Some humanoids have different shaped ears, eyes, or differingnumber of digits but are otherwise quite similar to each other andto the familiar variation we call human. Humanoids vary in sizealthough most range between 5' to 6' 6, some remarkablehumanoids however may be larger or smaller than this standard. .

    Humanoids are flexible in their choice of professions. They have nostand out predilections towards any of the job classes presentedhere.Jerun Starhunter was a notable humanoid scout who discoveredthe Cloud People of Henruar 14. He disappeared after a massivederelict craft passed through that same system. . The infamouspirate Sen ze Zenshuan was a humanoid of incomparable talents,rumors were she left a massive treasure hidden somewhere in theNightmare Nebula

    Humanoids receive a +1 to Con, +1 Charisma

    What you need to play.

    People!

    Preferably 4-6 but you canplay with as few as 2 people at thetable. One as DM and one as aplayer.

    Imagination !

    A good imagination is strictlyrequired.

    Pencils and Paper! You may possess a wonderfuleidetic memory, but for many of uskeeping track of character information, maps and similar datarequire a recording device of some sort.

    Paper and Pencils are a veryinexpensive option.

    Dice! A comm on set of varied

    polyhedral dice are needed. Theyshould be available online or anydecent gaming hobby shops.

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    Humanoid Features VariationA player may choose one of these options for their character with

    DM Approval instead of rolling.

    Table: 1.A

    Roll Feature

    01-30 Strange Appearance Roll on table 1.B

    31-40 Strange Sensory Organs. Roll on

    Table 1.C41-70 Alternate Environmental Adaptations.

    Roll on Table 1.D

    71-80 Tail Roll on table 1.E

    81-90 Unusual Biology 1.F

    91-95 Roll twice and combine results ignorerolls of 91+

    96-00 Roll Three times combine resultsignore rolls of 91+

    Strange AppearanceTable: 1.B

    Roll Feature

    01-30 Scaled (Humanoid, Felinoids) or Furred (Reptiloids/Insectoid) +1

    Con

    31-40 Quill/Spines (1d4 HTH damage)

    41-70 Strange head Structure (Roll ontable 1.G

    71-80 Bio-luminescent (No need for lightsources)

    81-90 Atypical Alien Form (Roll on table1.H)

    91-95 Roll Twice and Combine results

    96-00 Roll 3 times and combine resultsignore rolls of 91+

    Why the ARCHIVE?

    The ARCHIVE was introducedin Delver #6 in response to Myplayers have too many artifacts,what should I do? type questionswhich plagued the first edition of the game.

    When DDB (Derelict DelversBeta) came out in 1981, we addedthe ARCHIVE. We also addedrules for artifact sacrifice providingexperience points to the character as a reward for their retrieval.

    It made sense that in the busyuniverse, an adventuring societymight have some support systemin the settings.

    Rivals

    Does the ARCHIVE haverivals? We've left that up to theindividual DM's to decide.

    A benevolent and colossalcorporation that is dedicated to thefurthering of knowledge for thegreater good fits with the spaceopera theme of Derelict Delvers.

    However rival foundations,rogue governments, paramilitaries,and unlicensed pirate delvers,can add spice to an ordinaryseeming delve in a modest ship.Feel free to create them!

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    Strange Sensory Organs

    Table: 1.C

    Roll Feature

    01-30 No Obvious Eyes or Ears (+4 toresist sensory attacks))

    31-40 Tactile Hairs (+2 Initiative)

    41-70 Echolocation (Can see incomplete darkness.)

    71-80 Multiple Eyes (+2 Notice)

    81-90 Kirlian Sense (Can sense Esper abilities and Psitech)

    91-95 Antennae (Cannot be surprised)

    96-00 Roll Twice More and Combine .Ignore Rolls of 96+

    Alternate Environmental Adaptations

    Table: 1.DRoll Feature

    01-30 Amphibious (Can breath air or water)

    31-40 Gliding Membranes (Descentsafely at twice moving speed

    due to patagia)

    41-70 Climbing Adaptation (Clawsor Suction cups on digits +4

    Climb Rolls)

    71-80 Light Armored Hide (Ab: 2)

    81-90 Heavy Armored Hide (Ab: 4)

    91-95 Roll once on another racesfeatures (DM's choice)

    96-00 Roll once on another racesfeatures (Player's Choice)

    Humans as standard?

    Yes, essentially the old standbyof humankind is fairly standard inArchive space. This doesn't meanthere aren't non-humanoids. It is

    just that a vast number of human or human-like races exist in ArchiveSpace.

    The exact cause for this isunknown to Archive scientists.

    ARCHIVE scientists theorize thatit is simple parallel evolution fromsimilar environments.

    Other more extreme theoriesclaim that all races in ARCHIVEspace descent from experiments theAncients performed, thus utilizingcommon genetic pool from asingular template or prototypespecies.

    The game designers suggesteach DM decide for themselves whyhumanoids are so widespread.

    Nearly all PC races will have ahead, two arms, and two legs.

    There are some variants of coursepopular in Derelict Magazine, Alsoexamine the Insectoid race profilefor a number of possible exceptions.

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    Tail

    Table: 1E

    Roll Feature

    01-30 Decorative Tail (+1 Cha)

    31-40 Manipulative Tail (+1 Dex)

    41-70 Light Striking Tail (1d6)

    71-80 Heavy Clubbing Tail (1d10)

    81-90 Stinger Tail (1d4 damage/KnockOut vs Con, 1d10 rounds)

    91-95 Stinger Tail (1d8 damage, Lethal,Save vs Con, Ignite, )

    96-00 Roll Twice more and combineresults ignore rolls 96+

    Unusual BiologyTable: 1.F

    Roll Feature01-30 Superior Metabolism (1/2

    food and water requirements)

    31-40 Variant Diet (+1 Stat DM'schoice based on diet

    chosen.)

    41-70 Variant Gravity (+1 Str for High G, +1 Dex for Low G)

    71-80 Unusual Organic Attack (Firebreath, Laser Eyes, etc 1d12damage or 1d8 with Ignite)

    81-90Innate Esper Talent (1charge only)

    91-95 Re-roll Twice and CombineResults ignore rolls of 91+

    96-00 Roll Three times andCombine ignore rolls of 91+

    Important Notes

    1d100 : Also called percentiledice, two ten sided dice rolledtogether and read with one beingthe tens digit and one being theones digit. 00 indicates a roll of 100.Players should pick two dice of different colors and declare one thetens digit before rolling.

    Cha : Abbreviation for Charisma

    Con: Abbreviation for Constitution

    d : Die or dice. Usually with anumber before and after it like 1d20.Indicating 1 die being rolled whichhas 20 sides. In most cases you willadd the results together. Except for percentile dice d% which youactually will roll 2d10 and read onedie (Declared in advance) as thetens digit, and one die as the 1s

    digit to indicate numbers from 1-100(100 is two 10's or on some dicetwo 0's)

    D# : Difficulty Number, thenumber needed to be beat on a roll tosucceed at a task.

    Dex: Abbreviation for Dexterity

    Int: Abbreviation for Intelligence

    Rd: Short hand for a Round: thelength of time it takes everyoneinvolved in an action to take their turn. About 6 seconds long in thegame world.

    Str: Abbreviation for Strength

    Wil: Abbreviation for Will

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    Strange Head StructureTable: 1.G

    Roll Feature

    01-30 Fearsome Shape (+2Intimidate)

    31-40 Reenforced Skull (Headbuttfor +1d6 damage)

    41-70 Enlarged Cranium (+1 Int)

    81-80 Predators Maw (+1d8 HTHdamage on bite)

    71-90No Head (Brains/Sensoryorgans in another location,

    +1 Con)

    91-95 Roll Twice and CombineResults ignore rolls of 91+

    96-00 Roll Three times andCombine ignore rolls of 91+

    Atypical Alien Form*Table: 1.H

    Roll Feature

    01-30 Serpentine (No lower limbs,+4 to grapple attacks)

    31-40 Cephalopod (Squid/Octopuslike, +1 Dex)

    41-70 Quadruped (+1 Cha)

    71-80 Centauroid (4+ leg base,humanoid torso, +10'/3m

    move)

    81-90 Amorphous (Blob, +1 Str)

    91-95 Aberrant Form (+1 Con)

    96-00 Shapeshifter (Roll two set of stats and traits.)

    Alien Races

    Despite the focus on human-likealiens there are a lot of variations of the humanoid form.

    Alien races in Derelict DelversAlpha were simply: Men, Bug Men,and Lizard Men. Beta didn't changethis too much adding only Cat-men.

    When Derelict Delta Gammacame out many fans had suggestedtrying to be more specific with thecategories. Even suggesting Homoarthropoda for Bug men. While theidea was a good one there wasn'tthat much connection betweenhumans and the bug-men.

    Instead the designers chose to usethe -oid classification which fit wellwith the pulp science fiction theme.

    Features/Environment Variations:

    Archive Space boasts billionsof sentients. It is a busy universeout there. A player created character may be the only Delver of hisspecies, or he may come from aspecies with a long history of working for Archive and delving intoruins of the Ancients.

    When using the charts it should benoted that you can adapt them toany species you wish to generate.

    Players should also be able to makethe modifications fit smoothly with

    their character.

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    *Atypical Alien Form Notes:

    The Atypical Alien Form table fundamentally changes the -oid type one iscreating. If someone is unhappy with the results simply let them roll again on theprevious table. Ignoring this result.

    Most changes to a stock alien form are self-explanatory. In the case of theAtypical forms however they require additional information. As always usecommon sense when applying benefits or drawbacks for a given form. Foundgear has only a 1 in 20 chance of being suitable to their alien form.

    Serpentine Form: The form has upper limbs but has a lower body that mergeswith a tail. They move in a serpentine fashion by using the strength and leverageof their lower body. Worn gear must be adapted to their form and costs double.

    Cephalopod: The Delvers has the form a squid or octopus or similar marineanimal that has adapted to land. They move by using several of their limbs inconcert. This allows them to bring several limbs to bear for holding andmanipulating items. They may take an additional action a round. Worn gear mustbe adapted to their form and costs triple the normal value.

    Quadruped: The alien has a body like a typical four legged animal species.They may be of any reasonable size, they still possess speech and manipulativelimbs, but may even appear like a domestic or wild species found on numerousworlds. They may be seen as non-threatening or even non-sapient to somespecies. Traditionally gear is only marginally more expensive1.5 times regular costs. Due to the number of pets, allies, and other quadrupeds that Delversmake use of in their delving lives.

    Centauroid: The Delver form is basically a mix of humanoid and quadruped.Most gear is usable in pieces, but some like spacesuits need adaption. Worngear costs twice as much.

    Amorphous: This unusual delver type is either made of many cooperativesymbionts, a single organism with fluid cellular structure of similar nature. Theblob can move in any number of ways, but their speed is fairly typical. They canenvelop objects making them hard to take away (+4 Defense to grab or grapplethem.) They are also a bit stronger than most due to their fluid structure. Worngear costs five times as much and if they change their rough shape they will losethe worn gear benefits.

    Aberrant Form: The Delver has a form not nominally covered by other shapes

    or variants. They may be starfish shaped, a mass of tendrils, spider-like, bird-like(two wings, two terrestrial limbs) or one of innumerable variants. It is advisable totalk to the DM about what fits and what might be fun. Ordinarily gear costs asmuch 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'/3mmove,or cause damage from 1d8 up depending on the application.

    For example:

    If a player chooses an insectoidbut ends up rolling 44 on Table 2.Breceiving: Tusks/Horns or Quills.

    The result can simply be that their carapace is harder and spikier thanother insectoids. They could alsorepresent fierce mandibles of anant-like species or horns on their head like certain species of beetles.

    Such smoothing elements of therandom roll system were introducedin the letters column of Delver Magazine #32 .

    It was expanded into a regular feature that provided alternaterandom roll charts for every species.

    The creators think that adding inyour own game materials for your campaigns is an important part of play.

    We also encourage you to submit

    them to Delver Magazine , andshare such wondrous elements of your imagination with the world fansof Derelict Delvers worldwide.

    One side note: In Derelict DelversAlpha, one of the feature variantswas skin hue.

    It had no impact on the gamebeyond being an aesthetic feature.Its nice to know the races of thefuture were enlightened even back

    then. For the record, any color skin,carapace, or pelt is welcome in thegalaxy.

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    FelinoidsFelinoids are similar to humanoid stock althoughtheir features are heavily catlike.

    Felinoids are primarily descended from loping or pouncepredators thus most felinoids retain claws, predatory teeth, andtails, although the exact nature of those traits vary somewhat.

    Felinoids usually have 4 fingers and a thumb, five toes similar tohumanoids in appearance but with more claw like nails

    Felinoids across Archive Space tend to retain a furred pelt.

    Felinoids are slightly smaller than standard humanoids rangingfrom 5'2" to 6'2"

    Felinoids are better suited for Soldiers,Scouts, and Espers.Many active Delvers are Felinoids who tend to thrive on the

    excitement.The pilot known simply as the Ion Knight, is believed to be a

    felinoid. His ship was last seen drifting through the Frontier,powerless.The scientist-engineer, Rha Utte, claimed to have a cure for thePanuan Pox before she vanished, was a felinoid.

    Felinoids have +1 Dex, +1 Will

    The Delver

    Delvers can come in anyshape, many different sizes, andnumerous races. A DM shouldalways allow the players someoptions to tweak or re-rolloptions they feel make their Delver uninteresting to play.

    A felinoid with full feline headand smilodon style teeth may befun and visually fit a Delvers theywant to play, but it may makemost Spacesuits unusablewithout tweaks to the helmets.

    An insectoid with wings mayhave both its size limiting itsclothing as well as its multiplefunctional limbs.

    Letting the imaginations of your players adapt the details the waythey want is an important part of the fun of Derelict Delvers, don'tunnecessarily limit them to justwhat is in the rules if they comeup with something really fun.

    A lot of fun can be had byplaying on made-up rivalriesbetween two delver races, or shared camaraderie of twospecies who served in past warstogether against some greatthreat. Either way the socialinteractions of Delvers should be

    encourage in and out of theDelve.

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    Felinoid Feature VariationsTable: 2.A

    Roll Feature

    01-30 Strange Appearance. Roll ontable 1.B

    31-40 Digitgrade Legs (+2 stealth)

    41-70 Leaping (+2 to jump attemptsand additional 5' leap)

    81-80 Flexible Skeletal Structure(+1 Dex)

    81-90 Alternate EnvironmentalAdaptations. Roll on Table

    2.B

    91-95 Roll twice, re-roll if 91+

    96-00 Roll Three times.

    Alternate Environmental AdaptationsTable: 2.B

    Roll Feature

    01-30Smaller -20/-0.5m

    31-40 Larger +20/+0.5m

    41-70 Nightvision (Can seenormally in the dark.)

    81-80 Echolocation (+2 noticechecks)

    81-90 Adrenaline Surge (+1 to Str for 1d6 rounds 2x day)

    91-95 Roll once on another racesfeatures (DM's choice)

    96-00Roll once on another racesfeatures (Player's Choice)

    What happened to?

    Throughout the text you willfind mentions to people or thingsthat impacted Archive space insome way. In most cases thesituation is left open so that agood GM can turn that into awhole Delve.

    A good thing to remember isthat adventure in DerelictDelvers isn't always aboutexploring ancient locations,ships or things. Sometimes it isabout dealing with things thathappened within the Delverslifetimes.

    Derelict Delvers DM's andplayers alike often like to stepoutside of the Derelict and seewhat goes on around the galaxy.Plots, plans, and villains are justas easy to create as a typical

    Derelict with a little focus on thebackground of what is going on,and why. Just as a good DM willexamine those same factors for a Derelict.

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    Interbreeding

    Though numerous questionshave arisen about aliensreproducing the most commonquestion was can I playsomething that is half Insectoidand half Reptiloid! or somewhatsimilar requests.

    The truth is most games of Derelict Delvers don't ever touchupon romance, love, or reproduction. Those are thingsoutside of a Delver's regular activities. Yet for some playersthe game will go such places,without a moments hesitation.

    The writer's suggest that suchconcept be handled tastefully. Ina broad universe of virtuallymagical technology we say Whynot! Though we do leave thefinal decision of such turns of thegame to the individual DM.

    Gender, Sex, and reproductionare all things that may haveminimal importance in a game,but for some players may makea very interesting series of gameevents. We the creators of course suggest all such thingsbe handled within the player'spersonal boundaries. A game ismeant to be wild, wahoo fun.Whatever that may mean to you!

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    Insectoid Feature VariationTable: 3.A

    Roll Feature

    01-30 Strange Appearance. Rollon table 1.B

    31-40 Wall crawling: May move onwalls or ceiling at normal

    speeds.

    41-70 Functional Terrestrial Limbs:+1 to Str/Dex rolls where

    multiple limbs could assist.

    81-80Functional Wings: May fly at2x Running Speed

    81-90 Alternate EnvironmentalAdaptations. Roll on Table

    3.B

    91-95 Roll twice, re-roll if 91+

    96-00 Roll Three times ignore 91+

    Alternate Environmental AdaptationsTable: 3.B

    Roll Feature01-30 Electrical Sense (+4 notice

    to detect robots andlifeforms)

    31-40 Poison Bite/Sting (1d8Ignite)

    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 racesfeatures (DM's choice)

    96-00 Roll once on another racesfeatures (Player's Choice)

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    Reptiloids

    Scaled humanoid reptiles, notable for their largeeyes, tails, and the fact that despite being reptile-like are warmblooded.

    Most reptiloids have three fingers and an opposable thumb, andthree long toes with an dew claw back towards the ankle on their long stable foot. Reptiloids have a nictating membrane coveringtheir eyes which can give them what seems to be an unwaveringstare.

    Reptiloids tend to be somewhat larger than standard humanoidsbeing over 6' for most of their group, with the largest being upwardsof 8' (6-7'8")

    Repiloids receive a +1 Str, +1 Con.

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

    Notable Reptiloids include the l Esper, Gojin Marak, who createdMarakian Amplifier that was used to free his people from the tyrantHurjin Akada. Also worth remembering was Delver Ikasoru, whodiscovered the Well of Yrral.

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    Reptiloid Feature VariationsTable: 4.A

    Roll Feature

    01-30 Strange Appearance. Roll ontable 1.B

    31-40 Hood or Frill (+1 Cha)

    41-70 Venomous (Bite1d6Damage, Ignite)

    71-80 Radial Eyes (+3 Notice)

    Alternate EnvironmentalAdaptations. Roll on Table

    4.B

    91-95 Roll once on another racesfeatures (DM's choice)

    96-00 Roll once on another racesfeatures (Player's Choice)

    Alternate Environment AdaptationsTable: 4.B

    Roll Feature

    01-30 Run on Water at normalspeed.

    31-40 Chameleon Skin (+4 toHide)

    41-70 Sticky Tongue (Retrievesmall objects/ 1 pound)

    71-80 Regenerates (Regains 1 HPa round when below zero

    HP.)

    81-90 Blood Spray (Save vs Dexor Blinded 1d4 rounds)

    91-95 Roll once on another racesfeatures (DM's choice)

    96-00 Roll once on another racesfeatures (Player's Choice)

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    Basic Attributes

    All Delvers are defined by their physical and mental abilities to someextent, we use the following basic attributes to give us a startingimage 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 ScoresTable: 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 alsoset a score below zero to get points back (again a score may not belower than -3)

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    What is Strength Used for:

    Melee and Hand to Hand CombatBreaking Things by physical forceLifting and moving thingsForcing thingsClimbingSwimmingThrowing ThingsGrabbing thingsBending thingsJumping large distancesRestraining someone

    What is Dexterity Used for:

    Ranged CombatBalance or acrobatic actionsCatching falling or thrown objectsDancingAvoiding attacksAcrobaticsSliding through closing doorwaysEscaping TrapsTucking and Rolling

    What is Constitution for:

    Resisting Exhaustion/TirednessHolding ones breathResisting Toxins/DrugsHealing and RecoveryKeeping active after being hurt.Resisting gravitic nausea

    What is Intelligence Used for:

    Understanding thingsRepairing objectsSolving ProblemsReading SensorsBuilding new thingsReading archaic languagesDe-cyphering puzzles.

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    What is Will used for?

    Resist Mental AttacksAvoid Mental fatigueResist PainNoticing thingsResisting torture.Opposing coercionFocusing on a boring taskStaying alert

    What is Charisma used for?

    Drawing Attention to oneself Seducing someoneImpressing someoneIntimidating someoneFast talking someoneLooking good in the right clothes.Dazzling the media.Scaring someoneFooling someoneRouting Enemies

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    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 27 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 skilllevel for each class. A Delver will have his skills of importancebroken down on the character sheet with these numbers suppliedfor his Excellent Skill, his Good and Fair skills,.

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    Character Progression

    Level Experience Advantages1 0 Initial Special Ability, Heroism Die2 1000 Health Increase3 2000 Heroism Die, Special Ability4 3000 +1 to stat of choice; Health Increase5 4000 Heroism Die, Special Ability6 5000 Health Increase7 6000 Heroism Die, Special Ability8 7000 +1 to stat of choice, Health Increase9 8000 Heroism Die, Special Ability10 10000 Health Increase11 12000 Heroism Die, Special Ability12 14000 +2 to stat of choice, Health Increase13 16000 Heroism Die, Special Ability14 18000 Health Increase15 20000 Heroism Die, Special Ability16 22000 +2 to stat of choice, Health increase17 24000 Heroism Die, Special Ability18 26000 Health Increase, Followers19 28000 Heroism Die, Followers20 30000 +2 to Stat of choice, Health Increase,Followers

    Heroism Dice determine how many Heroism points a Delver has toface the trials and tribulations of delving. Heroism Points representskill and luck, and all injuries (except critical hits or similar effects)come of heroism points first. Then health

    ProfessionsEngineer

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

    EspersAn Esper is a powerful psychic. They can sense things, manipulate

    things, and perform strange feats all with the power of their minds.

    MedicsIn the dangerous world of Delving the medic is every Delvers

    friends. A medic heals, , keeps other Delvers alive through the worstDelves.

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    Pilots A Delve can't begin until you get there. The pilot is the operator behind the getting places you need to go.

    ScoutsThe Scout is an expert at planet fall, surviving in hostile

    environments and generally the Delves that go off the charts.Literally.

    SoldiersNeed someone or something killed? A soldier is the person whoknows 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 thatclass, meaning they only get their raw attribute plus a die roll to addto any attempts of using that skill.

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

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    Engineer

    Class Features Excellent Repair SkillGood Computers Skill

    Good Security Skill Fair Light Armor Skill Fair Pilot Skill Fair Small Arms Skill

    Engineer d6 Heroism Dice

    Level Title1 Tinkerer 3 Technician5 Technician Specialist7 Engineer 9 Master Engineer 11 Scientist13 Inventor 15 Innovator 17 Scientist General

    Inventor, creator, scientist, and more. The engineer is useful in somany ways, he can keep a ship running, or repair broken gear, hecan come up with on the fly inventions or even create new devicesthat have a lasting impact over time. He's a handy friend to have ina Delve, as one explores and examines ancient technologies,doesn't make sense to have such a technologically adept Delver along?

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    Special Abilities :

    1st Level: Kitbash

    An engineer can create a one-shot piece of equipment for theexpenditure of a Heroism Point. Such gear includes Small Arms,Miscellaneous Support gear, Light Armor devices, and so on. Theitem must be used the round after it is created as it is rushedtogether and often made without advanced tools, and materials onhand.

    3 rd Level: Universal Tool

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

    5 th Level: Master of Machines

    An Engineer may spend a Heroism Point, and give himself abonus +4 all skills involving technology outside of combat. 7 th level: Jury Rig

    Engineers are adept at keeping gear working even in the worstconditions. A D#20 roll can be used to get any device at leastmarginally functional (or return 1d6 Structural Points to it per level of the Engineer) These repairs are temporary and should not be reliedon upon. Any failure while using the device properly means it hasfallen apart again.

    9th Level: Brilliant Breakthrough

    As a master of science and technology, an Engineer can improveexisting gear that is fully functional. He can increase the range by20', or add +4 to its effectiveness. (Damage, to hit, or equipmentbonus value.)

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    11 th Level:

    13 th Level: Eureka!

    The engineer becomes a true inventor, able to manufacture devicesfrom the ground up (not just reproduce or improve traditional gear).Most devices he creates will be unique and innovative items. Verysimilar to in game artifacts in terms of functioning., The DM issuggested setting significant D#'s to match their attempted creation.

    In general though, the more abilities the item has and more seriousthe game impact it will have, the harder it should be tomanufacture.

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

    15 th Level:

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    17 th Level: Quick, back to the lab!

    Level 17 opens up the Engineer as a mentor role. They may build alaboratory (ship or planetary facility.) They gain 1d4 assistants of level 2 as their Engineering crew. They should be fashioned asEngineering PC's from the normal rules but start at level 2. See'Building a Base' chapter for information on Laboratories.

    19 th Level: Science Command!

    At this level the Engineer's crew grows larger gaining another 1d4level 2 Engineers, their first crew gains 4 levels, and they may havetheir choice of 2 crew members of any other class at level 3 in asupport role.

    Manufacturing and Repair times are reduced to to and for eachsupport engineer at hand the Scientist-General can add +1 for eachassistant helping him in a task.

    20 th Level: Science Force One

    A Scientist General is now the commander of a crew of engineersand others. They gain 5d6 more engineers of level 1, and their other crews gain a level. In addition to this they gain 1d6 additionalsupporting characters of other classes at level 3. The Science-General can now gain +1 to his skill rolls for every engineer at hiscommand, and can reduce necessary exotic materials by theamount for creating innovative things.

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    Espers

    Class Features:Excellent Psionic SkillGood SocialGood Medicine SkillFair Light Armor Fair Small Arms SkillFair Computer Skill

    Espers Receive 1d4 as Heroism Dice.

    Level Title1 Sensitive3 Seer 5 Mentalist7 Esper 9 Psychic Warrior 11 Mind Knight13 Mind Master 15 Psychic Shaper 17 Psi Lord

    Esper's are a common phenomena in the galaxy wherever sapientlife arises, able to wield the powers of the mind, and even utilizesome of the strange technologies of the Ancients. Esper's can warnof danger, defuse a situation from a distance, or attack and defendwith powerful psychic skills. An Esper is always handy to have on aDelve.

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    Special abilities:

    Level 1: Esper Powers

    The hero is adept at focus and will and can utilize psionics to aidtheir allies. Normal Esper abilities require a skill roll vs a D# set bythe 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'sLevel)

    .

    Level 3: Power Boost

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

    Level 5: Psionic Conflict

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

    Level 7: Psychic DisruptionThe Esper can spend one hero point to shut down all psychicpowers in a 30' radius that have ongoing effects. The Espers rolls toshutdown powers by roll 1d20+Psionics Skill vs the Power'sStrength.

    9 th 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.

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

    An Esper may gain a +4 to Concentration checks needed tomaintain powers when they are attacked, or exposed to distractingsituations, they become immune to fear and fear like effects.

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    13 th Level: Power Master

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

    15 th Level: Master of the Mind

    The Esper becomes immune to all emotion control, mind invadingand altering powers, so long as he has not been defeated in psychicconflict first. Esper's also may need to initiate psychic conflict toperform their powers on particularly powerful psychically gifted foes.

    17 th: 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 manufacturepsychic booster equipment of a limited nature. (One shot devices,limited charge items.)

    19 th Level: We are Legion

    The Esper's sanctuary and legend draws additional students andsupporting staff. The Esper gains another 1d4 level 2 students, andthe previous students advance to by 4 levels. They also gain 2Medics or Pilots (in any combination) who are at 3 rd 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 inpsychic conflict. Drawing on their hidden reserves they are not yetutilizing.

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    20 th Level: Mind One

    The Esper attracts even 5d6 level 1 Espers, All their other followersgain a level, They also gain 1d6 followers of any class at 3 rd 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 Lordmanufacture psychic items for other users, these are similar to theusual artifacts with psychic effects or powers.

    Medic

    Class Features:Excellent Medicine SkillGood Heavy Armor SkillGood Small Arms SkillFair Heavy Weapons SkillFair Pilot SkillFair Social Skill

    Medics Receive d8 Heroism Dice.

    Level Title1 Intern3 Practitioner 5 Field Medic7 Medic9 Master Medic11 Physician13 Specialist Doctor 15 Surgeon17 Surgeon General

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    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 anymedical skill roll. They also utilize special boosts by using themedkit on their allies.

    5 th Level: Sanctuary

    The medic suffers no penalties for trying to heal someone in themiddle of combat or when injured. They become immune to poisonsand toxins due to their training and long practice with biofeedbackand 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 Medicwho has identified themselves, are in uniform, or have a utilizing amedkit. Animals or creatures below Average intelligence cannotrecognize the iconography and long standing beliefs and protocolsfor dealing with medics in battle.

    7 th Level: He's not dead, Jim

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

    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 tosucceed without it. The medic can also treat and cure long termillnesses that are persistent or resistant to normal curativemeasures. (Cancer for example, sterilization of a species, etc.)

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    11 th Level:

    13 th level: Biofeedback Mastery

    The Medic can use this ability stabilize themselves at 0 Health, solong as they make a Medicine skill roll as normal to do so.Continuing damage will cause this effort to fail.

    15 th Level: Healer's Oath

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

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    17 th Level:

    19 th Level:

    20 th level

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    PilotsExcellent Pilot SkillGood Small Arms SkillGood Social SkillFair Computer SkillFair Light Armor SkillFair Repair Skill

    Pilots Receive d8 Heroism Dice

    Level Title1 Candidate3 Navigator 5 Space Jockey7 Pilot9 Pilot Commander 11 Captain13 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 amovement or defense he has taken during the round. (It applies tovehicles as well as his personal actions.)

    3 rd : Charming SmileThe 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'sconfident and cool even under pressure.

    5th Level: Sailing the Stars

    The Pilot gains his own ship. It may not be much to look at, butwithin due time it will be customized to suit the pilot. If the ship isdestroyed the Pilot must perform some runs for Archive to earnanother. Ship is valued at 15000 credits or less.

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    7 th Level: I call her Stella

    The Pilot receives a +4 equipment bonus for flying his own ship. Hemay also pay a Heroism Point to declare a small customization (lessthan 1000 credits) on the fly. However, he must pay those credits tokeep the modification or it burns out or is repossessed before itsnext use.

    9th Level: Escape ClauseA Pilot can maneuver a ship or other vehicle to cause damage toother ships without firing nary a shot. Forcing them to faceasteroids, narrow passage, etc.

    11 th Level: Wing and a Prayer

    A pilot may keep a ship operating when it hits 0 Durability. He mustmake a Pilot check spend a heroism point and the ship will continueto operate for a number of turns equal to the total check score. If itis not repaired before this time expires the ships drives will gocritical and it will explode, killing all aboard. The ship can continue totake damage however to its systems for the purposes of repair costs, and injury to those inside.

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    ScoutExcellent: Survival SkillGood Small Arms SkillGood Stealth SkillFair Light Armor Fair Medicine SkillFair Pilot Skill

    Scouts Receive D8 Heroism Dice

    Level Title1 Seeker 3 Adventurer 5 Outrider 7 Scout9 Master Scout11 Trailblazer 13 Explorer 15 Pioneer 17 Vanguard 1st Level: Hardiness

    The Scout is adept at surviving in exotic environments and facingstrange planetary conditions. He receives a +2 bonus to all savesinvolving environmental conditions. (Fire, Heat, Cold, Toxins,Allergens, and so forth.)

    3 rd Level: Tough as Nails

    The Scout can spend a heroism point and make a survival skill rolleven against effects that wouldn't normally allow it. Such aswithstanding ignite effects of acids, flamethrowers, heat from robotfoundries, etc. Even in space he may make a roll to temporarily

    withstand dying. (This does not mean he will be healthy, see theSpace chapter for details on exposure.)

    5 th Level: Killed 'em a bear

    The Scout may use his Survival skill instead of Small Arms to fightnatural animals and predators, or creatures lacking sapience. Thisdoes not apply to manufactured threats, including engineeredcreatures.

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    7 th Level: Boon Companion

    The scout find or discovers a strange alien animal or creature thattakes a liking to them. This animal will follow commands and cansurvive in the same environments as the scout. The exactspecifications depend on the GM (See section of the Enemies andEncounter chapter), but the animal/creature should be equivalent tothe scouts level -2 (starts at 5 th level comparable experience.)

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

    The Scout may spend a heroism point to perform seemingsupernatural feats of survival such as mystic resistance to damage,incredible feats of skill such shooting a beam out of the air withanother beam.

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

    11 th 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 toinitiative. T

    13 th Level: The Less Traveled Path

    The Scout can spend a heroism point in an attempt to locate a lessdangerous path whether it is through the burning ruin of a ship, or along the wilderness floor of predatory plants and animals. Theycan cut travel times in half, and also reduce any inherent dangersby their knowledge and instinct.

    15 th level: I once went to my own funeral

    The Scout is the toughest of Delvers. He can spend a heroism pointto boost his Defense by 2, and automatically stabilized unless he'staking continued damage when he falls below 0 HP. The Scout mayappear dead if he so chooses while he recovers Hit Points, as a partof the training he learned from strange alien shamans.

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    17 th level: My name is known on a hundred worlds.The Scout draws

    19 th Level

    20 th level:

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    Soldier Excellent Heavy Armor Good Heavy WeaponsGood Small ArmsFair Light Armor Fair Repair Fair Survival

    Soldiers receive D10 Heroism DiceLevel Title1-3 Grunt3 Trooper 7 Soldier 9 Gunner 11 Veteran13 Sergeant15 Officer 17 Commander Special Abilities

    1st Level: This is my beamgun!

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

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

    A Soldier may intimidate others with a +4 bonus by demonstratinghis use or skill with a weapon.

    5 th level: One shot, One kill

    The soldier may spend a heroism point to do max damage on anattack. They do not need to roll any dice simply take the maximumpossible rolled result plus their bonuses.

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    7 th Level: Stubborn as a Mule

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

    9th Level: It's just a scratch!

    The soldier automatically stabilizes if brought below 0 HP, unlesscontinuing damage is done. (Ignite effect, or several repeatedattacks on their prone form.)

    11 th level: Tactical AdvantageThe soldier isn't just an infantry grunt, but trained and practicedsoldier. They can give spend a heroism point to give their allies a +2bonus to either attack or defense (But not both.)

    13 th Level: Heroic Surge

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

    15 th Level: Master of ArmsThe Soldier gains a +5 to the damage of all weapons (except hisSpecialization), and a +2 to Defense. His Specialization becomes amastery and gains an additional +2 to hit, and now doubles the dicerolled for damage.

    17 th level:

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    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 specificsave may call for a different attribute. (Save vs Ignite attacks mayuse Dex or Con for example.)

    Naming your Delver:

    Delvers have a wide variety of races, genders, and cultures. Namesshould be creative and fit the player's desire for their Delversheroic nature. We generally suggest something serious, but that isof 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 beperceived as in the long run. DM's are perfectly allowed to mockPC's with silly names via their NPC's. The same is true of PC'smocking poorly named ships, or NPC's created by the DM.

    Gentle mocking is always in good fun.

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    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 amedian difficulty task. The credit is the standard value. Since creditsare standardized most people simply carry a card with any creditvalue stored as data on the card. In some cases physical creditchips are also used. These are circular and have a value encodedinside the chip much.

    All characters should purchase gear in advance only with GMpermission. Otherwise it is suggested that a visit to the ARCHIVEstores at their location be done in character. Simply to allow a fewmoments to let new players accustomed to social interaction, aswell as let the characters ask questions about the gear if they do nothave a copy of the book without taking time to do so mid-delve.

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    Encumbrance:

    Encumbrance is a measure of how awkward a piece of gear is, notspecifically how heavy it may be. Ordinarily most gear ismanufactured to be at the optimal weight for its intended use whiledelving. Items are marked from Inconsequential indicating nodifficulty carrying or uses, on up to Awkward to indicate their levelof awkwardness in use.

    Inconsequential: A Delver can carry hundreds of this itemwith 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 arementioned under specific gear. Generally though an Awkward itemis too difficult to carry more than one of no matter what is done toalleviate its bulk. While a significant number of easy items are likelyto cause only moderate problems if carried.

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

    Backpacks:

    A backpack can only store items up to Clumsy, but only a limitednumber of total items. It reduces the Encumberance value by onestep 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 abackpack or they can be carried strapping it to ones back. Or insome cases slinging over ones arm with its own strap. Items atAwkard scale usually need more than one person to move it.

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    Some items can be deactivated and become less awkward whennot in use.

    Delvers need only worry about exact weight of artifacts in extremecircumstances.

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

    Any item above Easy Encumbrance impacts the characters Dex.Each level above easy causes a -1 to Dex. If they reach zero theyare Encumbered and move at normal speed.

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    Adventuring Gear

    Name Cost EncumbranceBeam Cutter 10 EasySealspray 5c 1Webrope Canister 15c 2Synthrope 10c (100'/ 2Fluorosticks 2c for 5 1 for 4packBeam Lamp 10c 2Pulse Lantern 15c 2Thermogoggles 25c 1P-Comm 5c 1Thermosphere 12c 2Megatool 15c 2Medikit 15c 2Magnalens 25c 1

    Beam Cutter A device for cutting through materials quickly.. It is a small handheld 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 aweapon (-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 regeneratestissues. The applied chemicals also relieve pain and boost energylevels of living creatures. . When applied Sealspray recovers 1d4Heroism Points.

    WebropeA canister of sticky fluid that hardens to a rope like strand (whichretains some gripping stickiness.) It provides a +4 equipment bonusto climb checks. It takes a D#20 test to break once hardened. Canhold up to 500kg/

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    SynthropeRope fashioned from synthetic materials that is as strong as cable,but as light as a ribbon of silk. D#30 to break withouta beam cutter of some sort. Can hold up to 2000kg/

    FlurosticksSmall chemical based light stick. Activating one of these takes anaction 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. Notreusable. Provides a +1 Notice bonus in dark places.

    Beam LampA beam Lamp is basically a small hand held cube shape device thatgenerates a bright cone of light that extends up 10m distant and is5m wide at its farthest viable point. It uses the same power cells asthe type that powers most energy weapons. A single cell lasts for two hours. Gives a +2 equipment bonus to notice in dark places.

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

    It uses its own micro fusion generator and uses minimal power bygenerating light in a super-rapid pulse. It pulses so fast the lightseems stable and constant to most creatures optical senses. Thegenerator can be overloaded and the light thrown--which willgenerate a small explosion. Its blast radius is 10m around and does2d8 damage to anyone caught inside the blast. Performing such anaction destroys the light. It provides a +4 equipment bonus tonotice in dark places.

    Thermogoggles

    Thermogoggles provide night vision by enhancing and makingthermal energy signatures visable. It has no effect if there are no

    heat signatures present. Otherwise the character wearing thegoggles may see up to in darkness 90'/30m.

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    P-CommThe P-Comm is a personal communicator and computer. The P-comm is a large 3 wide band that encircles a limb of the user. (Itcan 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 aship up to 10au's. On a civilized planet its range is only limited to theplanet 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 togenerate a variety of programmed tool shapes. It can also utilize itslimited scanner to adapt to virtually any physical tool necessary:hammer, screwdriver, lockpick, pliers and and so on. It cannot carryor 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 apoor weapon doing 1d4 points of damage at best and with a -2 tohit.

    It provides a +2 Equipment bonus to Repair.

    Medikit.A device which contains medical scanners, and chemicalsynthesizers which can produce flesh sealants, bandages, splints,and a large variety of medications, drugs, and the like for a trainedmedic. In untrained hands the device may be dangerous. Anyonewith the Medic skill can use it with a +2 Equipment check bonus torevitalize another being.

    Magnalens

    Magnalens are simply digital magnifiers, which can be programmedto increase the visual clarity of a distant object. It provides a +2equipment check to notice for viewing things at great distances, or that are very small.

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    Weapons and Armor:

    Adv. Melee Weapon Type Damage Notes Costs EncumbranceEnergy Knife Small Arm 1d8 Can be thrown 12 1Expandable Staff Small Arm 1d8 Fits in 3"x6" space 15 3Beam Blade Small Arm 1d10 70 2Chain Axe Heavy Arms 1d12 35 3Magnawhip Small Arm 1d8 Save or Entangle 50 2Mass Mace Small Arm 1d10 Save or Knockdown 75 2Mass Maul Heavy Arm 1d12 Save or Knockdown 80 3Storm Pike Heavy Arms 1d12+1 Save or Stun 100 3

    All advanced melee weapons have a built in power cell, that shouldpower it for an entire delve. Only devices discovered on a delvemay 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 chargingstation.

    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 blockone 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. Whenactivated the blade is charged with energy that can cut throughmaterials an ordinary knife could not.. Since the energy is onlycharging 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" toa 3"x6' size. The weapon uses a small mass device to hit withimpressive force but all damage is purely physical. An Expandablestaff is Encumbrance value 1 when collapsed but 3 when activated.

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    Beam Blade:Appearing most often as a hilt for a sword, a beam blade sprouts acontained field of energy for its striking blade. The energies varymuch like Beam Guns, but the primary effects are pretty muchstandardized.

    Chain AxeA large hafted weapon that has a moving chain along ithe cuttingedge of its bit. It is a very brutal and effective weapon. +2 equipmentbonus for intimidation checks.

    Mass Mace and Mass Maul:

    Designed to generate a controlled field of intense gravity, thesemass weapons transfer their force and increasedgravity into their target. The only real difference between theseweapons is scale. A Mass mace is a one handedand relatively quick weapon, while the Maul requires two hands todirect its enhanced mass striking surface.

    A Mass Mace requires anyone who takes damage from a strike, rolla 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 plasmaemitter the generates a field that resembles a spear head. Whensomeone is struck they must make a Save (Con) Vs D#15 or losetheir action for the round from the stunning discharge.

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    Ranged Weapons Type Cost Damage Ammo NotesBeam Pistol Small Arms 30 1d10 10Beam Carbine Small Arms 50 1d10+1 10Beam Rifle Heavy Wpn 70 1d12+2 10Rocket Pistol Small Arms 50 1d10+1 8Rocket Rifle Heavy Wpn 70 1d12 8Machine Pistol Small Arms 65 1d8 30 Burst FireAutogun Small Arms 100 1d10 60 Burst Fire SuppressiveHeavy Autogun Heavy Wpn 120 1d12 120 Burst Fire,Flamer Small Arms 80 1d8 12 IgniteBurner Gun Heavy Wpn 90 1d10 12 IgniteGrenade Launcher Heavy Wpn 150 Grenade 6 See GrenadesGremades Heavy Wpn Var. Var. 1 See Grenades DescriptionMPAMM Heavy Wpn 900 4d12 1 Radius, Save vs Dex

    Tangler Gun Small Arms 20 None 4 Save DexNet Gun Heavy Wpn 30Needler Small Arms 50 1d6+1 120 AP, Burst fire, May be DruggedScatter Gun Heavy Arms 60 1d12 6 Cone

    Beam Pistol/Beam Carbine/Beam RifleOne 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 abracing stock, while the rifle is even more powerful and has better range.

    There are thousands of variants, lasers, masers, particle beamguns, plasma bolt guns, and so on. Mechanically the differencesare so minor as to not be worth noting except in the case of enhanced artifacts.

    Rocket Pistol/Rocket RifleThese weapons are simply advanced slug throwers that utilize

    partially self propelled ammunition. A micro rocket is flung bymagnets, combustible material, or even a powerful piston alongthe 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 oftenused at, there are no known guided versions

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    Machine Pistol/Autogun/Heavy AutogunEssentially these are designs that haven't changed much over the

    centuries. Better ballistics, reliable components and the like. MostAutoguns produced in Archive space rely on magnetic acceleration,though chemical ones, or even stranger gravity manipulating formsto 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 chargedenergy at the target, causing its surface to ignite. After a successfulhit by the weapon, the target makes a Save Vs Dex D#15. If it failsthe target will continue taking damage for a number of rounds equalto the initial damage rolled. The damage value however drops eachround by 1 point. A save may be performed each round to halt thecontinuing damage. (See also IGNITE effects, in the Killing thingsand Taking their Stuff.)

    GrenadesA grenade is a small explosive device, designed to be thrown byhand or launched from a specialized weapon. A number of typesexist as below. See Throwing for details on thrown weapons.

    A standard Fragmentation grenade is a small explosive chargedesigned to take out infantry and disable other combatants. AStandard incendiary is a simple flame focused weapon thatexplosively spreads a burning gel after it explodes.Other examples may exist.

    CostStandard Frag 3d10 Radius (20') 5

    Standard Incendiary 3d6 Ignite (10') 7

    Grenade Launcher:A device used to propel grenades farther and more accurately thana traditional thrown grenade. The damage done will be based on thetype of grenade, and a grenade launcher reduces grenade bounceby 2.

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    MPAMMMan Portable Anti-Matter MissileThis 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 rangeso firing it at that range is never recommended. Anyone within thedamage 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 debilitatingdebris. Most use a spray of flechettes launched froma sealed explosive shell. These weapons tend to have shorter ranges than other weapons, but they spread in a cone from theweapons 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 EVASpace Suit Yes 50 3 Light 2 Retractable helm, EVAMilitary Space Suit Yes 80 5 Heavy 2 Retractable Helm, EVAExoskeleton Suit No 250 8 Heavy 3 (Carried only) Worn --Heavy Power Suit Yes 900 10 Heavy 3 (Carried) Retractable Helm, EvaMilitary Heavy Power Suit Yes 1200 12 Heavy. 3 Carried EvaOrbital 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), andforce fields can provide an additional buffer as well.

    Liner Type Cost AB:

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

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    Shields Cost Type AB: Enc

    Deflec Shield 20 Light 3 2Megalloy Shield 50 Heavy 6 3Null Force Shield 120 Light 6 3Large Null Force Shield 280 Heavy 12 3

    All Shields require an active skill roll to absorb damage.

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    Esper Abilities

    An Esper may choose to use any ability to activate but mustconcentrate during the round. Powers only activate at the end of theround after all other actions occur.

    An Esper can be disrupted by attacks on them or by other effectswhich could end their concentration. Resisting such effects isalways 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 versusthe difficulty of the power below. If they meet or beat the D# theysucceed and their power goes off. Some powers can be maintainedthese have another Psionic skill check (usually with a -5 to the D#since the power is already active.) However, an Esper cannotmaintain more than 1 power at any given time. Some psionicabilities can be activated at a higher target number to increase therange or damage aspects of the power. Powers which can bemodified have the details for such rolls listed in their description

    Apportation:

    Warp Lamp (D#10)The Esper apports light from another location. The apported lightcarries only minimal warmth and heat. It is sufficient to generate a30' sphere of light around its location. Normally it appears floatingnear the Esper and can be directed within 5' of the creator. Thepower lasts for 1 round per level of the Esper, but may bemaintained with a D#5 check.

    Summon Object (D#15)The Esper can summon an inanimate object within his unaidedvisual 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 theapport with a Dex check vs D#10

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    Warp Shield: (D#15)The Esper creates an apport field in front of them the warps attacksaround them, turning bending them off the mark. The field isunstable and inexact so it provides +4 Defense versus ranged andmelee Psychic attacks are unaffected. This power may bemaintained 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 1d10Damage plus the Esper level (10 th level Esper would do 1d10+10damage). The damage can be increased by 1d10 for every +5increase to the target number.This Power does not work in avacuum. Flicker (D#20)An apporting Esper can teleport rapidly between two nearbylocations to make attacking them difficult. An attacker makes their attack roll as normal but if it strikes, and is an odd number. Theattack actually misses as it passes through their foes after-image.On an even to hit roll, the attack lands as normal. (This onlyaccounts for the actual roll. Not including modifiers) The flickeringeffect lasts for a number of rounds equal to the Esper's level. Thispower cannot be maintained.

    Rook Port (D#25)Another power that once activated will wait until conditions arenecessary 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 allieslocation, 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 andspeed of this power the Esper gets one shot to strike their foe with abonus 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 theycan handle. Usually lasts 1 minute per Esper Level but can bemaintained.

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    Defense Port (D#25)Once this power is activated it waits until the Esper is down to 1Heroism Point. When they reach that level they teleport to thenearest safe area within reach. If there is no location suitable, theDefense port power moves them at least out of immediate reach of their foe if possible. Range: 1 mile. The power once initiated willprotect 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 viacamera) so long as it is on the same planet, ship or other structure.They can teleport to a location they remember but this requires awill test D#15 to succeed, and the distance must remain on thesame 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 willeffect a number of foes equal to the Esper's level. The Esper teleports them randomly 1d6 miles or the farthest not immediatelyhostile location within that rolled range. Foes may make a Willcheck D#40 to resist being ported away. The Esper can increase thesave 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 allowsthe Esper to become a ghostlike figure, passing through walls witheasy. 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 psychicpowers. The Esper must concentrate each round to avoid beingreturned to their normal state. The power lasts a number of roundsequal to the Espers level. Can be maintained

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    Portal (D#35)The Teleportal can now open and maintain a teleport gate betweentwo points on the same planet. The portal is 10x10' and shouldallow the teleporter to transport anything that will fit through theportal. The portal lasts a number of minutes equal to the Esper'slevel, 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 concentrationcan make jaunt-like teleport across intersteller distances. Their range is great enough to be of no concern in a normal Delversgame. They may carry a number of people equal to their level within30' to their chosen locations.

    EmpathyEmpathic powers manipulate the emotions of the targets, this can

    be a subtle and powerful ability. Even primitive lifeforms can beeffected by this power. However, only the most advanced robots (+2Int 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, butthey do need to be within a radius of the Esper equal to their leveltimes 10'. This power can be maintained.

    Revitalize (D#15)

    Utilizing their ability to manipulate emotions, the Esper who enactsthis power can recharge an ally. When activated the power will giveall a single ally withing 30' radius. A powerful surge of vigor. Theyrecover 1d6 Heroism Points plus the Esper's level.

    .

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    Beguilement (D#15)Manipulating a foes emotions to make them find the Esper

    likeable and treat them as an old friend. The Espers Charisma istreated as if it had been increased by their level. The power doesnot allow the Esper to control the person but does make them morewilling 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 anEsper power on them. The power can be maintained but the victimgets 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 withinhis line of sight a +2 bonus to all tests because they are inspiredand 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 theEsper's level. This power cannot be maintained.

    Apathy (D#20)The Empathic Esper can drain or suppress the emotion of the targetthis allows them to make a target unwilling to do much of anything,attack, move, be helpful. Though Esper's should use this with greatcaution though particularly strong minds can resist and will knowsomeone 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 rangecan 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 byimproving their moods and creating positive feedback betweenthem. Similar to inspire this ability however enhanced all Delversand their allies within 30' of the Esper, they receive a +2 bonus to alltest they must make, they also regain 1d10 Heroism pointsimmediately. lasts for a number of rounds equal to the Esper'slevel.

    .

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    Psychosomatic Illness (D#25)An Esper can manipulate the mood and emotions of a foe tomagnify their fears in subtle ways, in this instance they can maketheir foe suffer an illness that is entirely in their mind. The foe mustbe above animal intelligence and they get a save vs WillD#10+Esper's level. if they succeed the power has no effect. If theyfail they lose one attack or their action for the following round andhave 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 savedifficulty 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 1d10Heroism points and bonus equal to the Esper's level applied to their physical attacks damage and to hit rolls. It also penalizes them -4to their defenses and they will lash out at everything around themuntil the power is turned off. An ally can willingly choose to fail their save. Using this Esper power against a foe will cause an identicalreaction if timed correctly can be used to cause them to turn on their allies first. The powers effect can be dismissed at any time, andleaves the target friend or foe at -2 to all actions for 3 rounds due toexhaustion. 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 unityand cohesion, they work much better together gaing a +1 to actionsfor every (player character) member of the Delving Group. Theyalso gain a +2 bonus to defense and are recharged and full of spirit,gaining 1d10 plus the Esper's level in Heroism Points immediatelyand recover . The power can't stack with itself or Alliance, but doeslast 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 Delverscan communicate with one another.

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    Emotion Storm (D#35)

    A devastating power that can trigger any emotions a creature canexperience in a rapid cycle. Its effects are so random and powerfulat the same time that it causes bewilderment and confusion ascommunication 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 noteffected. 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 bemaintained. 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 Joy81-90 Love

    91-95 Lust

    96-00 Sorrow

    Revulsion (D#40)Once activated the target of this powers becomes revolting to allthose around them. Anyone in visible sight of the object outside theEsper and within 60' of the target must make a save vs WillD#12+Esper's level..

    The victims will attempt to move away at all costs. If they areprevented from departing they suffer penalty to all actions equal tothe Esper's level to all attacks and will continue to squirm, fidgetlook away and otherwise suffer revulsion from the target so long asthey are within 60' of the object.

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    Those effective become willing to hurt, damage, or impair thosearound 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 thetargets worst nightmare. They get a saving throw vs D#15 plus theEsper's level, and if the fail immediately fall into a catatonic state.Requiring only someone put them out of their misery with a singlelethal attack as they are completely unable to defend themselves.Passing a saving through means they are unaffected and areimmune to future applications of this power for 3 days as their fearslack 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.

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    ESP

    The basic stock and trade of an Esper is their sensory abilities.Though they are quite powerful regardless of the powers theychoose to activate.

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

    Sixth Sense (D#15)The Esper can perceive things at a heightened state. Activating thisability allows them to perceive invisible or camouflaged foes, sensehidden locations, and otherwise get a sense of the area aroundthem beyond the mundane levels of their ordinary senses. Onceactivated they get a +4 to sense rolls in addition to it negating anybonuses 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 canbe surprised in any dangerous situation about to occur. They alsoreceive a bonus to to initiative rolls and saves equal to their levelfor as long as the power is active. The sense doesn't reveal thenature of dangerjust that it is soon to occur. The power onceactivated 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 readingthe Esper can gain information on what happened to the object, inbrief flashes from the psychic residue left on the object. The clarityof information is erratic at best, and may require an additional Skillcheck of some form to gain that information.

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    Usually however, the power activation is enough to provide areasonable amount of information on the objects history. It's usemay be somewhat tougher. An additional skill roll may be required tomake 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 eventrack a person across large distances so long as they have a smallitem that the target once touched or held for more than an hour.Items can be anythingclothing, weapons, tools, a seat cushionfrom their pilot chair and so on. The Esper must make a Telelocationpower roll, then the Esper will know which direction to travel and avague sense of distance. Range is a number of miles equal to theEsper's level and the power will remain active for one hour. Thepower 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 electronicallyaided ones, or by locating someone with Telelocation above. Theydo not inherently control the target, but they may use an allies,foes, or even a trained pet to link their senses to, this power givesthem all the normal senses of their target, but not any Esper relatedones. The power lasts for 6 rounds, and can be maintained. It'seffective range is 1 mile for every level of the Esper. If needing togain information of a specific sort the Esper will need to make anotice roll using his own Intelligence plus any modifiers for thetargets sensory capabilities. The power can be maintained, and itsrange 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 littlebeyond 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 theEsper can concentrate on it. Though this power can be blocked byPsychic Static, or distracting the activator.

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    Combat Precognition (D#30)The Esper can activate this power to gain a temporary bonus todefense, attack , and damage rolls. They receive a +4 bonus to allsuch rolls made for the duration of the power. The power lasts onceactivated for a number of rounds equal to the Esper's level. Itcannot 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 theEsper. The answers are divined from information acquired by their psychic senses and can be of any nature. Questions can come fromany person in their vicinity and the answers must be truthful. Theonly questions it can't answer are those which regard the futurewhich 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 isvulnerable to harm and it is wise to protect it. (Defenses drop to 10and they lose all access to HP!) The projector can send themselvesout move any direction at will. Speed and distance are irrelevant.They have access to their senses, and their mind but cannot accessany of their physical abilities. They also cannot utilize other Esper powers on targets in the physical world. They can however initiatemental 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 deterioraterapidly, losing 1 point of Strength and Con every day untilConstitution 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 abonus equal to the Esper's level. The power lasts for a number of rounds equal to their level.

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    Temporal Synchonicity (D#40)The Delver can contact their earlier self through their psychicpowers up to a full day. They can warn them of danger, give themclues to future events unfolding, and otherwise advise them. Theyessentially for game purposes remind the game events back to thetime they've chosen (up to 24 hours) so they and their party canmake new choices. The power is such that they cannot reuse thepower sequentially to go back more than a single day, and theymust wait for the next 24 hours to unfold again before they canreactivate this power.

    TelepathyTelepathy is the secondary category that most Delver's use. Itprovides information, combat, and communication abilities that areincredibly useful in a delve.

    Sense Thoughts (D#10)A basic ability an Esper can draw upon to warn them that there areothers in their vicinity. It doesn't distinguish between friend or foe

    just that there are thinking creatures about. Little information can begleaned, just a vague rumbling jumble of surface thoughts.

    Communicate (D#15)The Esper can communicate mind-to-mind to any sentient creaturewithin the range of this power. They must either see the target, or know them well to communicate. The power is like simply verbalcommunication only mind based. The target knows it is someonetalking to them, and that it is not an interior voice. The Esper cantalk, yell, babble, etc. Of course they can be easily ignored evenwhen yelling. The power has a range in miles equal to the Esper'slevel.

    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 levelto 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 isstunned for 1d6 rounds. For every increase to the activation D# by 5increases the damage by 1d6 and the stunn duration by 1d6

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    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 alltargets in a radius equal to the Esper's level in feet. The target canshake 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 forgethe link in advance with the target, but once connected, they cancommunicate back and forth even at interstellar distances. SuchEsper talents are often called in for use in espionage since it isdifficult to impede. The Mindlink cannot be established unless thetarget is in line of sight to begin with, and they must be willing for itto work. The range is a number of astronomical units equal to theEsper's level. This power is automatically maintained untildismissed.

    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 beprobed at a time. The target gets a Will save to resist equal to theD#10 plus the