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Author Topic: [Derelict Delvers] Special Abilities..  (Read 855 times)

Silverlion

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[Derelict Delvers] Special Abilities..
« on: October 02, 2008, 05:13:43 PM »
I still need some help on Derelict Delvers, mostly in the forms of special class abilities. Anyone have any ideas for what else to add?


Quote


Professions:

Espers
Hacker
Medics
Pilots
Scouts
Soldiers


Espers:

Class Features:
Good Small Arms Skill
Good Data Skill
Good Computers Skill
Good Esper Sense Skill
Fair Security Systems
Fair Space Vehicles

Espers Recieve 1d4 as Heroism Dice.


Class Special abilities:

Level 1: Esper Powers

  The hero gains an imp;anted crystal-lattice computer matrix. This devices allows them to magnify their inborn psychic ability and shape the nature of the power they access. More information is covered in the Esper Powers chapter

Level 5: Power Boost

The Esper may spend a heroism point and increase the effectiveness of a power as if it had been assigned an additional slot.



Level 9: Power Reset


 The hero may spend a single Hero Point and recharge all their psychic power slots for the day. This may only be done once between
rest periods.




Hackers

Class Features:
Good Computers Skill
Good Security Skill
Good Small Arms Skill
Good Stealth Skill
Fair Vehicles Skill
Fair Repair Skill


Hackers d6 Heroism Dice

Special Abilities:

1st Level: System Penetration
  Hacker may use Security Skill once to access any computer, electronic door, or other system tied to a single network. Rather than
making a Security skill check for each level of Security.

5th Level: Confuse Sensors
 
  A Hacker may spend a Heroism Point, and give himself a bonus +4 to Stealth against all electronic sensors in the area. This requires
the use of a Megatool and a P-comm.


9th Level: System Bomb

The Hacker can reroute systems with impunity and even turn any sophisticated device into an explosive device. (Damage is equal to the difficulty hacking it +1d6
for every level the Hacker possesses.





Medic

Class Features:

Good Small Arms Skill
Good Medic  Skill
Good Light Armor Skill
Good Heavy Armor skill
Fair Computer Skill
Fair Heavy Arms Skill


Medics Recieve d8 Heroism Dice.


Special Abilities:

1st Level: Protected Status
 
  Medics are protected by their sign (Crimson Star) they may roll their Medic skill versus robots, and computers to get them to ignore the Medic as long as he takes no violent actions.

5th Level: Not Dead Yet

The Medic can spend a heroism point and make a recheck on any medical test. This includes checks to revive recently (less than an hour) characters.


9th Level: Command Authority

The medic may spend a heroism point, utilizing their Medic skill and their sign to claim full control over systems via Medical privilege this allows them to act as a full commander over a computer, robot, or other system (starships), allowing them complete ranks necessary to perform any actions, including self destruct the system and its peripherals.



Pilots

Good Pilot Vehicles Skill
Good Repair Skill
Good Small Arms Skill
Good Social Skill
Fair Computer Skill
Fair Light Armor Skill


Pilots Recieve d8 Heroism Dice

Special Abilities:

1st Level:  Cut it Close

The Pilot may interrupt an opponents action once per turn for a movement or defense while operating a vehicle, this is an additional action on top of any others he has taken during the round.


5th Level: Sailing the Stars

The Pilot gains his own ship. It may not be much to look at, but within due time it will be customized to suit the pilot. If the ship is destroyed the Pilot must perform some runs for Archive to earn another. The Pilot may also
spend a hero point to define a small modification (less than 5000 credits) on the fly. It can only be used again if he spends another hero point, unless he spends actual credits to cement the modification.


9th Level: Wing and a Prayer

A pilot may keep a ship operating when it hits 0 Durability. He must make a Pilot check spend a heroism point and the ship will continue to operate for a number of turns equal to the total check score. If it is not repaired before this time expires the ships drives will go critical and it will explode, killing
all aboard.




Scout

Good Small Arms Skill
Good Light Armor Skill
Good Stealth Skill
Good Survival Skill
Fair Repair Skill
Fair Heavy Arms Skill


Scouts Recieve D8 Heroism Dice

1st Level: Hardiness

The Scout is adept  at surviving in exotic environments and facing strange planetary conditions. He recieves a +2 bonus to all saves in such locales.



5th Level: Survival

The Scout can spend a heroism point and make a survival skill roll even in environments which wouldn't ordinarily allow it. (Vacuum, Advanced City complexes, Toxic Environments.) It is assumed that they can find sufficient equipment to protect themselves in the environment.





9th Level: Companion

The scout find or discovers a strange alien animal that takes a liking to them. This animal will follow commands and can survive in the same environments
as the scout. The exact specifications depend on the GM, but the animal should be of equal rank and ability to a 9th level character.






Soldier
Good Small Arms
Good Heavy Arms
Good Light Armor
Good Heavy Armor
Fair Survival
Fair Repair



Soldiers receive D10 Heroism Dice

Special Abilities


1st Level: Weapon Specialist

The Soldier may choose one specific weapon, with that weapon he receives a +2 bonus to hit and damage. This bonus only works for that specific weapon type.


5th Level: Shake it Off

The soldier may spend a heroism point and immediately negate any negative conditions that currently impair him. (Poisons, Fire, Unconscious
or other similar event.)



9th Level: Deadly Strike

The soldier may spend a heroism point to do max damage on an attack. They do not need to roll any dice simply take the maximum possible rolled result plus their bonuses.
« Last Edit: October 02, 2008, 05:18:35 PM by Silverlion »
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Silverlion

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[Derelict Delvers] Special Abilities..
« Reply #1 on: October 07, 2008, 01:06:27 AM »
No one? How about ESPER powers ("Spells")?
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Silverlion

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[Derelict Delvers] Special Abilities..
« Reply #2 on: November 05, 2008, 02:55:39 AM »
As I was working on Espers (the Mage stand in in Derelict Delvers), I realized I'd left something out--beyond the skill based healing of a Medic r cleric stand in) that the Medics need their own "specials.." which came about as a combination of Pulp books and Star Trek...so bear with me

 The ESPER has access to a Psi boosting crystal computer, implanted in his skull. The device leaves only a think metallic and crystal band visable across the forehead. This device can be programmed to attune to Psychic wavelengths, since it can only utilize so much computational power and so much crystalline alignment, each ESPER has a number of slots they can apply to a power. They start with a single slot. As they improve in skill and knowledge they can reprogram this device on the fly and use less energy and space to augment their abilities. Meaning as they develop their psychic talents they can slot more powers, or slot more powerful versions of their powers.

 


Esper Abilities    

Empathic Bequilement

Sense Kirlian Field

Levitate Objects

Seal Acess

Psychokinetic Glow

Mind Bullet

Dissonance

Decipher

Deflection Shield

Somnabalism

Precognative Warning

Psychic Invisability

Psi Key

Telepathic Scan

Presence Sense

Levitate Self

Telelocation

Multiplicity

Telepathic Illusion

Telekinetic Hold

 

Now these abilities vary in how many slots they take up (and what skill level you can start using them.)

 

 The Medic doesn't have Esper abilities but he does have access to a Medipath Scanner/Dispensery. A Medic's abilities

are more limited, but still work to help those poor souls who delve into the long silent ships on the edge of known space.

 

Detect Bioforms (or Lifesigns)

Sense Kirlian Field

Dissonance Field

Purification

Bioilluminate

Adreniline Rush

Thermal Adaption

 

The Medipath dispensers can hold only so many medicince, chemicals and sensory devices so it too is limited to a number of slots it can hold in special use materials.
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Cranewings

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[Derelict Delvers] Special Abilities..
« Reply #3 on: November 05, 2008, 03:21:38 PM »
Medic Powers:

Physician's Orders - As long as the medic has a physician telling him what to do, by radio, phone, or in person, the medic gets to make all of his skill rolls as if he was the doctor.

Investigative Skills - The medic gains a +4 bonus when questioning a witness, sorting through paperwork for information, or searching a scene for clues. This bonus can apply to non-medical situation.

Silverlion

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[Derelict Delvers] Special Abilities..
« Reply #4 on: November 05, 2008, 05:13:46 PM »
Quote from: Cranewings;263296
Medic Powers:

Physician's Orders - As long as the medic has a physician telling him what to do, by radio, phone, or in person, the medic gets to make all of his skill rolls as if he was the doctor.

Investigative Skills - The medic gains a +4 bonus when questioning a witness, sorting through paperwork for information, or searching a scene for clues. This bonus can apply to non-medical situation.


Not bad at all. Although the latter seems to come from House. I'll try them out in playtesting and see (to be fair though the Medic is less EMT and more Shipboard Doctor.)
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Cranewings

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[Derelict Delvers] Special Abilities..
« Reply #5 on: November 05, 2008, 05:19:42 PM »
Quote from: Silverlion;263335
Not bad at all. Although the latter seems to come from House. I'll try them out in playtesting and see (to be fair though the Medic is less EMT and more Shipboard Doctor.)


I hear ya. I my home brewed system, I have a LOT of skill based powers. I can post the medical ones if you want when I get home. I'm at work now.

lata.

Silverlion

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[Derelict Delvers] Special Abilities..
« Reply #6 on: November 05, 2008, 05:27:15 PM »
Sure. If you wish to share them.
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Spinachcat

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[Derelict Delvers] Special Abilities..
« Reply #7 on: November 05, 2008, 06:34:12 PM »
Quote from: Silverlion;263335
Not bad at all. Although the latter seems to come from House. I'll try them out in playtesting and see (to be fair though the Medic is less EMT and more Shipboard Doctor.)


How about if the Medic was EMT, surgeon, fitness coach, forensic scientist and combined the skills of Scully, McCoy and the StarCraft Medic (minus the sexual innuendos)?    Also, look at the Chaplain from 40k.  Now there's a bedside manner!

I like the idea of Espers spells.  Instead of Vancian magic or spell points, consider a recharge roll like 4e does for monster powers.  Maybe the recharge odds drop as the power is repeatedly used during the same adventure.

Cranewings

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[Derelict Delvers] Special Abilities..
« Reply #8 on: November 05, 2008, 06:43:04 PM »
Paramedic

Alien Biology – 5 points
The medic is familiar with the biology is all the major alien races. He never suffers a penalty when dealing with someone  from an alien world or space colony.

Doctor’s Orders – 5 points
The medic can perform any medical feat correctly, and without training, as long as there is a physician instructing him during the procedure. Only the doctor makes a skill roll. There isn't any special penalty to this roll.

Improvised Equipment – 5 points
A medic is able to use commonly available objects for splinting, bleeding control, and stabilization. The medic never suffers a penalty to his roll for equipment failure when performing one of these tasks. In addition, the medic's experience gives him a +4 bonus on all Paramedic skill rolls.

Stabilization – 5 points
The medic never suffers an automatic failure on a roll of 4 or lower when rolling to stabilize a dying patient.

Twenty Questions – 5 points
The paramedic gains a +4 on all Investigation skill rolls. This bonus can be used when searching for clues, going through possessions, scanning paperwork, and questioning witnesses.

Physician

Alien Biology – 5 points
The physician doesn’t receive a penalty when treating biological alien life that he isn’t familiar with.

Battlefield Medicine – 5 points
The doctor gains a +4 bonus on all rolls to treat battlefield injuries. The doctor never suffers an automatic failure when he rolls a natural 4 or lower if he is treating a battlefield injury.

Breaking the Oath – 8 points
The physician receives a +4 to his critical hit range when attacking an organic enemy.

Life Force Therapy – 5 points
The physician is able to treat damage to the subtle fields of energy around his patient with non-magical medication.

Medical Science – 5 points
The physician gains a +4 bonus on all Research rolls when attempting to find a medical problem or work out a cure.

Metaphysical Surgery – 5 points
The physician is able to treat damage caused by magical means using mundane techniques.

Psychic Surgery – 5 points
The physician is able to cure psychic damage caused by supernatural attack with standard treatments.

Silverlion

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[Derelict Delvers] Special Abilities..
« Reply #9 on: November 10, 2008, 04:08:59 PM »
Interesting. Not quite what I'm aiming for, but still thank you for sharing. It does give me some ideas.
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Cranewings

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[Derelict Delvers] Special Abilities..
« Reply #10 on: November 10, 2008, 07:02:51 PM »
Quote from: Silverlion;265044
Interesting. Not quite what I'm aiming for, but still thank you for sharing. It does give me some ideas.


No problem (: