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[Derelict Delvers] Cover art and new stuff

Started by Silverlion, March 25, 2010, 07:22:13 AM

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Silverlion

Quote from: Spinachcat;370270I am unsure of that.   Maybe a backcover pic or a supplement pic, the cover of core book should scream the main idea of gameplay.



Well it is a pulp SF game and if fighting robots isn't the "main idea", then its pretty close to it.  (After all D&D has covers of fighting stuff on fields, dungeons and such and such..:D)


Also new draft. Cleaned up some stuff, more Esper powers.


Derelict Delvers Playtest
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Silverlion

Esper Powers and Medic Actions:



Esper Abilities

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

An Esper can be disrupted by attacks on them or by other effects which could end their concentration. Resisting such effects is always a Will Save vs D#10

Each Esper power has certain difficulty to achieve. When the power is due to activate the ESPER makes a  Psionic skill check versus the difficulty of the power below. If they meet or beat the D# they succeed and their power goes off. Some powers can be maintained these have another Psionic skill check (usually with a -5 to the D# since the power is already active.)  Some psionic abilities can be activated at a higher target number to increase the range or damage aspects of the power. Powers which can be modified have the details for such rolls listed in their description

Apportation:

 Warp Lamp (D#10)
The Esper apports light from another location. The apported light carries only minimal warmth and heat. It is sufficient to generate a 30' sphere of light around its location. Normally it appears floating near the Esper and can be directed within 5' of the creator. The power lasts for 1 round per level of the Esper,  but may be maintained with a D#5 check.


 Summon Object  (D#15)
The Esper can summon an inanimate object within his unaided visual range to his hand. The object must fit reasonably within his hand and can only weight as much as 1 pound per Esper level. Time: Instant. A target holding an object may move it and disrupt the apport with a Dex check vs D#10



 Warp Shield: (D#20)
The Esper creates an apport field in front of them that absorbs ranged attacks sending them to a nebulous "elsewhere." The field is unstable at will redirect ranged attacks completely. It also provides the Esper with a +4 Defense versus melee attacks. Psychic attacks are unaffected.  This power may be maintained beyond the first round by a D#15 roll of Psychic skill.

 Warp Bomb (D#25)
By teleporting compressed air close to a targeted foe, the Esper creates a powerful sonic boom damaging an area 30' wide for 1d10 Damage plus the Esper level (10th level Esper would do 1d10+10 damage).  The damage can be increased by 1d10 for every +5 increase to the target number.
This Power does not work in a vacuum.
 
Flicker (D#27)
An apporting Esper can teleport rapidly between two nearby locations to make attacking them difficult. An attacker makes their attack roll as normal but if it strikes, and is an odd number. The attack actually misses as it passes through their foes after-image. On an even to hit roll, the attack lands as normal. (This only accounts for the actual roll. Not including modifiers)  The flickering effect lasts for a number of rounds equal to the Esper's level. This power cannot be maintained.


 Jaunt (D#29)
An Esper with this power charged can easily teleport significant distances. A jaunting Esper can cross up to their Esper level in miles with a simple power check and activation of this power, so long as that distance is within their visual distance. Increasing the D# +5 can  transport one additional willing person who is in contact with them.

Teleport (D#31)
Espers with full scale teleport can move back and forth between several locations at will for the duration this power.  Not as long ranged as Jaunt, it still has a significant range of 1 mile. The power remains active for the Esper's level in rounds before they need to re-initiate it. Otherwise they can teleport back and forth as long as it lasts. The power may not be maintained.





Portal (D#33)
Able to open a sustained portal between two points at great distance. This power allows for rapid deployment or safe return to a ship when needed. A portal is usually 10' diameter and can be crossed through from either side.  Range: 10 miles times the Espers level.. The portal lasts as long as the Esper is able to maintain concentration.


Defense Port (D#35)
Once this power is activated it waits until the Esper is down to 1 Heroism Point. When they reach that level they teleport to the nearest safe area within reach. If there is no location suitable,  the Defense port power moves them at least out of immediate reach of their foe if possible. Range: 1 mile. The power once initiated will protect the hero for two hours times the Esper's level.
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Teleport Foes (D#37)
Another defensive port this one when activated teleports an number of hostile being or foes within 20' feet "away" from the Esper.  It will effect a number of foes equal to the targets level. The Esper teleports them randomly 1d6 miles or the farthest not immediately hostile location within that rolled range.  Foes may make a Will check D#40 to resist being ported away. The Esper can increase the save required by +5 for an increase of their own D#

Phase (D#39)
Utilizing their apportation ability to set their body slightly out of phase with the molecular structure of materials around them allows the Esper to become a ghostlike figure, passing through walls with easy. They are immune to most attacks (Electrical attacks do half damage and Psychic attacks do full damage) when phased but cannot interact with anything except via the use of their psychic powers. The Esper must concentrate each round to avoid being returned to their normal state. The power lasts a number of rounds equal to the Espers level.




Rook Port (D#41)
Another power that once activated will "wait" until conditions are necessary to activate it. This power is set on an ally and the power will wait until they are at below half their normal Heroism Points, when they fall below that point the Esper is ported to their allies location, and vice versa.

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

The Esper can of course cancel at anytime even at the instant of teleport, so as not to get themselves into greater danger than they can handle.


Hyperjaunt (D#43)
An Esper who can manage to reach such heights of concentration can make jaunt-like teleport across intersteller distances. Their range is great enough to be of no concern in a normal Delvers game. They may carry a number of people equal to their level within 30' to their chosen locations.



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

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


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

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 Beguilement (D#20)
  Manipulating a foes emotions to make them find the Esper  likeable and treat them as an old friend. The Espers Charisma is treated as if it had been increased by their level. The power does not allow the Esper to control the person but does make them more willing to listen to things the Esper suggests. The Range of Beguilement is visual distance. All targets get a save vs Will D#15.

Those who succeed will know someone was trying to utilize an Esper power on them. The power can be maintained but the victim gets another Will save after 3 rounds.

 Inspire (D#25)
Another helpful Empathic ability, the Esper who utilizes this power gives one member of his Delving crew, so long as they are within his line of sight a +2 bonus to all tests because they are inspired and enthusiastic about the actions. The bonus adds to all saves, skill checks, and attacks. The bonus does not apply to the Esper themselves. The bonus lasts for a number of rounds equal to the Esper's level. This power cannot be maintained.


Apathy (D#27)
The Empathic Esper can drain or suppress the emotion of the target this allows them to make a target unwilling to do much of anything, attack, move, be helpful. It task great caution though particularly strong minds can resist and will know someone was trying to impair them. The target must be within 30' and must be visible. The victim gets a save vs Will D#20. The range can be increased by a +5 to the initial D# roll.


 Alliance (D#28)
Alliance allows the Esper to boost the teamwork of his allies by improving their moods and creating positive feedback between them. Similar to inspire this ability however enhanced all Delvers and their allies within 30' of the Esper, they receive a +2 bonus to all test they must make, they also regain 1d6 heroism points a round
and the power lasts for a number of rounds equal to the Esper's level. This power cannot be maintained.



.


 Psychosomatic Illness (D#31)
An Esper can manipulate the mood and emotions of a foe to magnify their fears in subtle ways, in this instance they can make their foe suffer an illness that is entirely in their mind. The foe must be above animal intelligence and they get a save vs Will D#20+Esper's level. if they succeed the power has no effect. If they fail they lose one attack or their action for the following round and have a -4 penalty to all actions until the power wears off. The power lasts for a number of rounds equal to the Espers level. The save difficulty can be increased by 5 for every +5 increase to the power activation number.

 
Enrage (D#34)

Targeting this power on an ally grants them a return of 1d10 Heroism points and bonus equal  to the Esper's level applied to their physical attacks damage and to  hit rolls. It also penalizes them -4 to their defenses and they will lash out at everything around them until the power is turned off. An ally can willingly choose to fail their save. Using this Esper power against a foe will cause an identical reaction if timed correctly can be used to cause them to turn on their allies first. The powers effect can be dismissed at any time, and leaves the target friend or foe at -2 to all actions for 3 rounds due to exhaustion. The power last for 6 rounds and can be maintained.

  Emotion Storm (D#37)

A devastating power that can trigger any emotions a creature can experience in a rapid cycle. Its effects are so random and powerful at the same time that it causes bewilderment and confusion as communication between allies breaks down. All targets in a 30' circle around the target point make a save vs D#25+Esper's level. failure causes them to suffer -4 to all actions, defenses, and the like. Their base attribute rolls or effects are not effected so saves are not effected. Against a group of Delvers these effects should be role-played out. Each player can pick an emotion from below or randomly roll each round. This power lasts for 6 rounds and can be maintained/ The storms size can be doubled or a +5 to the initial D#.


Emotion Storm
Roll    
Current Emotion
01-30  
Hate
31-40
Rage
41-70
Fear
81-80
Joy
81-90  
Love
91-95
Lust
96-00
 Sorrow

 Revulsion (D#39)
Once activated the target of this powers becomes revolting to all those around them. Anyone in visible sight of the object outside the Esper and within 60' of the target must make a  save vs Will D#25
 .
The victims will attempt to move away at all costs.  If they are prevented from departing they suffer penalty to all actions equal to the Esper's level to all attacks  and will continue to squirm, fidget look away and otherwise suffer revulsion from the target so long as they are within 60' of the object.

Those effective become willing to hurt, damage, or impair those around them to do escape, friends and allies included. The power can be maintained.

 Adoration Field (D# 41)
Espers with this ability active force everyone in 60' radius who is not an ally to make a save vs D#30, failure means they become the Esper's adoring fan. They will do anything to please the Esper that they can, up to and including preventing others from attacking the Esper. They will not take actions to harm themselves, but might throw themselves in the line of fire, or attempt to combat others who mean harm to the object of their adoration. The power lasts for  a number of rounds equal to the Esper's level.  Those who succeed at a save are immune to future applications of this power for 3 days. Victims also get a new save every 6 rounds as they attempt to break free of its hold.


 
 Terror (D#43)
A powerful ability the Esper can trigger the emotional effect of the targets worst nightmare. They get a saving throw vs D#30, and if the fail immediately fall into a catatonic state. Requiring only someone put them out of their misery with a single lethal attack as they are completely unable to defend themselves. Passing a saving through means they are unaffected and are immune to future applications of this power for 3 days as their fears lack anymore ability to hold them for that time. The target number can be increased in exchange for a higher D#. This power lasts for a number of rounds equal to the Esper's level.


 
ESP

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

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

Sixth Sense (D#15)
The Esper can perceive things at a heightened state. Activating this ability allows them to perceive invisible or camouflaged foes, sense hidden locations, and otherwise get a sense of the area around them beyond the mundane levels of their ordinary senses. Once activated they get a +4 to sense rolls in addition to it negating any bonuses for any sort of stealth. The power lasts for a number of rounds equal to the Esper's level.


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Danger Sense (D#20)

Activating this power completely removes any chance the Esper can be surprised in any dangerous situation about to occur. They also receive a bonus to to initiative rolls and saves equal to their level  for as long as the power is active. The sense doesn't reveal the nature of danger—just that it is soon to occur. The power once activated lasts for 3 rounds, but can be maintained.


Psychometry (D#25)
Mysteries are not much to an Esper, this is especially true if they activate this Esper power. Sometimes referred to as object reading the Esper can gain information on what happened to the object, in brief flashes from the psychic residue left on the object. The clarity of information is erratic at best, and may require an additional Skill check of some form to gain that information.

Usually however, the power activation is enough to provide a reasonable amount of information on the objects history. It's use may be somewhat tougher. An additional skill roll may be required to make use of information obtained. Any additional rolls for information are made with a bonus equal to the Esper's level.

Telelocation (D#27)
The Esper can locate any person they know personally or even track a person across large distances so long as they have a small item that the target once touched or held for more than an hour. Items can be anything—clothing, weapons, tools, a seat cushion from their pilot chair and so on. The Esper must make a Telelocation power roll, then the Esper will know which direction to travel and a vague sense of distance. Range is a number of miles equal to the Esper's level and the power will remain active for one hour. The  power can be maintained.


Sensory Link (D#29)
A simple but effective power the Esper can borrow the senses of any target within range of their senses. Including electronically aided ones, or by locating someone with Telelocation above.  They do not inherently control the  target, but they may use an allies, foes, or even a trained pet to link their senses to, this power gives them all the normal senses of their target, but not any Esper related ones. The power lasts for 6 rounds, and can be maintained. It's effective range is 1 mile for every level of the Esper. If needing to gain information of a specific sort the Esper will need to make a notice roll using his own Intelligence plus any modifiers for the targets sensory capabilities. The power can be maintained, and its range can be increased by a D# increase as well.

Clairvoyance (D#31)
The  Esper can send their own psychic senses out to gather information. They get basic images and occasional sounds but little beyond that. An Esper using this power can reach out a number of light years equal to his level.  The power will also remain active for as long as the Esper can concentrate on it.  Though this power can be blocked by Psychic Static, or distracting the activator.


Combat Precognition (D#33)
The Esper can activate this power to gain a temporary bonus to defense, attack , and damage rolls. They receive a +4 bonus to all such rolls made for the duration of the power. The power lasts once activated for a number of rounds equal to the Esper's level.


Oracle (D#35)
Once the Esper activates this power the Delvers can ask the DM (through the Esper)  one yes or no question for each level of the Esper. T The answers are divined from information acquired by their psychic senses and can be of any nature. Questions can come from any person in their vicinity and the answers must be truthful. The only questions it can't answer are those which regard the future which can be impacted by the free will of those involved.

Astral Projection (D#38)
The hero can project their astral self out of their body. Their body is vulnerable to harm and it is wise to protect it. (Defenses drop to 10 and they lose all access to HP!) The projector can send themselves out move any direction at will. Speed and distance are irrelevant.  They have access to their senses, and their mind but cannot access

any of their physical abilities. They also  cannot utilize other Esper powers on targets in the physical world. They can however initiate mental combat or initiate their powers on other astral travelers.

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

Hypercognition (D#41)
An Esper activating this abilities taps into the flow of information of the cosmos. Once activated they can perform all  non-combat and non-power related skill checks and make all mental saves with a bonus equal to the Esper's level. Hypercognition. The power lasts for a number of rounds equal to their level, and can only be activated once per day.

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

Sense Thoughts (D#10)
A basic ability an Esper can draw upon to warn them that there are others in their vicinity. It doesn't distinguish between friend or foe just that there are thinking creatures about. Little information can be gleaned, just a vague rumbling jumble of surface thoughts.

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

Psionic Bolt (D#20)
The Esper can fire a concentrated bolt of psychic power at his target. The target must make a Save Vs the 10 plus the Esper level to resist. If they fail they take lose of 1d6 HP plus the Esper's level (but ignores all armor, and non psionic force fields,) and the target is  stunned for 1d6 rounds. For every increase to the activation D# by 5 increases the damage by 1d6 and the stunn duration by 1d6




Disorient (D#25)
A Delver activating this Esper power can temporarily disorient their target. It causes a -2 to all the mental and physical tasks to all targets in a radius equal to the Esper's level in feet. The target can shake their head clear with a Will save D#20 plus the Esper's Level.
This power may be maintained.


Mindlink (D#27)
This is a more powerful form of communicate. The Esper must forge the link in advance with the target, but once connected, they can communicate back and forth even at interstellar distances. Such Esper talents are often called in for use in espionage since it is difficult to impede. The Mindlink cannot be established unless the target is in line of sight to begin with, and they must be willing for it to work. The range is a number of astronomical units equal to the Esper's level. This power is automatically maintained until dismissed.


Mindprobe (D#29)
A potent ability, the Esper can plumb the depths of a targets mind. The target must be in line of sight and only one target can be probed at a time. The target gets a Will save to resist equal to the D#10 plus the Esper's level. If the save is made the probe is unsuccessful and the Esper will know this immediately. If the target fails the Esper can ask any question of the targets mind and gain a and accurate and truthful answer. The probe takes several rounds to complete depending on the information sought. The victim may make another save after 1d10 rounds (minus Will score)


Mind Wall (D#31)
An Esper can raise a psychic wall of any reasonable shape that barricades everyone on a side he chooses from psionic powers. Those who are targeted by Esper abilities or devices that mimic esper abilities get a +4 bonus to their Will saves to resist those effects.  Powered by the Espers will it can only last a a number of rounds equal to his level. This power may be maintained. A stronger wall (+8 to saves) can be enacted for a +5 increase to the D#



Sever (D#33)
The Sever power allows the Esper to simply turn off a creatures mind. The target must make a Will Save D#10 plus the Esper's level. If they fail, they immediately drop unconscious and are unable to defend themselves for the round. The Esper must maintain this power throughout the round. If either the Esper is  distracted it immediately releases the creature. Killing a being under this abilities will cause immediate psychic backlash doing  1d10 damage to the Esper for every HD the creature is recorded as having. The Esper is also stunned for 1d10 rounds afterwards. The power is best used for capturing or subduing a foe rather than attacking them to do lasting harm. The target must be in their line of sight.


Slumber (D#35)
The Esper telepathically lulls a group of foes to sleep. The power effects a radius of 30' around the initial target. Any number of creatures in that field can be put to sleep if they fail a save vs Will D#20 plus the casters level. Sleeping creatures who are attacked awake immediately suffering only the HP loss from the attack. It has a line of sight maximum range. The radius of sleep can be increased by 10' for a +5 D# increase to the activation roll

Psychic Blast (D#37)
A powerful blast of brain hemorrhaging psychic power lashes out from the Esper and strikes a a group of foes. The power does 1d8 damage plus the Esper's level, but ignores all armor and non-psionic force fields.. It has a range of line of sight and can strike all foes in a 30' radius of the initial target. The damage can be increased by 1d8 for ever increase of the activation D# by 5.


Psionic Weapon (#39)
An esper can manifest a psychic melee weapon in their hands. The weapons reach can be shaped by the Esper but the longer the reach the less powerful the focus behind it becomes. Anything from a knife to sword will do 1d6+1 damage per level of the Esper, a Spear or Staff or two handed blade with greater reaches does 1d6 per level, and a whip which can strike out across the room a mere 1d4 per level. The weapon is telepathic and ignore armor and traditional protective devices but must contend with force fields or the will of the target. (Will is treated as a bonus to their Defense against the weapon.) These weapons are used at the Espers Psionic skill level however, rather than his weapon use normal weapon skills. Damage may not be increased.





Urge (D#41)
The Esper can create a voice in the back of a targets head, one that makes them want to do things. It isn't quite mind control because it is just an urge, not a complete puppeting of the targets body. However, under most circumstances victims will follow the suggestions made by the Esper without really thinking about it. The target gets a save vs Will D#20 plus the Esper's level. The "urging" lasts only so long as the victim remains in their line of sight and for a maximum number of rounds equal to their level. All victims get a new saving rll if the urge the Esper gives them is completely contrary to their basic nature. I.e Putting a creature directly and knowingly in harm's way. Trying to force a villain to simply give up against an inferior foe, or making a soldier disarm himself at any time. The saves difficulty remains the same however.


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


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

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

Levitate  (D#20)
Levitate allows the esper to move slowly through the air. Their speed is 15' a round plus their level. The power can be maintained.




Grab (D#25)
An Esper who intializes this power can seize a foe or object with powerful force. The target gets a Dex save D#10 plus the Esper's level  to avoid being grabbed, if they fail they are cought and cannot move by their own volition, instead held by a grasping field of telekinetic strength. They can try to break free rolling a Str save vs D#10 plus the Esper's level after the first round of being grabbed. The Esper can move the victim around but it doesn't have sufficient force to harm them, just hold them still. This power can be maintained.

Deflect (D#27)
The Esper can activate a deflection field that can deflect or turn back some attacks. When activated the Esper gets a +2 bonus to their defense as long as the power is active. Like most powers it must be concentrated on to be maintained. For every D# increase of 5 the bonus to defense goes up by another +2

Manipulate (D#29)
Manipulate allows the Esper to grab and maneuver objects as if he had an extra pair of very strong hands. They're capable of doing anything hands can do, but they still have to coordinate them. This doesn't allow them to make additional attacks, but does let them reload weapons, hold up shields, grab weapons out of holsters, push buttons, flips switches, and so on.The hands have a Str of +2 for tasks.  All tasks which require a skill check are made more difficult while utilizing this power. . This power can be maintained but requires line of sight.

Crush (D#31)
An Esper can reach out and crush a foe with the sheer force of his mind. It only effects a single target but does 1d6 damage per level per round  a single target. They may make a Dex save roll to counter it to move out of line of sight the first round. After the first round they must make a Str save D#10 plus the Esper's levels to break free of the hold.  The power can be maintained.  For every Increase to the D# of the power by 5 the damage the power can do will increase 1d6


Force Wave (D#32)
An Esper can unleash telekinetic force wave that knocks back foes, loose objects, and anything along its path. The force wave is a cone attack that widens to 60' at its widest point and does 1d12 HP loss, as well as causing all living targets with a strength less than +6, to make a save vs Str D#20 plus Esper's level to avoid being knocked back and down. Foes suffer a -4 to rolls against the Delvers until they can stand up from a prone position and lose all other actions for the round. It takes one round for prone target to right themselves. The powers save may be increased by 5 for ever D# increase to its activation roll.

Force field (D#35)
Force field allows the Esper to put up a force field dome around the Delver and his allies. Everyone within 30' can be protected by the dome and it provides a +2 Defense and Absorption equal to the Esper's level.The power can be maintained but the Esper cannot activate other powers so long as this power is active.

Heft (D#37)
Heft allows the Esper to pick up really big objects and throw them, the weight they can move is comparable to small ground vehicles, but they can't do so with much precision or care. They can move 2000lbs plus 100 pounds per level and can throw it with ease. They suffer a -4 to hit anything with it, and no combat skill applies. They can hold and drop it however when needed. The power can be maintained but must have line of sight.

Rend (D#39)
Rend allows the esper to generate slashing and churning force blasts at their foes. The blasts are armor peircing (AP 4) and can do 1d6+1 damage plus the Espers level. The power can strike all targets in the Esper's line of sight. Damage can be increase by an additional 1d6+1 for every +5 increase to the D#

Immobize (D#41)
Similar to Grab, this power is a field effect version of the other one. It is somewhat weaker, as it doesn't allow foes to be moved, just held in place and unable to act so long as they fail to make Str D#20 plus the Esper's level to break free. The power will hold each target for 3 rounds if they fail their save, after which they may make another attempt to escape.  The range of this power is 100'
and can effect everyone who is visible to the Esper. The power can be made stronger (+5 to D# increases the Str save by 5)






         
MEDIC MANIPULATIONS

Medikits are customizable devices used to give the Medic a lot of the tools he needs to scan, heal and generally do his job. Like the Cerebral Booster of an Esper it can only hold so much data and materials.  The Medic however can generate the following special medicinal or chemical effects if they make the needed skill roll.



Bioscan
D#10 Effects
The medic can use the scanners to scan for materials that suggest life. Carbon, oxygen, etc. It is a very primitive use of the scanners and only works a short distance away—within the medics line of sight.

D#15 Effects
A far more effective use of the scanners, the medic can scan for actual normal life signs. He can detect life within the range of the scanners (300' for the medikit, within orbit using a ships sensors and his medikit)

D#20 Effects
The medic can detect lifeforms, and even specify its general biological nature. Carbon or silicon, plant, animal, mammal, reptile, and so on. It won't give the Medic exact species, but it will give him a very good image of the life forms within range.

D#25 Effects
The medic can not only scan lifeforms but if they are within visual distance and they can scan an individual they can make an assessment of potential weakness, strengths, etc. (The Medic will know how strong something is, if its an Esper, roughly how intelligent, tough, and so on.)


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


D#10
The counteragent gives the treated individual a +2 bonus to their saving throw against ongoing effects they are suffering by boosting the bodies natural immunities and resistances.

D#15
The counteragent allows the treated individual to immediately make a new save versus the ongoing condition, at +2, rather than waiting for the effect to play out it helps to immediately recharge the bodies defenses while boosting them as well.

D#20
The counteragent at this level is powerful enough to negate any ongoing normally occurring damage or impairment. (Disease, Fire, Poisons, Toxins, Radiation Exposure, and so on)

D#25
The counteragent may be used with even more precise effect, allowing the Medic to apply a base resistance to the Delver before they are exposed. They get a flat +4 to all saves against all effects and materials listed under the lower levels.


Hydrate
D#10
The Medic can provide resistance to dehydration by utilizing special
medicines that boost the bodies ability to make use of and process water.

D#15
The Medic can actually purify water of any sort, including water laced with radioactive materials, toxins, diseases, etc. It can turn waste products back into potable water with a D#10 roll.



D#20
The medic can produce a chemical tablet he can give to other Delvers which can purify 10 liters of water when dropped into the water's container. They may also take the tablet  in order to be protect themselves from the harmful effects of un-purifed water .for 1day.

D#25

The medic can actually create water from the atmosphere, so long as oxygen and hydrogen exist in the locale.

D#30
The medic can use the medikit to produce a large amount of moisture in the local area. Sufficient to create a slick of water or an obscuring fog. The puddle is a Dex save D#15 plus Medic's level to stay on ones feet if a foe enters the target area. The fog provides a +4 defense bonus due to its obscuring nature.


D#35
With a medikit the Medic can create a bubble of water to act as a defensive shield which provides 4 Absorption, or they can fill a 30' room entirely with water to prevent passage by foes without aquatic abilities or sealed spacesuits of some form. Those passing through the water field are slowed to 10' a round unless they possess some aquatic adaptations.



Hibernation

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


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

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

D#25
The hibernation mode can now last 4 days a level and the hero is only at -1 con for checks until they obtain sufficient food, they may also be awoken by anyone present with some light physical interaction (Shaking them awake gently.)

D#30
The hibernation mode last 6 days a level, and they can awaken themselves being somewhat aware of what is going on around them. They do not suffer any ill effects.

D#35
Hibernating characters recharge Hero Points at ten times the normal rate per hour and can be under for 10 days per level of the Medic putting them under. This may be used as a a way of subduing a single enemy by putting them into the hibernation mode. Save vs Con D#15+Medics Level

D#40
Hibernation can be used on several targets at once, either willing targets or foes who need to be disabled. It can place everyone in Line of Sight that are within a 30' radius of the initial target into hibernation. Save made to resist this effect for unwilling victims is Con D#20 plus Medic's level.
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