FLASHCHAT    
    INVITE     HELP GUIDE      LANGUAGE:
BLOGS   WRITE NEW BLOG   EDIT BLOGS  
 
RSS

02
Oct/2008

[Derelict Delvers] Class Special Abilities
I have the base "classes" for Derelict Delver, I'd like some idea on special abilities, while I've inserted my initial ideas, there may be better ideas to use. (Balance is not a goal, this is a bit old school.)

 

Professions:

Espers
Hacker
Medics
Pilots
Scouts
Soldiers



A note on professions. Each professions has a set of things they are good at, and a set of things they are average at. Each Profession will list
a category of skills as Good, or Fair. IF a skill is not listed it is assumed to be nonexistent for that class, meaning they only get their raw attribute
plus a die roll to add to any attempts of using that skill.

A Good Skill adds +1 for every class level the character possesses, they also receive the normal bonus for their character level. Meaning for every level
a hero advanced he receives +2 modifier to any Good skill. A Fair skill is one they only receive the +1 bonus for their character level, and nothing more.
So its value will always equal their class level, modified only by gear and attributes as normal.


Espers:

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

Espers Receive 1d4 as Heroism Dice.


Class Special abilities:

Level 1: Esper Powers

  The hero gains a implanted 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 Reset

The Esper hero may spend a heroism point and double the effectiveness of a single power use. This is treated as if the power had been slotted twice.


Level 9: Power Up


 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 Receive 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 Receive 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 Receive D8 Heroism Dice

1st Level: Hardiness

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

Bookmark:



Posted On: 11/04/2008 22:36:21
Posted On: 10/02/2008 17:27:50
Posted On: 09/16/2008 01:22:12
Posted On: 08/31/2008 23:11:21
Posted On: 08/25/2008 22:36:49
Posted On: 07/21/2008 15:16:14
Posted On: 06/29/2008 01:12:12
Posted On: 06/10/2008 20:41:53
Posted On: 06/02/2008 17:54:17
Posted On: 05/28/2008 07:50:46
Posted On: 05/23/2008 07:35:34
Posted On: 05/20/2008 08:00:59
Posted On: 05/14/2008 23:14:47
Posted On: 05/06/2008 21:55:39
Posted On: 04/28/2008 18:37:46


NEWS / ANNOUNCEMENTS

11/14/08 New feature “The Tavern”


Check out our newest feature “The Tavern” located in your account profile. The tavern is a place to talk to people on your friends list. If someone is not on your list they won’t see your post. If you don’t want to see someone’s posts you can just delete them from your friends list. This feature gives you the ability to say what ever you want when ever you want. So have a blast!

Thank you, Staff

Copyright©2008 RPGBomb. All rights reserved.