Derelict Delvers
The galaxy has witnessed ages virtually unfathomable to the mortal minds that have shaped it. Yet, before this mute witness, numerous civilizations have grown and spread their wings across the spiraling splendor that it holds.
As all things must even these great empires fell. Collapsing inward and falling into barbarism and savagery. In time, these civilizations lost recollection of what ancient glories they once held.
Now, a new civilization has sprung forth eager and curious. A civilization willing to brave the decrepit derelicts, lost laboratories, forgotten remnants of ages past to recover ancient alien artifacts and data left long dormant.
You are one of these delvers. Destined to glory or death and pursuing both with mad abandon.
The ARCHIVE (Artifact Recovery Control and Historical Investigation Ventures), licenses you to to enter ancient archeological sites, and kill the deadly denizens within, and take those denizens stuff.
Creating a Character:
Choose an Alien Race.
There are un-numbered races found across the galactic expanse.
Most fall into a few very common categories, with enough biological similarities to be categorized together.
Humanoids: Humanoids have few differences across a broad range. Some have different shaped ears, eyes, or more or less digits
than the common familiar human. Humanoids vary in size although most range between 5'6 and 6'6" with a few members smaller or larger
than this.
Humanoids are flexible in their choice of professions, they are not more or less adept at any given one.
Humanoids receive a +1 to Con, +1 Charisma
Optional Humanoid Physical Features Disparity:
A player may choose one of these for their character with GM Approval instead of rolling.
Humanoids:
1-8 Strangely Hued Skin:
--Flat White
--Blue
--Green
--Red
--Metallic
9-12 Strange Ear shape
--Pointed
--Animal-like
--No obvious ears
--Antennae
13-15 Unusual Head shape
16-18 Tail
19-20 Alternate Adaptations:
--Glider Membranes (Patagaea):
Character can glide downward at running speed
--Amphibious Character can survive under water and swim
at running speed.
--Climbing Adaptation: Finger/Toe Suction Cups or Fingertip/Toetip Claws Regardless of the means character can move up
walls or steep inclines at running speed.
Felinoid: Felinoids* are similar to humanoid stock although their features are heavily feline. Felinoids are descended from loping
or pounce predators approximately the same size as humankind, but with claws predatory teeth, and many have catlike tails. Felinoids are slightly smaller
than standard humanoids ranging from 5'2" to 6'2"
Felinoids are better suited for Soldiers, Espers, and Scouts.
Felinoids receive +1 Dex, +1 Will
Optional Felinoid Features Disparity
1-8 Oddly Hued Fur
--Stark White
--Blue
--Green
--Metallic
9-12 Plantigrade back limbs and feet.
13-15 Tusks or Horns: Can do +2 Damage with a strike using these natural weapons.
16-18 No Tail
19-20 Alternate Adaptations:
-- Multiple Eyes: +1 to Perception
-- Carapace or Quills: +2 Damage Resist or +2 Natural Weapons
-- Variant Size (Larger +3d6" or Smaller -3d6")
Insectoid: Basically a big bug, these are fairly humanoid in shape, possessing two to four useful ambulatory limbs
and two manipulator limbs. Any additional limbs (or wings) are vestigial, and only useful for appearance or mating
purposes. The basic structure is a manlike insect covered in chitin like carapace of armor. Although Insectoids are significantly smaller
than humanoids due to the weight of their dual skeletal systems. They are still comparably as strong as the rest of the playable races. They
range from 2' 6" to 4' and found equipment (notably armor) must be marked with an S (small size) for them to utilize the equipment.
Insectoids are hyperactive and quick, they make excellent Medics, Hackers and Scouts.
Insectoids receive +1 Dex, +1 Int
Optional Insectoid Features Disparity:
1-8 Oddly Hued Carapace
--Metallic
--Opalescent or Iridescent
--Blue
--Purple
9-12 Additional Eyes: +1 Perception
13-15 Functional Terrestrial Limbs: +1 to Dex rolls where additional limb would be useful. +2 to Strength rolls when multiple limbs are applied.
16-18 Wall Crawling: May move at running speeds on any incline.
19-20 Functional Wings: May fly at running speeds.
Reptiloids: Scaled humanoid reptiles, notable for their large eyes, tails, and the fact that despite being reptiles are warm blooded.
Reptiloids are tough and strong with a fierce undeniable temperament that brooks little argument from anyone. Repiloids are somewhat larger than standard humanoids being over 6' for most of their group, with the largest being upwards of 8'
Repiloids receive a +1 Str, +1 Con.
Reptiloids are best suited to being Soldiers.
Optional Reptiloid Features Disparity
1-8 Odd Scale Colors
--Metallic
--Orange
--Iridescent
--Purple
9-12 Neck frill
13-15 Bone spines or Spikes: +2 damage from natural weapons
16-18 Venomous Bite: Damage equal to Con from bite for 1d6 round
19-20 Chameleon Skin: +2 to Stealth Checks.
*Humanoids and Felinoids may sometimes be fertile producing Half Felinoids. Half Felinoids
receive +1 Dex, and +1 Cha. Humans find them exotic and interesting as do full Felinoids.
Because of their uniqueness, they do not get alternate features of any form.
Basic Attributes:
Strength
Dexterity
Constitution
Intelligence
Will
Charisma
You roll 3d6 for each attribute. However to keep the numbers simple and easily added in play we add a bit of complication here. Each die is read separately. A single die of 1 equals -1, while a roll of 2-5 equals a +1 an a 6 equals +2 to a trait. So if someone rolls a 5, 2, and a 1 they achieve a +1, while if they roll 6, 6
and a 3, that's +5.
Next choose a Profession.
Professions:
Espers
Hacker
Medics
Pilots
Scouts
Soldiers
I'm hoping the homage to old school, without being too clumsy will work. I've got the suitably arcane dice rolling for PC creation (I hope.) I probably need to change the variations into a percentile chart (since I expect a full list of dice rather than JUST a d20)