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[Derelict Delvers] On track..

Started by Silverlion, June 03, 2011, 08:33:35 PM

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Silverlion

I'm back on track with Derelict Delvers. It will be, I hope, an awesome Space Opera game with a few strange and interesting bits. Simplifying things the basic combinations of templates are:

Racial Traits (which will work like all other "traits" in the game, giving an extra action die to the pool when rolls are made.)

The dice have moved to 2d6, and the mechanic is 2d6+Stance+Action Score+Gear.

Stances are: Daring, Ingenuity, and Cunning. How you approach an action, what plans you make are given that rating bonus to play.  Daring things are choosing to leap between ray gun beams while on a narrow bridge to get to the Pilot-Queen of  starship. Ingenuity would be using knowledge and skill to create a tactical change. Turning your ray gun into a flash bomb to distract them for example. Lastly Cunning is the path of stealth and subterfuge. Lying to the enemies that you hold the means to control the ship and aim it on the course they want...that's cunning. Each deals with the same situation, but with different means and effective interim goals.


Action Scores are just that, things you do: Skills plus raw talent.
Fight!, Science!, Sneak!, and so on.

Gear of course adds its numeric rating to play. You use a scope on a gun? Bonus. You use a better quality space suit? Bonus.

A failed roll, indicates a setback of some kind.

Since players roll almost everything, this allows the player to put how well an opponent does in their own hands so to speak. A single Ordinary  failure in say a Fight! roll to defend oneself, isn't the end of the world. However three failures in Fight!, or an Astounding, failure means the hero reaches a critical and dramatic turn. What we if we were reading fiction we'd call and edge of the seat moment. Will our hero survive? Will he make it to the Pilot-Queen? Or will he tumble off the bridge following the gravity pull along  the vast hull of the City Ship?
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