frigging Google docs won't work for me god knows why :p
Try using a different browser. I'm using firefox, without signing in to google, and I can view it fine.
If you want to join anyway, here's everything copied into a post. Formatting and a table is lost, but it's more than enough to make your charsheet.
Modified RTD. Stats can be leveled between d4 and d20, with each level being an even increment from the last. Ie d4, d6, d8, d10, d12, d14 etc.
There are 5 possible outcomes to a die roll:
Disaster: Not only do you fail, something horrible happens as well.
Failure: You fail!
Partial: Somewhere between success and failure.
Success: You succeed!
Great Success: You succeed really well!
The chances of Success and Great success increase per dice level.
The challenge die is a die between d4 and d20 which the GM can roll to act as opposition to a player’s roll. The result of a player’s roll will be their roll minus whatever the result of the challenge die is. The challenge die is used to represent the increased difficulty associated with challenging tasks and threats. If a player is fighting a monster that is significantly more dangerous than they are, is attempting to repair something without proper tools or parts, is trying to figure out a clue they don’t really have the knowledge for, etc then a challenge die will likely be involved. If you see a d20 challenge die, fucking run.
Physical Stats
Strength: Physical strength for lifting, hitting, etc.
Dexterity: Balance, hand-eye coordination, finesse.
Endurance: Physical resilience to injury, exhaustion, illness, etc.
Speed: Reaction time, running speed, etc.
Mental Stats
Knowledge: How much you know about the world from past experiences and learning.
Wisdom: Your ability to reason and solve problems.
Perception: Your ability to notice things and determine their significance.
Charisma: How attractive and persuasive you are to others.
HP: Health points. You run out, you die. This stat is the Max number of all physical stats. The average human has about 20-25 HP.
SP: Stamina points. Used to use abilities and do cool shit. This stat is the Max Number in all Mental stats. The average human has about 20-25 SP
HP and SP heal over time. Regain 1 point of both each turn not in combat.
Physical armor rolls a die and subtracts that roll from any damage dealt. That armor die is also a use die that reduces whenever the upper two max numbers are rolled. Repeated damage reduces the armor’s effectiveness and degrades it.
Non-physical armor of any kind has HP and simply acts as an extension of the player’s HP, taking damage before they do.
Weapons and Items are often connected to a particular stat. This is the stat that is rolled when the item or weapon is used. Some will be more common than others, but exceptions do occur. A gun will more than likely run on something like dexterity, speed, or perception, but it is possible to find one that uses wisdom instead. Some items, such as rope, jars, chalk, are considered too simple or generalized and will not have connected stats. Instead they will use whatever stat seems most appropriate for the use.
Body: The player’s body is broken into individual sections for the purpose of mutation, augmentation, and injury. These are:
Head
Torso
Abdomen
Upper arms left and right
Lower arms Left and right
Legs, left and right.
Whenever HP damage is dealt, a location for that damage to be centered on is rolled. If the damage is over 25% of the player’s total, it will cripple the part. If over 50%, the part will be destroyed. Damage and loss of body parts has no direct statistical effect, but will likely result in the use of a challenge die in related situations and can result in loss of function for augments and mutations.
Leveling Up: Whenever a player rolls the max on a stat die, they may level it up to the next level. Ie, if you’re at d6 strength and roll 6 using strength, level up to d8 strength.
Progression and Retirement: As the players pass certain progression milestones (Kill x creature, surpass y depth) the starting level and starting money of new characters will increase. Progression will also alter the world and make new things available. Any character that returns to the top level can retire. Retirement “Banks” that character and their gear for later, letting players swap between characters. Note that a player’s characters will never interact, cannot exchange items, money, etc.
Players pick a Name and Appearance of their choosing. All players (at least to start) are human. They then buy stats using a number of points determined by the current progression (it starts at 15). All stats start at d4. Raising one to d6 costs 1 point, from d6 to d8 costs 2 and so forth. They then buy starting items with their starting money, which is determined by the current progression (It starts at 1000 Per Person).
Carry Weight: You can carry a number of items equal to the max value of your strength die. Ie d10 would be 10 items. Not all items count individually for this, pills for example.
Ammo: For the sake of keeping things simple, range weapons don’t have ammo in the traditional sense. Instead, certain roll results may indicate a weapon has run out of ammo. This will require ONE TURN to rectify.
Searching: Part of delving is searching for hidden artifacts, valuables, and information. Some of these things will be visible and obvious, if not always easy to obtain. Others will be hidden. Perception is used to search. Areas contain common loot and rare loot. Rare loot is unique and can only be found once. Common loot is unlimited. The more times an area is searched in quick succession, the lower the chance to find common loot and the greater the chance to find Rare loot. “Exhausted” areas will gradually replenish.
Charting: Charting is the act of mapping and exploring an area. Charting is done automatically as players travel through areas, with the area becoming more charted with each successive trip through it. Note that charting only takes effect if at least one member of the party doing the charting makes it back to the surface. Charting has three benefits:
It places the area on the public map.
It provides money to the players that charted it, with the initial charting providing the most and subsequent chartings providing less until it is fully charted.
Charted areas are generally safer and allow delvers to avoid danger, choose if they want to enter encounters, and gain better positions when they do.
Charting persists as long as the area itself remains unchanged. Major changes can reduce or remove any charting.
Mutation: The ship’s reactor is active and unshielded, throwing off all kinds of nasty radiation in addition to god knows what kind of carcinogens and mutagens are in all these chemicals laying around. The result is that the risk of mutation is constant and it gets worse the deeper in you get. Mutations can be positive, negative, or neutral, but players are always at risk for them.
Cataloging: Many outside interests have a desire to learn more about the pit and as such will pay for information, artifacts, items, creatures, plants, written reports and the like. The amount varies, with living specimens of creatures being some of the most valuable. Players are not the only ones doing this, and as areas become more charted the chances of things within them having already been cataloged increases.
Standing: Each faction has its opinion of the players and of outsiders as a whole. This opinion can make groups more or less cooperative. Standing varies between -5 and +5 and will be shown for all known/encountered groups.
Filament Cartridge (10): A small metal box with flip top lid containing a spool of websilk. Press the end of the websilk filament against something and it will stick with tremendous adhesive power. Unspool the thin filament and then cut it at the desired length. It will swell into a puffy rope of extreme durability and strength. Will almost never snap, but can be easily cut.
Filament Gun(100): (Dex) A handgun sized device that accepts filament cartridges as its ammo. Will fire a small glob of adhesive trailing a filament line behind it. Useful for connecting to higher areas.
Autoharness(250): (Kno) a small set of mechanical spider limbs and attached harness harness designed for moving things up and down filaments. Allows automatic movement on filaments and can transport large objects up them.
Log Book(20): (Kno) Used for making written records of what has been seen. About the size of your hand, bright orange, flexible, with some sort of plastic as both cover and pages. Resistant to environmental exposures.
Specimen Container(30): Looks like two metal lids sandwiched together, each about 5 inches in diameter. When they are pulled apart, they produce a clear rubbery membrane between them, which can enclose about one cubic foot of material. Items can be passed in through the membrane but not exit it unless something reaches in from the outside and pulls it out.
Small autocage(200): (Cha) A metal platform on flexible, rubbery, octopus like limbs. They seem to move via some kind of fluid shifting within. When activated, it produces a projected energy field that will enclose an area large enough to capture a large dog or something of equal size. Autocages are about as intelligent as a small child and are somewhat prone to misbehavior.
Large autocage(500): (Cha)A metal platform on flexible, rubbery, octopus like limbs. They seem to move via some kind of fluid shifting within. When activated, it produces a projected energy field that will enclose an area large enough to capture an elephant or something of equal size. Autocages are about as intelligent as a small child and are somewhat prone to misbehavior.
Massive Autocage(1000): (Cha)A metal platform on flexible, rubbery, octopus like limbs. They seem to move via some kind of fluid shifting within. When activated, it produces a projected energy field that will enclose an area large enough to capture a whale or something of equal size. Autocages are about as intelligent as a small child and are somewhat prone to misbehavior.
Oxygen Tank (100): A tank of oxygen and its attached breathing mask. Explosive.
Arclamp (50): High power electric arc lantern. Provides bright omnidirectional light.
Helmet (50): (d6 armor, protects only the head) A synthplas helmet in bright orange. Designed for hazardous industrial environments.
Industrial Tunic (300): (d6 Armor, protects Torso and Abdomen) Woven websilk garment designed to protect industrial workers from minor accidents. Second hand, comes in a variety of colors with various logos.
Bait (10):(Kno) A synthetically generated bait guaranteed to be attractive to any living creature. Care must be taken both to avoid attracting too many creatures and to prevent yourself from eating it instead.
Stimulant (100): A blue pill. When taken, it makes the user feel extremely awake and alive. Recover d10 SP.
Megastim (200): A purple pill. When taken, it induces feelings of euphoria and invincibility. Recover 2d10+5 SP. Roll Endurance. On success nothing happens. On failure take d10 HP damage.
Biogel (100): A spray canister of clear gel which quickly fills holes and cuts, stops bleeding, and promotes healing. Recover d10 HP.
Regenerex (250): An enhanced form of Biogel. Recover 2d10+5 HP. 25% chance of Mutation.
Supportex (150): A supportive nano-lattice designed to reinforce injured limbs.
Liquidoplas Bomb (100): (Kno) (d20) This bomb does not deal damage, instead it sprays a fast hardening and sticky plastic out in all directions. When something is hit by this blast, roll d20 and compare their health. If higher than their current health, they are completely immobilized and trapped. If lower, the target breaks free but the next action made against it is at advantage.
Whistle (1): A pressed metal whistle with a lanyard to hang it from your neck. Produces a shrill sound good for grabbing people’s attention.
Therma-Ray(50): (Dex) (d8) Handgun style weapon ending in multiple nested half domes. Fires packets of concentrated heat.
Compression Blaster(300): (Dex) (Xd8) A rifle that fires highly compressed liquids in a high pressure jet. Damage dependent upon the liquid used. Some liquids may carry special effects as well.
Death Ray(500): (Dex)(Xd10) Laser cutting rifle commonly employed by apprentice Ship Breakers. Originally a construction tool, it has been retrofitted to work both as tool and weapon. X in the damage is equal to the number of consecutive turns firing and hitting the same target.
Vibrax(250): (Str) (d12) A heavy, flat bladed ax with some kind of machinery connected to the opposite side of the blade. The blade vibrates at extremely high speed, drastically increasing cutting potential.
War Drum(300): (Str/Cha)(d8/d12) A chest mounted drum and shoulder mounted speaker system. When the drum is struck as hard as possible, it projects damaging sonic waves from the speakers. When struck rapidly, it can invigorate and enhance its target. D8 damage to a target or, if aimed at an ally, add d12 damage to any attack they make this turn.
Galactic Slugger(150): (End)(2d6) Clear synthplas tube shaped like a baseball bat. Filled with swirling fluid that, when the bat is swung, condenses into a hard mass at the tip and greatly increases the force of impact.
Bunker Duster (500): (End)((d4)d4) A pair of arm mounted pile bunkers with short tungsten spikes. Short range but able to strike quickly, allows users to deal large amounts of damage with a good combo of blows.
Mono-razor (300): (Spd)(Spd Roll, breaks on 1) A metal blade so thin and fragile it must be kept constantly sheathed in protective oil when not in use or it will degrade and crumble. Can cut
through almost anything, but is extremely reliant on the user’s skill to be effective.
Mono-wire (200): (Spd)(d10) A weaponized version of the filament gun, this weapon fires small metal spikes trailing deadly thin but sturdy mono-filaments. These filaments break down in seconds due to oxidation but will slice like cheese wire through metal or flesh before they do.
Timebomb (75): (Kno) (Effects vary) A condensed and magnetically shielded packet of tachyons. If broken, it will cause dangerously unstable chronologic deviations within a confined area. Single use.
Neurobridge (300): (Wis)(2d4) A bronze colored metal crown made of a ring of upward pointing tines. Worn on the head, it crackles with electricity. A cognition based weapon, it responds to mental commands and lashes bolts of lightning at the user’s targets.
Interface Cusp (100): A metal disk which attaches to the stump of a limb. Allows attachment and interface with Mechanical Limbs, but the user must have one limb removed. Damage towards mechanical limbs may render them inoperable, but does not harm the HP of the user.
Fragment of the Void (300): A shard of the ineffable void created during the Jovian cataclysm. Enables it’s holder to use techniques from the Void style.
Human Bone Prayer Beads (600): A set of 88 prayer beads made of carved human bone and strung together with a thin cord of braided hair. Supposedly connected to The Path of Polished Bone. Those who carry it will inherit one of their martial art techniques.
Nim’s Parasite (600): No one knows who Nim is. No one knows where the parasite came from. Usually sold as eggs which are ingested by willing users. Infests the brain and spinal cord. Drinks the user’s blood and eats their nutrients and flesh, releasing chemicals into their neural tissue as it does. Those carrying it inherit one of the parasite’s psychic abilities and may inherit more, at the cost of their flesh.