Delta is in Playtest!
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So with the advent of the "new" edition of 5e from wotc, we are moving away from developing content for other people's platforms. We put a lot of work into Magic Sword for the 5e SRD and repeatedly, wotc went a different way.
We were really heartbroken after the fallout over publishing F.i.t.S., the original setting for the Delta system, we took a step back and made some decisions. It has been a rough journey, we are approaching a milestone and Delta is coming together as a cohesive system.
Our basic design is that there will be a Core System book, with the basics of character representation, die rolling mechanics, skills, progressions and challenge rolls. Each Setting Supplement or Expansion Booklet will add the environment and locales, the implementation of characters as represented in that world or setting and then include thematic system expansions based on those settings or themes. So to offer a basic rundown or projection of what we are thinking for Delta is:
Booklet | Theme/Setting | Extrinsic | Systems and Structure | Extra Templates | Pgs |
Delta Core | neutral templates and structures | {spirit] | character sheets, dice rolling, cards, dice and tokens, basics | basic templates | 16-20 |
Delta Phase | Gothic Horror, "Darkmoor" | Spell | Monster Creation, how vice leads to evil, curses and monsters, simplified magic. Melee and Ranged Combat | Monster Sheets, Lair Sheets | 24-32 |
Delta Courier | Messengers, Delivery and Crafting | Will | Item Creation, Economy and trade rules, contracts and businesses | Business Sheets, Crafting Sheets | 12-24 |
Delta Tide | Pirates, the high seas and smuggling | Spirit | swashbuckling and dueling, pistols and blunderbusses', canons and cargo, manifests, ship to ship combat | Vessel or Ship Sheets, Crew Sheets | 24-32 |
Delta Quest | High fantasy Adventure | Magic | emblems heraldry and crests, magic items, spellbooks and spellcraft, fantasy creatures and mythologies | Spell Templates, Spellbook Sheets | 32-48 |
Delta March | Armies, Sieges and Strategy | Morale | large group combats, trench war, ambushes and skirmishes, sieges and siege engines, commanders | Army Sheets, Siege Engine Templates | 16-24 |
Delta Sky | Post Apocalyptic survival vs the AI | Luck | scavenging and reusing modern items, robots and vehicles | Settlement Sheets, Car Sheets, Robot Templates | 16-32 |
Delta Frontier | Six Guns and Saddles | Guts or Grit | historical guns, grit and guts, daring deeds and trail survival | Mount, Camp and Companion Sheets | 16-24 |
Delta Mech | Powered Armor and Hard Suits, Mecha | Edge or Psi | armor piloting skills, weapons and armors, mecha combat and abilities, physical world interactions | Mecha Equipment Templates, Mech Sheets | 18-32 |
Delta Squad | Super Heroes and Mutants | Power | Psionics, mutations, radiation beams, flying, super speed and impenetrable skin, | Squad Sheets, Rival Sheets, Power Templates | 24-32 |
Delta Khyber | Cybertech, Datajacks and the neon future | Edge | Cyberware exceeds human levels; advanced firearms, cyberspace, flying cars and hoverboards | Cyberware Templates, Cyberspace Templates | 25-35 |
Delta Ruin | High Adventure | Mystery | Exploration of structures; hidden doors, puzzles, traps and cyphers, Great Mysteries | Cypher Sheets, Mystery Sheets, Ruin Templates | 24-32 |
Delta Mania | Pro Wrestling, Fighting Tournaments | Ki or Guts | Extended hand to hand combat rules for grappling, martial arts and fisticuffs. signature specials | Maneuver Templates, Entourage Sheets | 12-24 |
Delta Star | Interplanetary Space Exploration | Will or Psi | sci-fi space technology, rogue ships, abandoned way stations and uncharted planets | Planet Sheets, Station Templates | 20-40 |
Scale of Extrinsic Elements:
{Pure Realism} Luck, [Will/Guts/Grit], [Edge, Mystery], [Spirit/Ki], [Spell/Magic], Power {Fantastical Abilities}
So In Delta, there are the 4 primary attributes, and each of them can be renamed in each setting, however they represent the same things. The fourth, magical or psionic, ki or will, guts or edge, this mysterious fourth element is mutable across settings as some do not use much magic and others it is commonplace enough to simply be called 'spell'. As each of these is intended to be exchangeable, there is a scale or spectrum of magic to be utilized. As settings and systems tables and formulas are to interchangeable, this allows for more unique or unusual settings, such as psychic cowboys, space faring vampires and high-seas wrestling tournaments. Delta can create scenarios where pirates much face sea monsters from other worlds, as easily as cybernetically enhanced explorers of ancient civilizations. This modular design is the heart of Delta and we hope our passion will help others create a memorable and fun experience for everyone at the table.
We have been playtesting weekly and should be releasing the core rules and one of the setting documents this spring!
Delta
Narrative Driven, Exploration Focused, Roleplay Heavy, Dynamic Action
Status | In development |
Category | Physical game |
Author | WayfarerTechnologies |
Genre | Role Playing |
Tags | Narrative, rules-lite, Tabletop, Tabletop role-playing game |
More posts
- Delta Phase is Draft8 days ago
- Delta 'Zine22 days ago
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