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DELTAROLL - Player's Guide

The document is an unofficial player’s guide for a tabletop role-playing game inspired by DELTARUNE, titled DELTAROLL. It includes character creation rules, spell lists, combat mechanics, and various styles for players to utilize in the game. The guide is designed to provide a collaborative RPG experience while maintaining the essence of the original DELTARUNE game.

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battleby69
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© © All Rights Reserved
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0% found this document useful (0 votes)
92 views24 pages

DELTAROLL - Player's Guide

The document is an unofficial player’s guide for a tabletop role-playing game inspired by DELTARUNE, titled DELTAROLL. It includes character creation rules, spell lists, combat mechanics, and various styles for players to utilize in the game. The guide is designed to provide a collaborative RPG experience while maintaining the essence of the original DELTARUNE game.

Uploaded by

battleby69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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An Unoffical Deltarune TTRPG

Player’s Guide
DELTARUNE and UNDERTALE by Toby Fox.
Art taken from DELTARUNE and UNDERTALE.
Ruleset created by Icebrick1.
Version 2.6
TABLE OF CONTENTS
INTRODUCTION - 3
CHARACTER CREATION - 4
STYLE - 6
Style List - 7
SPELLS - 9
SKILLS - 13
ITEMS - 14
COMBAT - 15
OTHER - 20
LV - 21

(2)
INTRODUCTION
Welcome to DELTAROLL, a game designed Players will create
for a collaborative role-playing characters (either a
experience inspired by DELTARUNE! MONSTER or a HUMAN), and
This is an unofficial project not adventure in Dark Worlds
associated with Toby Fox or the created by the GM (Game
DELTARUNE team. Master).
The objective of this game was to This brief book contains
recreate the magic of DELTARUNE in everything needed for
the setting of a tabletop roleplaying players - the basic rules
game. The rules are designed to be and character creation.
simple, while still being familiar to RPG
players and containing all the notable The GM Guide contains
mechanics from DELTARUNE, and more! information for GM’s eyes only and has
everything necessary for running the
Salutations. I am Professor game.
Sceadan. I will be providing
various helpful notes To play this game you will need:
throughout this document. Pleased to * 3-6 friends, with one being the GM
make your acquaintance. (Game Master) and the others being
players.
Dice Notation * This document and the GM Guide.
This document utilizes dice notation. If it * Pen and paper, per person.
is unfamiliar to you, it is functions as so: * RPG Dice: at least one d4, d6, d8, d10,
Dice are represented as XdX, where the d12 and d20.
first X is equal to the amount of dice to
be rolled, and the second X is the number * A shared grid and representations
of sides. of your characters for tactical
battles.
For example, 2d10 means roll two ten-
sided dice and take the sum. 3d8 + 2 If you’re not playing in-person, it is
means roll three eight-sided dice and add recommended you use a virtual
2 to the result. tabletop to have a shared board.

(3)
CHARACTER CREATION
Summary
The following is a
Species
summary of all the
steps necessary to
HUMAN
create a character. Humans begin with 20 max HP, 2 AT, 10 DF,
The remainder of this 0 MG, and 6 SP. Choose one SOUL Trait
chapter explains the and a Style for your ACTs. Whenever
details. you gain LV, you gain another Style.
1) Choose whether to
play as HUMAN or SOUL Traits
MONSTER; and then choose
a SOUL Trait and a Style (if HUMAN) or Volition
two SPELLs (if a MONSTER). * +6 max HP.
2) Write down your HP, AT, DF, SP, and * Once per battle, when you or an ally
MG stats based on your species and would fall to 0 HP or less, you can
traits. cause them to remain at 1 HP.
3) Assign 5 Skill points into BRAWN,
FINESSE, INTELLECT, PERCEPTION, and Patience
CHARM. A Skill cannot have a score * +1 DF.
higher than 3 during character
creation. * When you DEFEND, gain an additional
1d10 TP.
4) Choose a Basic Weapon and Basic
Armor to start the game with. * If you forgo taking any actions on a
turn, you can take 2 actions next turn.
5) Pick a name for your character,
along with a short physical
description, a few personality traits,
and at least one close relationship
(parent, sibling, friend, etc).

(4)
Bravery Perseverance
* -1 DF. * +1 INTELLECT.
* +1 BRAWN. * You can CHECK without it taking an
action. The first time you use this each
* Once per turn, you can take 5 battle is free, subsequent uses
damage (does not give TP) and -4 DF require 10 TP.
until the start of your next turn to
take an extra action. Kindness
* +1 CHARM.
Integrity
* +1 FINESSE. * At the start of every battle, you
improvise a healing ITEM: It restores 8
* You do not provoke attacks of + LV HP, and disappears at the end of
opportunity from moving. battle if it was not used.
* At the cost of 5 TP, you can move in * You can spend 15 TP to use an ITEM
unusual ways (jumping, crawling, without it taking an action once per
climbing, etc.) at full SP rather than at turn.
half until the end of your turn.
Justice
* +1 PERCEPTION.
* You can reroll an attack roll you or
another character made, potentially
turning a hit into a miss or vice versa.
The first time you do this each battle
is free, subsequent uses cost 60 TP.

(5)
STYLE
MONSTER Styles are unique ways of using ACT (if
MONSTERs begin HUMAN) or a SPELL (if a MONSTER).
with 18 max HP,
1 AT, 10 DF, 2 MG, As a HUMAN, you know one Style per LV,
and 6 SP. Choose and can choose to use a Style you know
two SPELLs from every time you ACT.
the SPELL List to
learn. Every As a MONSTER you can choose to gain a
LV you learn an Style instead whenever you would
additional SPELL learn a SPELL. You choose a specific
or learn a new SPELL the Style is for, and every time
Style for existing spell. you use that SPELL, you can choose
whether to apply that Style or not.
Additionally, choose a general theme
such as “Ice”, “Fire”, or “Frogs”: you Most styles increase or decrease the
can cause minor magical effects TP cost of using ACT or a SPELL. ACTs
related to your theme. For example, a that cost less than 0 TP give that much
MONSTER with Ice Magic might be able to TP, to a max of 10 TP. For example, a
freeze a glass of water, a MONSTER Point Blank ACT gives 8 TP. The cost of
with Fire Magic light a candle, or a a SPELL cannot be reduced below 1 TP.
MONSTER with Frog Magic summon a
normal frog. MONSTERs can also choose to make any
Style permanent on a SPELL during
The strength of these minor effects is character creation or when they gain
ultimately up to the GM, but they should LV - this doesn’t use up their choices
not be too powerful. for 2 starting SPELLs or SPELL from
gaining LV.

Style Example: Nel chooses two SPELLS from the SPELL List: DISAPPEAR and
TELEPORT. She would like to quickly TELEPORT then attack, so she gives her
TELEPORT the Rapid Style permanently, increasing its TP cost to 25 + 50 = 75
TP. When she gains an LV, she could choose a new SPELL, but she instead chooses a new
Style for TELEPORT: Split. Now she can choose to either cast Teleport for 75 TP, or add
Split, making it cost 75 + 25 = 100 TP but allowing her to teleport 3 people 6 squares.

(6)
Harmful
Style List
Note: You are not your own
Analyzing (+12 TP) - You CHECK all
targets immediately before the
ACT/SPELL.
ally.
Arresting (+18 TP) - Roll a d6 and
Not all Styles are compatible with all reduce all targets SP by that amount
SPELLs. For example, Arresting doesn’t until the end of their next turn.
make sense with SUMMON. Use your best
judgement and ask the GM if uncertain. Disarming (+20 TP) – After
If the Style only affects “targets,” then using the ACT/SPELL,
for SPELLs that require an attack roll, give all targets
they only work if you hit, not when you “Weakness” equal to half
miss. your LV, rounded up.
Targets take -1 to DF and AT per
Helpful Weakness they have. They lose all
Weakness at the end of their turn.
Directing (+60 TP) – A target can take
an extra action this turn. This can only Forceful (+8 TP) - Push all targets 2
be used once per turn. squares directly away from you.
Restoring (+20 TP) - You or a target Shoving (+10 TP) - Push all targets 2
heal 1d6 HP. squares in any direction.
Preserving (+19 TP) - All targets takes Lingering (+12 TP) – The target is
half damage until the start of your “Doubtbound” and gains 1 Mercy at the
next turn. start of each of your turns until the
end of the battle. This doesn’t stack.
Defensive (+15 TP) - You take half
damage until the start of your next Taunting (+14 TP) – Give all targets
turn. “Taunt” equal to your LV. All damage
they deal is reduced by Taunt except
Emboldening (+18 TP) - Can only be against you. Reduce Taunt by 1
applied to ACTs. Choose an ally within 12 whenever they are affected by
squares. Add half your LV, rounded up, someone other than you. They also lose
to their AT, DF, MG, or SP until the all Taunt when DEFENDed.
start of your next turn.
(7)
Terrifying (+14 TP) – Until the start of Split (+25 TP) - Apply to ACT or a SPELL
your next turn, all targets cannot that only affects one target. It now
willingly move towards you. affects up to 3 targets within range,
but all effects are halved, ex. ACT
Technical gives half Mercy, SHOT deals half
Spread (X+5 TP) - Choose another damage. Only apply this to things that
Style when you take this that usually can be easily “halved.” For example,
affects only targets. It doesn’t have HASTEN doesn’t really make sense, you
to be a Style you already know. Instead can’t give half an action.
of affecting only the targets, it
affects one character within 12 Warping (+18 TP) - Can only be applied
squares, at the cost of 5 extra TP. Ex. to SPELLs. After using the SPELL,
If you choose Directing, then an ally of teleport adjacent to a target, or
your choice within 12 squares can take teleport all targets adjacent to you.
an extra action instead of the target
at the cost of 65 TP. Discount
Quiescent (-5 TP) - Can only be used if
Extended (+10 TP) - If a SPELL, you do not move this turn.
increase its range by 12 squares. This
can be applied to a spell that requires Reckless (-10 TP) - You take double
an adjacent target, increasing its damage until the start of your next
range to 12. If applied to an ACT, then it turn.
has full effectiveness no matter how
far the target is away from you. Point Blank (-6 TP) - Apply to ACT or a
SPELL that normally has a range of at
Rapid (+50 TP) - Apply to ACT or a least 12 squares. It instead has a
SPELL that normally takes an action. It range of 1 square - and is a melee
no longer takes an action. Can only be attack if it was a ranged attack.
used once per turn.

(8)
SPELLS
SPELL
Damage
List ASSIST (16 TP)
Buff
As an action, choose an ally within 24
BEAM (32 TP) squares. Until the start of your next
As an action, make an attack targeting turn, they can add your MG to their DF,
all characters in a 12 square long, 1 AT, and ACT Mercy rolls.
square wide line originating from you.
On hit, it deals 2d6 + AT + MG damage. On DISAPPEAR (29 TP)
a miss, targets still take half damage. Turn invisible until the start of your
next turn, no action required. While
BURST (34 TP) invisible, attacks against you have a
As an action, make an attack targeting -4 penalty, attacks you make have a +4
all enemies in a 4x4 cube within 12 bonus, and you do not provoke attacks
squares. On hit, they take 2d6 + AT + MG of opportunity.
damage. On a miss, targets still take
half damage. FLY (31 TP)
No action required, you gain the ability
SHOT (16 TP) to fly at double your SP until the start
As an action, make an attack of your next turn. At the start of your
targeting a character next turn you can pay the TP cost
with 12 squares. It deals again to keep flying, or refuse to pay
2d6 + AT + MG damage on hit. it and harmlessly float to the ground.
ULTIMATE ATTACK (100 TP) HASTEN (14 TP)
As an action, make an attack targeting As an action, give a target within 12
a character within 12 squares. On hit, squares an additional action this turn.
it deals 10d6 + AT + 2*MG damage. On a
miss, the target still takes half
damage.
The flavor of SPELLs was left intentionally vague. I suggest theming these
SPELLs according to your character. For example, an ice-themed monster may
conjure a sharpened icicle with Weapon, freeze opponents in place with Slow,
and evoke walls of snow with Barrier.

(9)
INVULNERABILITY (42 TP) HYPNOSIS (9 TP)
As an action, make yourself or a As an action, choose a
character within 12 squares immune target and roll 3d6 +
to all damage until the start of your 2*MG. If this is higher
turn. Attacks against them do not than their HP and/or
generate TP. A character cannot be Max Mercy, they are stunned and do
made Invulnerable for two turns in a not move or take actions until the end
row. The effect is obvious to of their next turn.
enemies that see you cast this
SPELL. LAUNCH (23 TP)
As an action, make an attack against a
WEAPON (5 or 10 TP) target within 12 squares. On hit, they
You can conjure a magical weapon in are flung 3 + MG squares in a direction
your hand, no action required. It of your choosing. This doesn’t directly
deals 1d6 + AT + MG damage on hit and deal damage, even if you fling them
can be thrown up to 6 squares. It straight upwards they do not take
disappears once it leaves your hand falling damage.
or immediately after it makes an
attack if you throw it. SLOW (15 TP)
As an action, make an attack against
Alternatively, for 10 TP you can an enemy within 12 squares. Add both
enchant a melee weapon you’re your AT and MG to the attack roll. On
holding, allowing it to be thrown 6 hit, their SP is reduced by 4 + MG until
squares before flying back to your the start of your next turn. On miss,
hand for the rest of battle. their SP is still reduced by 2.

Debuff Healing
ENCHANT (+10 TP) HEAL (36 TP)
As part of ACTing, you can use any As an action, restore 2d6 +
Style as if you were HUMAN, but must MG HP to a target within 12
pay an additional 10 TP on top of the squares.
Style’s normal cost.

( 10 )
HEAL RAIN (72 TP) SUMMON (64 TP)
As an action, conjure a 4x4 area of As an action, summon an ally in an
healing within 12 squares. Characters unoccupied square within 12 squares
of your choice in the area regain of you. They stick around until the end
1d6+MG HP. of battle, they hit 0 HP, or you cast
this SPELL again.
Tactical
BARRIER (5 x Squares TP) They have 10 + 2*MG max HP, your AT, 5
As an action, fill unoccupied squares + MG DF, 6 SP and 0 in all Skills. They act
with some kind of magical blocker. The on your turn and take their own
TP cost of this spell is 5 times the actions. They come equipped with any
number of squares filled. Each square Basic Weapon of your choice. They can
has 5 * MG HP and 5 DF. You can dismiss use no other weapons. Attacks
all or a portion of the squares at any against them generate TP for the team
time, no action required. as normal.
HINDER (22 TP) TELEPORT (25 TP)
Create a 6x6 field of hindering terrain As an action, teleport yourself or
(such as webs, ice, or mud). The an adjacent willing character up to
hindering terrain lasts until you cast 12 squares. This does not provoke
this SPELL again or decide to dismiss attacks of opportunity.
the terrain.
IMAGE (19 TP)
As can action, you create a
realistic illusion within 12 squares
which lasts until the end of battle.
The illusion cannot fill more than 4
squares, and includes sound, sight,
and smell, but not touch. The
illusion has DF 8 + MG and
disappears early if hit. You can
change the illusion and move it up 6
squares on your turn, no action
required. A character who examines
it closely can, as an action, make a
PERCEPTION check of DC 4 + MG to
determine the illusion is false.
( 11 )
Custom
SPELLs
The given SPELLs were more meant as a
sample rather than an exhaustive list.
If you have an idea for a brand new
SPELL, or would prefer it if a SPELL Since this is part of another action,
worked in a different way, you can the GM makes it deal less damage than
work with your GM to introduce it into SHOT.
the game, either as a separate SPELL
or as an optional Style. Nel’s TELEPORT now costs an extra 16
TP, but if she TELEPORTs and hits an
The GM will estimate an approximate enemy on the same turn, it deals an
cost, using existing SPELLs and Styles extra 1d6 + MG damage.
as a model, with the caveat that the
homemade SPELL/Style will always be To use TELEPORT and attack on the
subject to change if it turns out to be same turn, Nel also makes her
too strong or too weak. TELEPORT permanently Rapid, but it
now costs a total of 91 TP to use, which
It should be kept in mind that ACTing is a lot. She works with the GM to add
should generally be the best way to some downsides to make it cheaper: the
apply Mercy. HUMANs are supposed to GM lets her restrict the SPELL to only
have the edge here due to the ability herself, and half the range to 6
to use ACT Styles. ENCHANT is about as squares, reducing the spell’s down to
far as you should go for Mercy- 65.
granting SPELLs.
The final result is:
Example: Nel thinks it would be very NEL’S TELEPORT (65 TP) - No action
cool if she when TELEPORTs behind an required, teleport up to 6 squares.
enemy and hits them, it did bonus The next attack you make on this turn
damage, but TELEPORT doesn’t have an deals an additional 1d6 + MG damage if it
effect like that. The GM decides to use hits.
SHOT as a comparison: It costs 16 TP
and deals 2d6 + AT + MG damage.

( 12 )
SKILLS
Skills are the main tool for resolving
uncertainty out-of-combat, and are
sometimes used in-combat as well.
Skills are usually used in Skill Checks:
You roll 2d6 and add the relevant skill.
Skill
Descriptions
The GM will call for a Skill Check when BRAWN
it’s necessary, and determine the DC Your physical might and strength.
(Difficulty Class). If you roll equal to or Used for: Lifting heavy objects,
higher than DC, you pass and achieve kicking down doors, climbing and
what you were trying to do. jumping far.
During character creation, you get 5 FINESSE
Skill points you can assign into the 5 Your adroitness in moving around.
Skills: BRAWN, FINESSE, INTELLECT, Used for: Sneaking around, juggling,
CHARM , and PERCEPTION, giving it +1 per balancing, back flips, pick pocketing.
point you’ve assigned in a Skill. Your
bonus in a Skill cannot exceed +3 INTELLECT
during character creation, including Your knowledge and mental acuity.
with bonuses in from another source, Used for: Hacking, doing math,
like the +1 FINESSE from the Integrity impressing with info about science and
SOUL Trait. history.
Check Difficulty Difficulty Class
PERCEPTION
Your ability to notice things, both
Easy 6 physical and emotional.
Used for: Spotting stuff, detecting
Medium 8 lies, sensing how someone is feeling,
accuracy in throwing something.
Hard 10 CHARM
Your ability to influence others.
Very Hard 12 Used for: Convincing people, lying to
people, threatening people.
Almost Impossible 14

( 13 )
ITEMs encompass pretty much any
ITEMS
physical object that might be useful to
Sticky Whip (Sticky Hand Toy) - melee, 4
sq. reach - On hit: 1d4 + AT damage, give
you: armor, weapons, food, etc. You can the target -1 SP until the start of your
carry up to 10 ITEMs at once. The next turn.
weapon and armor you currently have
equipped doesn’t count against this. Rubber Crossbow (Rubber Band) - 12
sq. range - On hit: 1d6 + AT damage.
Small ITEMs that aren’t useful in a
battle, like keys or notes, usually The Light World Objects
don’t take up an inventory slot. given are suggestions - feel
free to decide they are
During Character Creation, you something else, within reason. For
choose one Basic Weapon and Basic example, the Mane Ax could be a tooth-
Armor to start the game with. brush instead of a comb.

Basic
Weapons Basic Armor
Weapons are formatted as such: Armors are formatted as such:
Weapon Name (Light World Object) - Armor Name (LW Object) - Effects while
Range - Effects. equipped.
See the FIGHT action for more details
Rusted Plate (Old Coin) - +4 DF, -1 SP
Wood Blade (Pencil) - melee - On hit: 1d8
+ AT damage. Simple Chainmail (Watch Chain) - +3 DF
Mane Axe (Comb) - melee, targets all Old Shackle (Bracelet) - +2 DF, +1 AT
enemies adjacent to you - On hit: 1d6 +
AT damage. Tattered Robes (Patch) - +2 DF, +1 MG
Wooden Club (Stick) - melee - On hit: 1d6 Tarnished Watch - +1 DF, whenever you
+AT damage, push the target 2 squares earn TP from an attack targeting you,
in any direction. gain 2 additional TP.
Pointed Dagger (Nail) - melee - On hit: Faded Ribbon - +1 DF, add 1 more Mercy
1d4 + AT damage. On miss: still deal AT whenever you ACT.
damage.
( 14 )
COMBAT
HP
Stats MG
Your magical ability. Used in many
SPELLs. Generally useless to HUMANs.

How close you are to death. When you SP


take damage, reduce your current HP How fast you are. You can move up to
by that amount. When you SAVE, you are your SP every turn in combat.
healed back to your max HP. You cannot
be healed above your max HP.
When a player character reaches 0 or
negative HP, their Determination
Rounds and
Initiative
saves them, and they are knocked
unconscious and prone. They heal
their LV HP at the start of their turn, During battles, time is split up into 6
up to a maximum of 0 HP. If something second rounds, which are split up into
else heals them above 0 HP, they wake turns. Each side of the battle takes a
up and can act immediately. turn each round, until everyone has
taken a turn and the next round
If the whole party is downed, begins. Each turn, a character can
Determination is not enough to save move and take an action.
them: they must LOAD their last SAVE.
The members of each side all act at the
same time on their turn. They can
AT weave together their actions and
How dangerous your attacks are. movement as they wish.
Characters add this to their attack
and most damage rolls. Unless the player characters are
caught especially off-guard or an
DF enemy has a special ability, the
How hard you are to hit and how good players usually go first.
your armor is. An attack needs to roll
equal to or higher to DF in order to
deal damage.

( 15 )
Squares
The battlefield is divided into a grid of
Defeating
Enemies
5-foot squares. Distances and sizes in
this game are measured using these An enemy is Defeated when it has been
squares. A normal sized character beaten either by Mercy or Violence.
occupies one square. When verticality
is relevant, treat these squares as When an enemy reaches their Max
cubes. Mercy, they stop fighting and are
Defeated.

Movement
You can move up to your SP every turn
When an enemy would hit 0 HP, they
typically survive with 1 HP and are
Defeated, with no lasting injuries. If
for free. You cannot split up your you strike with malicious intent
movement, it must all be taken at once. however, you can gain strength. (See
You can move through allies, but not “Growing Stronger” on page 20.)
enemies. You can’t willingly stop in an
occupied space. If you’re forced to, Defeating enemies with
you’re shoved to the last unoccupied violence has purposefully
square you were in. mild consequences. Many
players would be unwilling to use violence
Steep slopes, slippery ice, and mud are at all, and spurn any teammates that do if
examples of hindering terrain. It costs
an extra square of movement to exit a it had lasting consequences and sullied
square of hindering terrain. their “pacifist run.” Instead we leave it as
a viable alternative path to ending battles.
Other Forms of Movement
Crawling, jumping, climbing, etc. are If you and your cohorts DO wish to inflict
done at half your SP. Depending on the real violence upon your enemies - and
situation, a BRAWN or FINESSE skill grow stronger for it - you can still do
check might allow you to move faster this, you merely need to strike with intent
or farther than usual. Dropping prone to harm. (Refer to page 21.)
takes no action and standing up takes
half your SP.

( 16 )
TP Actions
Combat in
TP (Tension Points) represents the
amount of focus and fighting spirit the
party currently possesses. It is used
to fuel SPELLs and other abilities. TP is
FIGHT
shared between the party, and has a Make an attack: Choose
maximum of 100 TP. Task someone, a target within your
preferably not the GM, with keeping weapon’s range. Roll a d20, add your
track of how much TP the party has. AT, and compare it to the target’s DF. If
the attack roll equal or is higher, you
Whenever a player character takes hit and inflict the weapon’s effects. If
damage, they gain that much TP. When the target is willing, attacks hit
an attack misses a player character, automatically.
they gain TP equal to the amount of
damage it would’ve dealt. You don’t gain Instead of dealing the normal effects
TP from player characters (including damage) of a hit, you can
intentionally attacking each other, instead choose to knock the target
and TP can never be gained outside of prone or push them 2 squares in any
battle, aside from using ITEMs. direction.

Some attacks deal damage even on a If you roll a 20 on the d20, it’s a critical
miss. In this case, gain that TP and hit: It hits regardless of DF, you gain
ignore the damage that could’ve 2d10 TP, and double the amount of
happened. damage dice you roll for that attack.
Only Player Characters can get
TP is retained after the end of battle, critical hits, nothing special happens
but it is reset to 0 once a new battle on a 20 for enemies.
begins or the players SAVE.
If an attack targets multiple targets
“Tension Points!?” Please at once, choose whether to make one
keep this entirely confidential big roll against every target or roll
... but TP actually stands for for every individual target
TEAMWORK POWER. beforehand.

( 17 )
Situational Modifers ACT
In particularly advantageous or Choose some course of action and an
disadvantageous situations, the GM enemy to try to get that enemy to stop
can assign an extra modifier to the fighting. The GM decides how effective
attack roll. Below are some sample this course of action would be, and has
modifiers. you roll an according number of dice to
decide how much Mercy this provides,
plus the relevant skill. It’s okay if the
Situation Modifier “relevant skill” is something only
loosely related sometimes.
Target can’t see the
attacker, is completely +4 ACT Effect Dice
distracted, or is tied up.

Target wasn’t expecting an +2 Very Weak 1d6


attack.
Weak 3d6, keep lowest 2
About half the target is -2
covered by an obstacle. Moderate 2d6
Making a ranged attack Very Effective 3d6, keep highest 2
while an enemy is in melee
with you; only a tiny piece -4
of the target is visible; Critically
attacker can’t see the Effective 3d6
target.
Example: You challenge a competitive
enemy to a flexing contest. This a
Attacks of Opportunity decent idea to distract them, so the GM
Also known as opportunity attacks. decides it’s Very Effective and uses
Whenever an enemy exits the range of BRAWN. You roll 3d6 and get: 1, 4, 6. You
a melee weapon you have equipped add together 4 + 6 + BRAWN, and the
using their SP, you can make an attack enemy gains that much Mercy.
against them, no action required. You
can only make one attack of Generally, if the same ACT is repeated
opportunity per round. FLEE can be again and again, it will decrease in
used to avoid attacks of opportunity. effectiveness over time.

( 18 )
CHECK DEFEND
Carefully observe an enemy within 12 You focus on protecting
squares and learn about them. This yourself or another from
gives you the following benefits: harm. Gain 2d10 TP and until
* You learn their HP, DF, AT and Max the start of your next
Mercy. You are aware of their HP and turn you take half damage
Mercy for the rest of the battle. from all sources.
* You learn what their next action is Alternatively, gain 2d10 TP and DEFEND
going to be. Even if this action becomes an adjacent ally: They take half damage
useless, they are locked into it on until the start of your turn, but you
their turn. They do not have to choose take the other half.
targets or other parameters at this
time, just the type of action. To assist in your
* You may learn some additional recollection: you can’t gain
information about the enemy given by TP outside of battle, and TP
the GM; this often will give some clue to gain is affected by modifiers. For example,
defeating them. while DEFENDing an attack that would
normally deal 20 damage only hits you for
MAGIC 10, so you only gain 10 TP.
Cast a SPELL you have available that
takes an action.
HOLD
ITEM Delay taking an action until something
Use an ITEM you are carrying, happens on the enemy’s turn. Choose
either on yourself or an an action and a trigger. Once the
adjacent willing target. You trigger occurs, you can take the
can also use this action to action immediately. If the trigger
switch your currently equipped doesn’t come up on the enemy turn,
weapon or armor for another in your your action is wasted.
inventory.

( 19 )
MOVE
OTHER
Move up to your SP. This in addition to
your normal movement, so overall you
Rounding
move double your SP in one turn. Unless told otherwise, always round
down, even for portions that are more
FLEE than half. Ex. 3/4 would become 0.
Your movement does
not provoke attacks
of opportunity until
the start of your next turn.
Light World
At the end of the round, every
character that has chosen to FLEE
can attempt to escape the battle if
they wish: The FLEEing character with
the best FINESSE on a side rolls a
FINESSE check against a DC set by the The rules above are primarily for
DM. On success, everyone who adventuring in the Dark World. In the
attempted to FLEE escapes the battle, mundane Light World, TP cannot be
otherwise they remain in the fight. used or obtained, and all ITEMs,
including equipped weapons and armor,
In some situations, escape might be turn into useless mundane objects. If
impossible. you need to attack, mundane objects
are melee weapons that deal 1d4 + AT
Prone
Prone characters can only move by
damage on hit.
I am informed that if the
relationship between the
crawling. Melee attacks get +4 to hit Light World and Dark World
them, while ranged attacks suffer -4. perplexes you, you should investigate a
Falling prone takes no action, while video game known “DELTARUNE.”
standing up takes half your SP.

( 19 )
Whenever you gain LV, you gain an
Growing
Stronger
Style for your ACT if HUMAN. If a
MONSTER, you gain a new SPELL, or gain
the ability to cast an old SPELL with a
new Style.
Normally, when you defeat an enemy “+1 HP/MG” means HUMANs gain an
with violence, they give up and additional +1 max HP while MONSTERs
aren’t seriously harmed. If gain +1 MG.
you strike with true intent “+1 Skill” means increase one of your
to harm or even kill however... skills by one, to a maximum of 4
you may succeed. The outcome (exceeding the earlier cap of 3).
in the end might not be enjoyable, but
you will benefit from greater strength LV Benefit
in the meantime.
2 +1 AT
Take note of how many encounters you
defeat this way. For every 2 3 +1 DF, +1 Skill
encounters won, gain +1 HP, and for
every 5 gain +1 AT, DF and MG. 4 +1 AT, +1 HP/MG

LV 5

6
+1 Skill

+1 AT
All player characters move up 1 LV 7 +1 DF, +1 HP/MG
when they seal a fountain. When you
gain LV, you gain 2 max HP. You also gain 8 +1 AT
additional benefits, listed in the LV
chart. 9 +1 Skill

10 +1 AT, +1 HP/MG

( 20 )
The reason for SAVING at

SAVE and
LOAD
the start of every session is
so that LOADing cannot send
you eons into the past. The GM can waive
or alter this rule to suit their needs.
The party’s collective will and Also... be warned. I am not
Determination to survive manifests in certain, but I hypothesize
a special power they have. When the that LOADing may not be
whole group wills it, they can LOAD back entirely salubrious to the integrity of this
in time to the last time they SAVED. They universe.
come back with full HP and all the ITEMs
they had at the time.

Once per session, while in the Dark


World, the party can SAVE while not in
combat, fully restoring their HP and
resetting their TP to 0. The party also
automatically SAVES at the start of
every session. Every new SAVE
overwrites previous SAVES, you
cannot go further back.

Falling
You take 1d6 damage per 2 squares you
fall. If you take any damage from
falling, you also land prone.

Feel free to comment with questions, concerns, etc. via discord at “icebrick1” or
via email at “extra.icebrick@gmail.com.”
I am interested in putting custom art into DELTAROLL - but lack skills. Let me know
if you’d be interested in helping. Unfortunately I can offer no rewards save glory.

( 21 )
DELTAROLL Status:
Name:
Species:
Player:
SOUL Trait, SPELLs, Styles:
LV: Title:
D$:
Vitals
HP: /
TP: / 100
Stats
Name: Base (With ITEMs)
AT: ( )
DF: ( )
MG: ( )
SP: ( )
Skills
BRAWN
FINESSE
INTELLECT
PERCEPTION
CHARM
ITEMs: Art
Armor:
Weapon:
Inventory:
1.

2.
Notes

3.

4.

5.

6.

7.

8.

9.

10.

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