The
Delta Fighter
By
Baron Sengir
The
Delta Fighter
Delta Fighters are specialists in aerial combat, they
use their Delta Wings on a way no one else could, this makes them as deadly as a
3 ton rock falling on your head.
Although fairly new to Barsaive, Sky Raiders have
already hired Delta Fighters as elite-warriors in their raids against the
Therans and their slavers. Except for Windlings and Obsidimen any Namegiver may
become a Delta Fighter. (Windlings don't need a Delta Wing to fly)
Delta Fighters eventually learn how to pilot an airship
and by being a potent threat to Thera, Throal has opened several Delta Fighter
Acadamies throughout Barsaive.
The Therans are well aware of this threat, but due to
the extreme loyalty of the Delta Fighters towards Barsaive, they have a hard
time finding counter measures.
(the Delta Wing is described later on.)
Important Attributes: Dexterity, Strength, Perception.
Racial Restrictions: Windling, Obsidimen
Artisan Skills: Runic/Bone/Wood Carving
1) "What's that shadow?"
2)"Probably just a Griffin."
1) "Oooohhh...."
-2 Theran Slavers, last words.
Talents
at Circle:
I
Karma Ritual
Delta Flying * (D)
Acrobatic Strike (D)
Avoid Blow
Battle Shout (D)
Melee Weapons
II
Durability (8/6)
Great Leap (D)
Unarmed Combat
III
Wind Catcher (D)
Swift Kick
IV
Thread Weaving (Delta Weaving) (D)
Throwing Weapons
+1
Physical Defense
V
Battle Bellow (D)
Second Weapon
Karma:
may spend Karma points on actions using Strength only.
VI
Momentum Attack
Avoid Missile Weapon* (D)
+1
Recovery Test each day
VII
Missile Weapons
Speak Language (D)
Karma:
may spend Karma points on actions using Dexterity only.
VIII
Crushing Blow
Dive Attack * (D)
+1
Social Defense
IX
Thunder Axe (D)
Air Sailing (D)
+2
to initiative step
X
Endure Cold (D)
Levitate * (D)
+1
Spell Defense
+1
Recovery Test each day
XI
Defense
Weapon Breaker (D)
+1
Physical Defense
Karma:
increase maximum Karma by 25.
XII
Howl
Vitality
+1
Physical Defense
+1
to initiative step
XIII
Screaming Arrow
Second Chance (D)
+2
Social Defense
+1
Recovery Test each day
XIV
QuickBlade
Second Attack
Karma: may store up to 15 Karma Points in his/her Delta Wing, a separate Karma Ritual must be made for this.
Karma:
may spend a Karma on any action in mid-air
Delta Attack* (D)
Gain Surprise
+2
Physical Defense
Karma Ritual:
the Delta Flyer sits down cross-legged and closes
his/her eyes and starts concentrating on an imaginary attack against the Therans,
in this attack the Flyer uses the most acrobatic attacks possible. He must kill
at least 3 Therans in this attack for the Karma Ritual to succeed. After 30
minutes of fighting the Ritual ends.
New Talents:
Step: Rank + Dexterity
Action: no
Strain: 1
As the Avoid Blow Talent, but the character must see or
otherwise sense the attack, the difficulty of the Test is the attack test result
+ 5
Step: Rank + Dexterity
Action: yes
The Dive Attack increases damage done by a swooping
attack, the character must be in the air, flying at the target in a straight
line the target makes an attack test, substituting Melee or Unarmed Combat (not
Missile or Throwing Weapons) with Dive Attack. If successful add
Rank + * steps to the damage test, but the maximum of
added steps may never exceed the character’s Circle. * stands for a Racial
Modifier which does count towards the maximum steps, each race has a Modifier,
stated below: (calculated by weight)
Dwarf:
+1
Damage Steps
Elves/Human:
+2 Damage Steps
T’skrang:
+3 Damage Steps
Ork:
+4 Damage Steps
Troll:
+5 Damage Steps
Before a character hits,
he/she needs a Good success or better on here Dive Attack test against the
target’s Physical Defense, if the character fails or the target dodges, the
character crashes to the ground: he/she takes Step 15+ Racial Steps (stated
above) damage and is knocked down, if the character takes a wound from this
damage, he gains an additional one.
Levitate
Step: Rank + Perception
Action: yes
Strain: 3
Req. Karma: yes
With this talent a Delta
Fighter can stay suspended in mid-air for Rank + 3 minutes, during that period a
character may make any actions that could normally be done while STANDING on the
ground (e.g. Acrobatic Strike, Avoid Blow) but no actions which (really) require
ground (e.g. Great Leap). The character must make a Levitate test against
his/her (unlowered) Spell Defense.
Delta Attack
Step: Rank + Dexterity
Action: yes
Strain: 5
Req. Karma: yes
The Delta Fighter’s
strongest attack, which can be made on the ground and in the air
(but not while
suspended). While in the air it must be used while swooping down, as with a Dive
Attack. The character must have considerable distance from the target, while on
the ground at least 10-12 yards and in the air at least 30-40 feet.
-When on the ground: the
character makes a Delta Attack Test against the target’s Physical Defense, if
successful he runs at the target for a yard or two, then makes three consecutive
twists
and hits the target.
-When in the air: the
character makes a Delta Attack Test against the target’s Physical Defense + 6,
if successful the character swoops down and makes three consecutive loopings and
hits the target (to be successful the target needs a Good or better success). If
unsuccessful (cannot be dodged) the character hits the ground at full speed,
he/she takes 150 feet falling damage + Racial Steps (2 Damage test of step 25 +
* damage)
-Damage:
on the ground: Rank + Strength +
Racial Steps
in the air: Rank + Strength + 8 + Racial Steps
Racial Steps (for Delta
Attack)
Dwarf:
+3 Damage Steps
Elf/Human:
+4 Damage Steps
T’skrang:
+5 Damage Steps
Ork:
+6 Damage Steps
Troll:
+7 Damage Steps
In addition the target
is knocked down and stunned for one round.
The Delta Wing
Spell Defense: 16
The Delta Wing resembles
a big triangular kite, it is attached to a character like a backpack with the
straps forming an ‘X’ on the chest. In the middle of the ‘X’ there is a
small stone/gem. When the character presses the stone/gem with his 2nd
and middle finger it folds or unfolds, at the cost of 2 Strain (this takes one
round). When folded, the Delta Wing appears as a backpack. When unfolded it’s
a triangular ‘wing’, the point raises a feet above the character’s head
and the bottom hangs a feet above the ground, the wingspan is two times the
character’s length plus his shoulder width. The material is made of a magical
piece of cloth and True air, it has several metal pieces in which True air is
woven to lighten it. When a character loses his/her Delta Wing he/she must buy
another at an official Academy. (At the start the character does not need to buy
it, when lost a new one costs about 5 times the real price: 1500 silver pieces,
a cost for your stupidity of loosing it).