Delta Warriors RPG: Hopeful Adventure Guide
Delta Warriors RPG: Hopeful Adventure Guide
Created by
Yellow Flower Games
Written by
Furbish Lia Flower
Summary
5 Introduction
6 Races
6 Humans
9 Monsters
14 Magic
14 Paths
22 Magics
32 Connected Soul
34 Equipment
34 Weapons
39 Armors
42 Initial Items
43 Varies Items and Money
46 Key Items
47 Inventory
49 System
49 Status and Attributes
51 Rolls
52 Battle
60 Leveling Up
63 Elements
65 Temporary Effects
67 Guides
70 Creating Character
67 Master
75 Credits
78 Player Card
79 Enemy File
Introduction
Delta Warriors: Shining With Hope is an RPG System
from the Table set in a fusion of the universes of
Undertale and Deltarune, original games made by Toby
Fox and its team (all rights to the works
originals go to their rightful creator.
This project was made without the intention of profit and the
distribution of this book and the character sheet is
done completely for free.
Humans
You know humans well, after all, you are an outsider of
RPG!
Here, Humans are not very different from what you are.
used to, they are versatile, they may be weak but
agile, or strong but slow. You define your own
qualities!
Being Human, you choose your soul and can start with
two initial items.
Special Skills
As a Human, you gain two special abilities.
based on your soul, one to ACT and the other to
ATTACK.
They are used according to what you choose to do in
your battles. If you are used to ATTACKING, your
the ability to ATTACK will be active, and if you prefer
always ACT, your ability to ACT will be used.
Your Soul
Souls are represented as hearts, each one of a
cor.
Humans possess 7 colors of souls, each representing
suas virtudes:Determinação,Bravura,Justiça,Bondade,
Patience, Integrity, and Perseverance.
Determination!
Ability to ACT
You are persistent and do not give up when you fail.
Whenever there is a failed result in a test for
ACT against an enemy in battle, can re-roll this
test.
Ability to ATTACK
You don't fall easily. Only once per battle, if your
PV reaching zero, instead of falling, you remain standing.
with 1 of PV.
Bravura!
Ability to ACT
You are confident to speak, always maintaining your
posture even when you don't know what to say. If the enemy
If you have counter-ACT, all your attempts to ACT against
this enemy is with advantage.
Ability to ATTACK
You don't let yourself be humiliated by a silly mistake. Whenever
have a failed result in a test for attack, it can
re-roll this test.
Justiça!
Ability to ACT
You do not accept injustice. If an enemy attacked you from
unjustly, or for unjust reasons, you have
advantage to ACT and convince him to apologize.
Ability to ATTACK
You have an advantage when attacking if it is to seek justice.
whatever your vision of what is fair.
Kindness!
Ability to ACT
Can you say something that makes the enemy feel
better. You always increase the enemy's SAVING by +2% if
the action demands your speech, even if what you said was not
exactly what would make the SAVINGS increase.
Ability to ATTACK
Sometimes, the right thing to do is to free your...
enemy of this suffering. You deal double damage to
to attack, as a form of kindness (before applying
weakness or resistance.
Patience!
Habilidade de AGIR
You wait for the right moment to act. If it's your turn
if you do nothing, the next time you act your action
it has an immediate effect, without counter-ACT from the enemy.
Ability to ATTACK
When choosing to attack, you may appear to give up on the
your attack. If you do this, when an enemy attacks
you and fail, you counter the attack, hitting yours
attack automatically. This preparation is nullified when
your next turn is coming.
Integrity!
Ability to ACT
You do not let yourself be shaken by the words of your enemy.
You are immune to debuffs from enemies' counter-ACTION.
Ability to ATTACK
You do not accept having your integrity harmed. If it's
hit, your next attack will have advantage.
Perseverance!
Ability to ACT
You persist, you do not back down. If the enemy obtains
success in counter-ACTION you can try to ACTION again,
if successful your ACT works, if it fails you receive the
disadvantage normally.
Ability to ATTACK
You don't stop until you achieve your goal, once for
round, if you have attacked in your previous turn, you can
attack again as a counterattack if an enemy
attack you (after the enemy's attack, regardless if
failed or succeeded).
Monsters
Monsters are made of pure magic, so they have a
ease for this art. But also, when your life
comes to an end, their bodies become dust, and their
Souls do not remain after they die.
Monsters can be of the most varied sub-races.
possible! Generally, Monsters choose partners from
same sub-race to reproduce, but nothing prevents
that monsters of different sub-races unite, that's how it is
what new types of monsters emerge!
You can feel free to create the appearance that
you want, with the elements you want. You can base your
type of Monster in animals or even in objects.
However, some characteristics provide some
special advantages, which will be listed further down.
Magic
As a Monster, you do not receive a special ability.
according to your Soul, instead of that you can use magic!
You will have a list of magic paths and some
spells to choose according to the course of the adventure,
based on the path you chose.
By leveling up from LV/NV, you also level up on the path.
of the spells you chose.
You can choose up to two paths initially, but
Throughout the adventure, you can choose more paths.
starting the newcomers at the beginner level. They can only move up.
at level one a path each time your LV/NV increases. But
think carefully, each path has its own evolution, if
choosing many paths to level up will be more
difficult to reach the maximum level in any of these
elements.
Special Features
Ghost
You can become intangible whenever you want, you can.
able to pass through walls and can float around. Furthermore, it is
immune to any physical damage.
At a disadvantage, it receives -2 in all attributes except
Mind (cancels the +2 Magic gained by the race) and has
weakness against any magical damage.
You still need to eat and sleep, but you cannot eat.
physical foods, only 'phantasmagorical' foods
uuuUuU
Horns or Claws
You have a natural weapon in your own body! You
cannot be disarmed from this weapon. This weapon can be
large and pointed claws or sharp talons on the
your hands.
Type: Single attack.
AT: 1.
Damage: 10 + Mod of AT of physical damage of hit,
drilling or cutting, depending on which weapon you choose.
At a disadvantage, it does not start with any other item.
initial.
Principles
You can fly wherever you want! Your travel
increases by +3.
At a disadvantage, your body needs to be lighter to
to take off, and for this he receives -2 in Defense.
Extra Arms
You can have two more arms (totaling 4).
You can have two weapons equipped, but you still attack with
only one of them per shift.
At a disadvantage, you may not be able to use some of the
armors to find (seeing that most do not have)
sufficient holes for 4 arms.
Spider
You have a total of 6 arms (making a total of 8 limbs),
receives the same advantages and disadvantages of having 4
arms (just above).
You can create natural webs (they don't need to come out
from your back...) and receives the magic Spiderweb.
You can also use the webs for other creative purposes.
At a disadvantage, your vision is terrible (yes, despite
so many eyes, spiders see very poorly). You see
just 5m in front of you and sees everything as if it were almost
dark.
Your displacement is also reduced to 5m.
If you want, you can choose to have only 2 arms. You will have
a larger protrusion from your waist down and goes
having 6 legs. You will no longer have the advantages and
disadvantages of extra arms.
Robot
You are made of metal and magic, be a Soul placed
in a metallic body or an artificial intelligence
allowed to feel emotions, in any case it is
considered a living being, with a soul. A Monster.
You don't feel hunger, thirst or tiredness, you don't need to.
sleep and can choose up to two of the following advantages:
• More than one arm (maximum 4 total)
• Electric shock (no need for test, damage: 1d4)
of physical damage from lightning
• Speed (+2 movement)
• Natural light (illuminates in a radius of 10m)
• Night vision (sees in the dark as if it were day)
• Thermal vision (can see people through
walls)
• Soul scanner (can know the truth
intentions of the person being scanned, if it is a person
good or bad, and your statuses, such as PV, PP, and NV/LV,
10 minutes cooldown in roleplay
At a disadvantage, all of your attributes are set to 10.
(Mod 0, nullifies the race additions) and you receive
weakness to any Physical type damage.
You still need a break to recover the
energies.
Soul scanner will reveal "if they are a good person or
"bad" according to the player's sense of morality.
Flower
You are a plant, it can be a flower of any type,
just a stem with some leaves and a flower, where in
in the middle of them are your eyes and mouth. You need to
of oxygen, but it is absorbed by its petals and
leaves. The sunlight serves you as food, but you
still needs to drink water. If there is no access to light of
Yes, you can eat solid foods.
normally.
Your movement has no limits, to move you
enters the ground and resurfaces in the desired place, the only one that
the change from one distance to another is the time it takes to
rise from the ground. You can arise from any type of
the ground is as if there is a hole in the earth beneath you
magical would be created. It just cannot appear in places
with water or other liquids.
You can control plants and roots, serving as
your arms, in addition to receiving the magics Friendly Vinese
Plant Control.
You are small and fit in places that other characters do.
they wouldn't fit, besides walls are not a problem
for you.
At a disadvantage, you do not have a body to equip.
items. You cannot equip weapons, armor, and any
another item, and it also cannot take an inventory nor
items seen that cannot be taken into the land
with you.
Magic
The stove is impeccable. Someone must be using fire magic.
instead of him.
Paths
Path: Fire
Level 1: Beginner
Choose to start with one of the following spells:
FirewaveouHealfire.
Levels 2, 3, and 4
Firewave receives +3 damage.
Level 5
Choose between evolving the current magic or choosing the magic.
that did not choose.
Firewave receives +4 damage.
Healfire receives +2 healing.
Levels 6 and 7
Firewave receives +4 damage.
Level 8
Firewavese becomes Firewall
Healfire receives +2 healing.
Levels 9, 10 and 11
Firewall receives +5 damage.
Level 12
Choose between:
Firewall becomes Omega Fire.
Healfire turns into Flame Power.
Next Levels
FirewallouOmega Fire receives +7 damage.
HealfireouFlame Power receives +2 healing every 4
levels.
Path: Ray
Level 1: Beginner
It starts with the magicThunder.
Levels 2, 3, and 4
Thunder receives +3 damage.
Level 5
Receive the magicHandshake.
Thunder receives +4 damage.
Levels 6, 7 and 8
Choose to evolve only one of the spells:
Thunder receives +4 damage.
Handshaker receives +3 damage.
Level 9
Choose to evolve only one of the spells:
Thunder becomes Gamma Thunder.
Handshake receives +3 damage.
Levels 10, 11, and 12
Choose to evolve only one of the spells:
ThunderouGamma Thunderrecebe +5 damage.
Handshake receives +5 damage.
Level 13
Choose to evolve only one of the spells:
Thunderbecomes Gamma Thunderou Gamma Thunderbe
Returns Omega Thunder (in case Thunder becomes Gamma
Thunder add +10 to damage.
Handshake receives +5 damage.
Next Levels
Thunder, Gamma Thunder or Omega Thunder receives +5 from
damage.
Handshaker receives +7 damage.
Path: Ice
Level 1: Beginner
Choose to start with one of the following spells:
IceshockouFreeze.
Levels 2, 3, 4, and 5
Iceshock receives +3 damage.
Freezerecebe +3 damage.
Level 6
Iceshock receives +4 damage.
Freezese turns Alpha Freeze
Levels 7, 8, 9, and 10
Iceshock receives +4 damage.
Alpha Freeze receives +4 damage.
Level 11
If you choose the Freeze magic, you receive the Ice Floor magic.
Iceshock receives +5 damage.
Alpha Freezese becomes Omega Freeze.
Levels 12, 13 and 14
Iceshock receives +5 damage.
Omega Freeze Receives +5 damage.
Level 15
If you choose the magic Iceshock, you receive the magic Snowgrave.
Omega Freezerecebe +7 damage.
Next Levels
Iceshock receives +7 damage.
Omega Freezereceive +7 damage.
Path: Light
Level 1: Initial
Choose to start with one of the following spells:
Heal StarouStarshot.
Levels 2, 3, and 4
Starshot takes +4 damage.
Heal Star receives +1 healing at level 4.
Level 5
Choose between:
Receive the magic you did not choose.
Starshot becomes Starlink.
Starshot receives +5 damage.
Levels 6, 7, 8, and 9.
Heal Star receives +1 healing at level 7.
Starshot receives +5 damage.
Starlink receives +4 damage.
Level 10
Choose two options from:
Receive the magic you didn't choose.
Heal Starse becomes Light Heal.
Starshot turns into Starstorm.
Starlink becomes Starcluster.
Next Levels
Heal StarouLight Heal receives +2 healing every 3
levels.
Starshot or Starstorm receives +7 damage.
Starlink or Starcluster receives +5 damage.
Path: Psychic
Level 1: Beginner
Choose to start with one of the following spells:
Shockwave,Magnet,Shield,MercyouDizzy.
Levels 2, 3, and 4
Shockwave receives +3 damage.
Level 5
Receive one of the spells that you did not choose.
Shockwave receives +4 damage.
Levels 6, 7, 8, and 9
Shockwave receives +4 damage.
Level 10
Receive one of the spells you did not choose.
Shockwave receives +5 damage.
Magnet returns to Omega Magnet, only if chosen
initially.
Shield receives +7 HP.
Dizzy receives +1 on the debuff.
Level 15
Receive one of the spells you did not choose.
Shockwave receives +7 damage.
Shield receives +10 HP.
Dizzy receives +1 on the debuff.
Next Levels
Shockwave receives +7 damage.
Path: Rude
Level 1: Beginner
It starts with the magic Rude Buster.
Levels 2, 3, 4, 5, 6, 7, 8, and 9
Rude Buster receives +4 damage.
Level 10
Choose between:
Rude Buster becomes Scarlet Buster.
Rude Buster becomes Stronger Buster.
Next Levels
Scarlet Buster receives +7 damage.
Path: Chaos
Level 1: Initial
Choose to start with one of the following spells:
Laugh RainouVugnaes Sreo.
Level 4
Choose to receive one of the following spells:
Banana Chair.
Level 7
Choose to receive one of the following spells:
WAKE UP!ouBoing!
Level 10
Choose to receive one of the following spells:
MetamorphosisouStrings.
Level 15
Choose to receive one of the following spells:
The World Revolving Big Shot.
Path: Pacific
Level 1: Beginner
It starts with the magicPacifyeHealplayer
Level 4
Healplayer receives +1 healing.
Choose to receive one of the following spells:
AT Down, DF Up, Voice Up.
Level 7
Receive the magic you did not choose.
Healer receives +1 healing.
Level 10
Healer receives +1 healing.
Choose between:
Receive the magicSleep Mist.
Receive the magicClear Ally.
Receive the magicImmunity.
Level 13
Receives a magic that was not chosen.
Healplayer receives +1 healing.
Level 15
Receive the magic. It’s healing magic, but in reverse!
Healer receives +1 healing.
AT Downrecebe +1 on the debuff.
DF receives +1 on the buff.
Voice receives +1 in buffs.
Next Levels
Healplayer receives +1 healing for every 3 levels.
Path: Flower
Level 1: Beginner
It begins with the magicFlower Grown.
Levels 2, 3 and 4
Flower Grown receives +3 damage.
Level 5
Flower Grown receives +4 damage.
Choose between:
Receive the magicWonderful!
Receive the magic Flower Fear.
Receive the magicFriendly Bullets.
Levels 6, 7, 8, and 9
Flower Grown receives +4 damage.
Level 10
Flower Grown becomes Flower Disaster.
Friendly Bullets receive +20 damage.
Level 15
Receive the magic Afterlife.
Flower Disaster receives +7 damage and +5 damage from
poisoning.
Wonderful! Receive +5 healing.
Friendly Bullets receive +20 damage.
Next Levels
Flower Disaster receives +7 damage and +5 damage from
poisoning.
Spells
Firewave– Dano, 7 PP
10 fire magic damage.
Raise a wave of fire from a point reaching
all enemies in a line 5m on each side of
initial point. The wave spreads to the left and
right from the player's perspective. The wave spreads across the
floor.
Firewall - Damage, 10 PP
50 fire magic damage.
Now instead of a wave of fire that runs to the
sides, a wall of fire is raised hitting also
enemies in the air. The wall goes up to 7m on each side
starting from the starting point.
Thunder– Dano, 5 PP
15 lightning magical damage.
A red stain appears on the ground and a lightning bolt falls from the sky.
above her after a few seconds. Roll a die like the
number of enemies +2 for where the lightning will strike. The
two additional numbers are errors, the radius falls without
hit no one.
Handshake– Dano, 15 PP
10 lightning magic damage.
You need to touch an enemy. Upon touching it, your hand
it fills with rays and an electrical discharge hits the
enemy. The enemy is paralyzed for the next turn.
Freeze– Dano, 5 PP
10 ice magic damage.
A wave of ice hits a target of the player's choice.
Iceshock– Dano, 7 PP
15 points of ice magic damage.
An ice shock hits a target of the player’s choice.
If an enemy is killed with Iceshock, regardless
from your race, your body is frozen.
Snowgrave– Dano, 30 PP
100 magic and physical ice damage.
A ice storm rises from the ground, hitting
all enemies. Enemies killed with Snowgrave are
frozen, just like Iceshock.
Starshot - Dano, 5 PP
10 points of magical light damage.
A star is thrown at the target chosen by the player.
Starlink – Damage and Protection, 10 PP
20 points of magical light damage.
When activating magic, PP is consumed and your turn ends.
stars are created spinning around the player, and in us
next turns can attack without spending PP by shooting
one of the stars in a target of choice. As long as there is
at least 1 star rotating around the player, the
magic provides +1 to DA. You cannot use this magic
while she is active.
Starstorm - Dano, 20 PP
60 points of magical light damage.
A shower of stars falls hitting all enemies.
Shockwave– Dano, 7 PP
Damage: 13 psychic damage.
A psychic wave hits a target of the player's choice.
Boing!- Dano, 8 PP
damage: magical chaos damage and physical hit damage.
When an enemy attacks you, you can choose that the
attack automatically, taking the damage
normally. If you do this, you jump back to
enemy causing damage. The damage caused is equal to the damage
what you took x10.
Metamorphosis– Dano, 30 PP
80 chaos magic damage and physical damage accordingly
with your weapon.
You transform into a giant version of yourself.
weapon, hitting an enemy of your choice and the enemy
closer to what you chose. You return to your form
as soon as the attack is over, but you stay
TIRED after the attack.
Afterlife– Dano, 30 PP
100 psychic damage of fear.
You bring an enemy into your mind through a
brief moment, where he can see all the horrors that
can you imagine. Upon returning, only bosses and
sub-bosses will be able to hold their ground in battle if their HP
não estiver zerado. Inimigos comuns caem cansados
immediately.
Healfire– Cure, 7 PP
Care: 2 of PV.
Use the power of fire to heal an ally.
Healplayer - Heal, 7 PP
Cure: 5 of HP.
Use the power of hope to heal an ally.
Wonderful!- Cure, 10 PP
Cure: 5 of HP.
Use the power of the poison from your plants to heal yourself
temporarily, but as soon as the battle is over you
takes the same amount of damage that it healed before, magical damage of
poison. Can only be used on yourself.
Dizzy– Debuff, 5 PP
Element: psychic effect.
The magic makes the enemy nauseous, leaving them with
-2 from AT and DA for 3 rounds. Cannot be used if
the target is already under the effect of this magic.
Laugh Rain– Debuff, 10 PP
Element: magic effect of chaos.
A rain falls over the entire battlefield, making
all enemies and allies, including yourself,
they will laugh non-stop for 5 rounds. Everyone receives
disadvantage in any test.
AT Down– Debuff, 7 PP
Element: magical effect of hope.
You can leave an enemy with -1 AT Mod.
effect lasts until the battle is over. You can use this magic
on someone who already has the effect of this magic activated.
DF Up – Buff, 7 PP
Element: magical effect of hope.
You can give an ally +1 to AC. The effect lasts
until the battle is over. You can use this magic on someone
that already has the effect of this magic activated.
Magnet - No cost
Element: psychic effect.
You steal 1d4 of HP from an enemy for yourself.
Shield - Protection, 7 PP
Element: magical and psychic effect.
A magic barrier is created around an ally.
protecting it from any damage received. The barrier has
10 HP, all damage received is dealt to the barrier, and
when the PV runs out, the player starts taking damage again
normally. This magic can only be used once
as an ally in the same battle.
Mercy– 5 PP
Element: psychic effect.
Mix with the mind of a TIRED enemy and make them want.
stop fighting, saving the players. The same leaves the
battle.
Banana– 5 PP
Element: physical effect of... slipping?
Makes a banana appear perfectly beneath the foot of a
enemy, causing it to automatically make any action wrong
that precise of your movement, including your attacks.
Your displacement also fails and the enemy does not leave the
place. The banana is crushed and loses its effect as soon as the
enemy at peace.
Chair– 5 PP
A chair appears for you or an ally to sit down.
rest. Those who rest on it recover 3 HP and PP and
remove the TIRED effect. Rest takes a turn
complete. It can also be used as a weapon, giving 10 +
AT mode of physical damage dealt to enemies, or 2 of
physical damage from a blow to players. Enemies too
you can rest in the chair if you are near them, one
enemy recovers 3 PP, 15 HP and removes the effect
TIRED or reset the percentage of TIRED. The chair
stays in the battle, but breaks when used to
attack.
Pacify– 5 PP
Element: magical effect of hope.
Pacify a tired enemy, taking them out of the battle.
Sleep Mist– 15 PP
Element: magical effect.
Create a sleep cloud in the middle of all the enemies,
putting to sleep all those who are TIRED,
all other enemies increase by 5% TIRED.
Clear Ally– 15 PP
Element: magical effect.
Cleans all temporary effects and debuffs from a
ally, but also removes the buffs.
Immunity – Protection, 15 PP
Element: magic effect.
Leaves an ally completely immune to any damage, from
any element and type. This effect lasts until the beginning
at your next turn.
Friendly Bullets– 15 PP
The activation of the magic takes your entire turn, and your
the effect occurs on your next turn. If the battle
finish and the effect of the magic did not happen, it will happen
in your first turn in a next battle.
This magic has 2 functions:
1 – If your weapon is of the shooter type, friendly seeds
they rise to serve as ammunition. These friendly bullets give
10 magical damage and physical damage by bullet piercing,
fires 3 bullets per shot in weapons with 1 and 3 shots and 1 bullet
for shooting with 6-shot firearms.
2 - If your weapon is of the single attack type or a glove,
friendly seeds emerge hitting the enemy after its
attack, even if the attack misses. 3 bullets hit your
target, dealing 30 magic damage.
Spiderweb– 10 PP
Element: physical effect of spider.
You use your webs to trap an enemy. To
to let go, the enemy must succeed in a test of
attack against your DF (he does not attack, he just lets go)
and its turn ends). The enemy trapped in the webs does not
you can move, attack, use items or cast spells, but
you can still speak and counter-ACT.
Friendly Vines– 10 PP
Element: physical effect of plant.
You use your roots to trap an enemy. To
to let go, the enemy must succeed in a test of
attack against your DF (he does not attack, he just lets go)
and your turn ends). The enemy trapped in the roots does not
you can move, attack, use items, or cast spells, but
you can still speak and counter-ACT.
For Humans
Humans gain a new power based on their main
weapons and armor, but if they use magic and prefer they can
choose the customization of a spell.
As you evolve reaching this level, be prepared for your
main weapon and armor, like in Undertale, where each
Soul in the game has two items that represent them, one
weapon and armor.
These two items connect to your Soul. They are more
difficult to be broken, but if they are broken
This affects you. You will take 5 magical damage without
no reduction or immunity, besides that your character
you will feel immense pain in your Soul.
Weapons
Customizing a weapon, whatever its type, it
receives +1 in your AT.
If additionally the weapon provides any bonus in DA,
she receives +1.
For single attack weapons, +20 is added to the damage.
magical.
For glove-type weapons, you start to hit the enemy.
with 5 strikes, and to shout and deliver a sixth blow
you still need to hit at least 3 attacks.
And for shooter-type weapons, +10 is added.
magic damage for each bullet fired.
In addition, you can better customize your weapon, changing
colors and appearance.
Armors
Customizing your armor, whatever its type,
she receives +1 in her DF.
If additionally the armor provides some healing for
turn, this healing receives +1.
Shields lose the disadvantage of breaking, becoming
basically permanent like armor.
You can also create your own armor, abandoning the
which was equipped and making some piece of its
character your new armor, like some part of
clothes or a hat. You can choose between them.
armor has 5 defense, this armor has 4 defense and
provide +1 additional AT or this armor has 3 of
DF and heal 2 PV every two turns or provide +2%
of POUPAVEL and TIRED.
For Magics
Monsters and Humans who prefer magic can
customize your main magic (just one). This
customization can change the name, style of the effect,
element and color, but cannot change types of elements
and functions. A bonus is added to magic depending on the
what she does. If magic has more than one function,
add the bonus of all the functions that the magic has.
Weapons
Your weapon is what allows you to attack. If you do not have
a weapon equipped, your only weapon will be your fists
(or your feet, if you prefer to kick).
An unarmed attack has damage equal to its damage attack modifier.
physical blow.
Every weapon has its own AT. The AT of your weapon is added.
to Mod of AT in the attack test.
Some weapons can also provide some kind of
bonus, disadvantage or some other detail.
List of Weapons
(does not include starting weapons)
Armors
Your armor is what protects you from the outside, your object
of trust when resisting an attack.
DF 2 to attack.
Hat With Cure 1 of PV to
Soft and at the same time
Little flowers fearless tempo. every 3 turns
Armor Resistance
DF 3 against damages of
poison
Cloudy Glasses It seems that it does not make you see
Armor used for many bad, -3 from DS
DF 3 years. Resistance
against damages of
magic type and
psychic
Cool Cover It makes you feel a
Armor true super-
DF 3 hero.
Armd, Tipo, DF Descrição Prob, Extra
Pot Lid There is fat in 68% chance of
Shield all the part of to break
- DF 3 inside.
Old Helmet A good old
Armor helmet for
DF 4 ride a bike.
Anti-vest It is made of a Cancel 1 bullet of
Reply very fabric shooter weapon
Armor resistant.
DF 4
Comfortable Chair Bank 54% chance of
Shield sure. to break
DF 4
Viril Bandana It makes you feel
Armor more masculine.
DF 5
Cowboy Hat The strength of a +1 of Mod of AT
Armor true cowboy +1 from AA
- DF 5 makes you more
confident.
Stained Apron Used with a lot Heal 2 of PV to
Armor love and affection, every two turns
DF 5 fills you with
hope.
FBI badge Perfect for you 37% chance of
Shield protect from... to break
DF 5 Well, let it go. Occupies two
there. spaces in
inventory.
Initial Items
These are the items you can choose from when creating
your character, according to the amount with which the race you
Let it begin.
Initial items include weapons and armor of all types.
types.
Key Items
Key items are the most important items that remain
always in your inventory. They take up an item space
special, so you can carry them without worry of
fill your inventory.
Inventory
Your inventory is where you store your items. Each
inventory has a different size with a quantity
specifics of spaces.
Equipped items do not take up space in the inventory.
Quando não tiver nenhum inventário disponível você
there can still be 2 spaces for any item, like yours
bags.
Attributes
Rolls
Rolls are made with the d20 die.
When you need to test an attribute, run
a d20 die adding the modifier of that attribute
tested.
If the modifier is negative, it applies in the same way.
subtracting the modifier value from the result on the d20.
Examples:
If the Mind attribute is equal to 14, the modifier
It will be +2. For a Mind test, a 1d20+2 would be rolled.
If the Attack attribute is equal to 8, the modifier
It will be -1. For an Attack test, it would be rolled 1d20-1.
Battle
Battles happen in every good adventure (not that a
good adventure may not have battles...
Battles occur when an NPC character attacks the
group of players.
In this, the battle consists of two groups:
Allies, all those who are fighting alongside
you, in your group; and Enemies, all those who
they are fighting against your group or against you,
not necessarily all enemies are allies
of others.
Order of actions:
Initiative
Examples:
Four characters in battle, Character A, B, C, and D.
Everyone runs the initiative, Character A rolls 18 in the
test, Character B a 5, Characters C and D obtain the
same result, 15.
Characters C and D have to roll initiative again.
to break the tie, the result of Character C drops 13 and the
Character D is 2.
With that, the order of turns is (in order of the first
to the last)
18 - Character A
15 - Character C
15 - Character D
5 - Character B
Your turn
TO ATTACK
An attack is always made with your weapon (it can also
happening to attack unarmed) and is used to end
with a battle in a violent manner.
Attacking, the attack test is run. Your test will be
specified by its weapon type. Generally, one or
more d20 dice are rolled adding your AT Mod and the
AT from your weapon, in addition to any other AT bonus
provided by armor or buffs.
Negative modifiers also apply in the same way.
form than any other test.
ACT
AGIR serves to resolve conflicts without violence,
ending the battle peacefully. You talk
with your enemy in an attempt to make him SAVABLE or
TIRED.
Using Magic
Use any magic, whether it's for damage, healing, or anything else.
another function does not require testing unless magic asks
some specific test.
3. End of Shift
At the end of your turn, always check if there is any damage
Chronic needs to be applied or if any other effect
it needs to be seated.
Finalizing Battles
Most battles can be finished in 4
different ways: Saving, Pacifying, Killing or
Terrorizing.
The EXP is gained in any way, but going to your N
or LV depending on how the battle ended.
Peaceful Forms
Types of Enemies
The battles can vary between some types depending on
of the main enemy.
Common Enemies attack randomly, it's the battles.
common elements of an adventure.
Within common enemies, there may be an enemy.
Special, a battle that is not quite a Boss or
Deputy chief but still more than just a battle
common.
Sub-bosses are usually more important battles.
appear in the middle of areas or during the adventure.
Bosses are the main enemies of the adventures, they can
are area leaders or final bosses of adventures.
Both, Chiefs and Sub-chiefs, and perhaps even Enemies
Specials may contain different mechanics, or even
breaking some rules of the system, this will depend on
master.
Bosses can also be Secret Bosses, enemies
bosses that are not mandatory for advancement
adventure, but that can reveal something or
provide some special item.
Leveling Up
LV and NV are the two ways to level up and improve.
your skills in an adventure.
You level up from LV or NV gaining EXP in each of them.
individually.
Whenever you level up, some rewards.
they are gained, moreover, if you are following a path
With magic, you can level up in a path at any time.
what to upload from LV or NV.
EXP NV Rewards
0 1 Initial level, everyone starts at NV 1
10 2 +2 max PV, +2 max PP
30 3 +2 max HP, +2 max PP
70 4 +2 max HP, +2 max PP
120 5 +4 HP max, +4 PP max, +1 AG, +1 DF
200 6 +2 maximum health points, +3 maximum power points
300 7 +2 PV max, +3 PP max, +1 MG or MN
500 8 +2 PV max, +3 PP max
800 9 +2 max HP, +3 max PP
1200 10 +4 HP max, +4 PP max, +2 AG, +1 DF
1700 11 +2 PV max, +3 PP max
EXP NV Rewards
2500 12 +2 max health points, +3 max skill points, +1 magic or mana
3500 13 +2 PV max, +3 PP max
5000 14 +2 max HP, +3 max PP
7000 15 +4 Max HP, +5 Max PP, +2 AG, +2 DF
10000 16 +2 PV max, +4 PP max
15000 17 +2 PV max, +4 PP max, +1 MG or MN
25000 18 +2 PV max, +4 PP max
50000 19 +2 HP max, +4 PP max
99999 20 Connected Soul, +10 Power and Will, +4 Agility and Defense
EXP LV Rewards
0 1 Initial level, everyone starts at LV 1
10 2 +2 HP max, +2 PP max
30 3 +2 PV max, +2 PP max
70 4 +2 max HP, +2 max PP
120 5 +4 max HP, +2 max PP, +1 AT
200 6 +3 Max HP, +2 Max PP
300 7 +3 HP max, +2 PP max, +1 DF or MG
500 8 +3 max PV, +2 max PP
800 9 +3 Max HP, +2 Max PP
1200 10 +5 HP max, +2 PP max, +2 AT
1700 11 +4 max HP, +2 max PP
2500 12 +4 max HP, +2 max PP, +1 DF or MG
3500 13 +4 max HP, +2 max PP
5000 14 +4 max HP, +2 max PP
7000 15 +7 max PV, +2 max PP, +4 AT
10000 16 +5 max HP, +2 max PP
EXP LV Rewards
Fifteen thousand seventeen +5 HP max, +2 MP max, +1 DF or MG
25000 18 +5 HP max, +2 PP max
50000 19 +5 max HP, +2 max PP
99999 20 Connected Soul, +10 PV and PP, +4 AT
Elementos
All effects and especially damages have one or
usually more than one element.
Characters can have weakness, resistance, or even
immunity against some of these elements.
Armors can also provide some of this.
characteristics.
Elements:
• Cut
• Blow (also known as blunt)
• Drilling
• Fire (heat)
• Ice (cold)
• Lightning (electric shock)
• Poison
• Rude (fury)
• Chaos (magical element, but in its purest form)
• Magical (when the effect/damage is only magical)
• Psychic (when the effect/damage is purely psychic)
• Light
• Hope
• Fear (fear)
• Bleeding (damage from losing blood)
• Pain
• Spider
• Slipping (I don't know what other name for it)
• Explosion? (I think that was a bit far)
Effects:
• TIRED - A tired player or ally becomes
disadvantage for any action.
• Fallen – A character is FALEN when their HP
reaches zero and cannot act in any way, remains
fainted. When a battle ends all the
fallen characters heal 1 HP, unless
be UNSTABLE. They can wake up or remain
fainted, it will depend on the situation or the master.
• UNSTABLE – When a character is DOWN,
depending on which injury caused him to fall, he may
be UNSTABLE, with the open wound, losing
blood. In battle, takes 3 physical damage from
bleeding, if the PV reaches -10, the character
dies. An UNSTABLE character cannot be awakened.
until your injury is closed and stable.
• ASLEEP – A SLEEPING character has the same
consequences of FALLEN, but without the part of the PV
to reach zero or to wake up when the battle ends.
• COLD - A COLD character takes 1 damage
physical pain every 5 minutes in roleplay outside of
battle or every 3 turns in battle. In addition
there is a disadvantage for any test of Acting and Mind
for the headache. Additionally in roleplay
starts to sneeze and the nose starts to run, what
it bothers a lot.
• SUNSTROKE - A character with SUNSTROKE takes 2 of
physical pain damage every 5 minutes in roleplay
out of battle or every 3 turns in battle. In addition
In the roleplay, I feel a headache and dizziness.
• HUNGER / THIRST - These two effects are additional to
the effect TIRED, can come along with TIRED if it was the
HUNGER or THIRST that tired the character or may come
later. Whenever the character gets HUNGRY or
THIRSTY, he also gets TIRED, and the TIRED effect
it cannot be removed without first removing the effects
HUNGER or THIRST. HUNGER and THIRST cause 2 points of physical damage.
pain every 5 minutes in roleplay or every 3
battle turns. HUNGER can only be removed
eating something solid or drinking some liquid, THIRST
it can only be removed by drinking some liquid, from
water preference.
Guides
Here, hold my hand for a moment.
Creating Character
Have your record in hand, it contains all the information.
will be filled will be present.
Now choose your race, you have two options: Human and
Monster. Choosing, check all details that the race
receives.
In the Sub-race/Soul space, enter your main one
characteristic as Monster or the soul that chose as
Human.
Your soul skills or advantages and disadvantages
the special characteristics of Monster go in the field
Skills on the card.
Time to choose
your items
according to how much
that your race leaves
you start.
Place your items
initials already
equipped, together
with your AT and DF and
any other extra of the item.
Run out of your money and finish choosing the items with
which will start, put all the items in your
inventory discounting the spaces that were
filled.
Remembering that equipped items and key items do not take up space.
general item spaces.
And finally, put what remains of your money in the
money space $.
Remember that in
the future will receive more
magic and will need space for all of them.
You can also always jot down things that don't fit in the
card on a sheet of paper or a text file.
Master
Mastering is not easy, but with determination, anyone can.
can do.
You will need to create a world, or improve yours.
any existing way, such as the universes of games
on which this system is based, Undertale and Deltarune.
Don't get too caught up in the system's rules, you are the
master, the god of the world who will narrate, you can
change the rules as you wish. Just remember to
make them fair for everyone and that they make sense in
universe used.
Creating enemies
Both to create original enemies and to use
characters that already exist, you will need to fill in
a form.
Start filling in
the Name of
character, and
then the Local
where he appears and
So, if it's going to be
a common enemy,
a Chief, a Sub-
boss or a
Special enemy.
Keep in mind that enemies can be stronger.
depending on your type, following the scale (from the most
weak to strongest): Common, Special, Sub-boss and
Boss.
EXP is how much the enemy will give to the players when
defeated, so take into account at what level the
players will be when they find you.
The more advanced, the more EXP you need to give to
to monitor the progress of the players.
Money follows the same logic, but it doesn't need to accompany.
both the players. Put how much you think this
enemy would give.
Now it's time for the attributes. Fill it out based on what
to think that this enemy is better or in what he will be
harder to defeat, in the attack, in action or at the base
of magic.
Now is the time for your
weapon and armor. Yes,
enemies can also
to have equipped items.
Se o inimigo pode
attack with your
weapon, can you
put in your
such attacks
information.
The attack with the weapon
it will spin normally, depending on the type of weapon.
The armor also normally increases your DA.
PA is filled with the Mod of MN, and IN with the Mod of AG.
Your movement is not limited to race, so
put as much as you think, this is generally based on
character's appearance.
Building a Basement
This is kind of obvious, since when using a system
based on Undertale and Deltarune probably you
you want to run an adventure related to
yes, but still, use it as inspiration to create
a world or the underground presented in Undertale, is a
perfect world building.
Divide areas with different biomes, with a chief and a
sub-boss by area and some secret enemies, with more
or at least one new weapon and armor per area.
A evolução de nível de Undertale pode ser perfeitamente
used, giving the same EXP as the game's enemies
original, since the scale of both LV and NV is the
same as the game.
YellowFlowerGames
Furbish Lia Flower1
Writer, Design
Discord: @furbish_flower
YouTube: [Link]/@furbish_flower
Gius Valentine1
Ideas and support
Lucy1
Ideas and support
Instagram: [Link]/ahlucca
Leandra A. S. Gonçalves1
Ideas and support, Design
Instagram: [Link]/leandrasgoncalves
Collaborators
Beautiful1
Translations and support
Botanic "Master"
Playtest
Twitter: [Link]/Botanic_Swine
Well 'P.A.X'1
Playtest
Tom
Playtest
Inspirations
Deltatraveler
Created by RynoGG
Inspiration for the fusion of Undertale and Deltarune
Gamejolt: [Link]/games/deltatraveler/661464
Undertale Yellow
Created by Team Undertale Yellow
Inspiration for the shooting weapons system, some
items and some spells
Gamejolt: [Link]/games/UndertaleYellow/136925
TS!Underswap
Created by Team Switched
Inspiration for some items
Gamejolt: [Link]/games/tsunderswap/160094
Mothers 2: Earthbound
Created by Nintendo
Inspiration for some spells and some items
Omori
Created by OMOCAT
Inspiration for some spells
Acknowledgments
Ru, by the support of sister 1
dad and mom :)1
OtherProjects
Lighsteps RPG
Another tabletop RPG system by Yellow Flower
Games
Gamejolt: [Link]/games/lightsteps/845649
DeltaRPG
A RPG table using Delta Warriors
Twitch: [Link]/botanic_swine
YouTube: [Link]/@Botanic_Swine
System Page
For downloads and updates
Gamejolt: [Link]/games/deltawarriorsrpg/769354
[Link]
To support our main project
supporting the Lightsteps project also supports the project
Delta Warriors
[Link]: [Link]/lighsteps
The cowboy Taturu is saying goodbye to you.
Thank you for reading our book!