TEXT: DELVERS 
  OF THE
  UNDERCHASM 
  Old school tabletop roleplaying 
  SCOTT MALTHOUSE 
  SCOUNDREL
  You’re a lurker and slinker, dabbling in the arts of 
  thievery and espionage. You can’t be trusted.
  ●
  +6HP bonus
  ●
  When attempting a skill roll for stealth, 
  moving quietly, picking locks & pockets 
  and finding traps, add 1d6 to the roll
  ●
  You cannot use heavy weapons or heavy 
  armour
  Roll 1d6 for your background:
  1.
  Orphaned street rat
  2.
  Ex-assassin of the Black Rose
  3.
  Mushroom smuggler
  4.
  Crime family runt
  5.
  Misunderstood vigilante
  6.
  Obsessive jewel thief
  Starting Gear: 2 light weapons, light armour, 3 
  torches, tent, bedroll, lockpicks, 3 days rations
  SORCERER
  You can control the wyrd of the world, turning its 
  ethereal golden threads into magical spells. You’re 
  not a fighter, but you’re powerful.
  ●
  +4HP bonus
  ●
  You can cast SPELLS
  ●
  You can only use light weapons and light 
  armour
  Roll 1d6 for your background:
  1.
  Descendent of the High Mage of 
  Greenfire
  2.
  Self-taught miscreant
  3.
  Suspicious royal advisor
  4.
  Eccentric experimentalist
  5.
  Evangelical priest
  6.
  Barely sane wizard
  Starting Gear: 1 light weapon, magnifying glass, 
  tent, ink and quill, light armour, 3 days rations
  CREATE YOUR DELVER
  Your delver has six ability scores:
  ●
  Strength: a measure of physical might
  ●
  Dexterity: a measure of physical skill
  ●
  Mind: a measure of mental prowess
  ●
  Spirit: a measure of mental resilience 
  and willpower
  ●
  Charm: a measure of looks and affability
  ●
  Luck: a measure of fortune
  Roll 3d6 and total up for each ability score. Figure 
  out your HIT POINTS by adding your Strength to 
  your class HP bonus. Figure out your COMBAT 
  POINTS by totalling up every point over 10 you 
  have in Strength, Dexterity, and Luck.
  Gold coins: Begin with 3d6x10 gold coins
  CLASS SELECTION
  CHAMPION
  You’re a battle-hardened slayer. You’re
  The first into the fray and the last to
  leave. 
  ●
  +8HP bonus
  ●
  Add 1d6 to your Combat Rolls
  ●
  You can use all weapons
                      and armour
  Roll 1d6 for your background:
  1.
  Disgraced city guard
  2.
  Gladiator on the run
  3.
  Crusading holy knight
  4.
  Seafaring mutineer
  5.
  Betrayed desert dervish
  6.
  Dishonoured Samurai
  Starting Gear: A medium and light weapon, 
  medium armour, 3 torches, tent, bedroll, chalk, 3 
  days rations
  
  For example, a Rot Goblin could have FR18, meaning 
  it has 18HP and rolls 2d6+9 in combat. You can give 
  foes armour, spells and special abilities if you wish. 
  WEAPONS 
  Weapons offer a bonus to a character’s Combat 
  Total.
  Light: +3, 10 gold (i.e. staff, dagger, knuckle duster, 
  sling) 
  Medium: +5, 60 gold (i.e. shortsword, shortbow, 
  katana, axe)
  Heavy: +7, 150 gold (i.e claymore, longbow, 
  battleaxe, warhammer)
  PCs with Strength 13 or above can dual-wield 
  light weapons, adding their bonuses together.
  ARMOUR
  Armour reduces HP damage received. 
  Light: 2, 15 gold (i.e. cloth shirt)
  Medium: 3, 80 gold (i.e. chain shirt)
  Heavy: 5, 300 gold (i.e. plate mail)
  Shield: +1, 40 gold (can have a shield in addition 
  to armour when using a one-handed weapon)
  SPELLS
  You may use one of the below spells per day:
  Fire: Do damage equal to your Mind score to an 
  opponent
  Teleport: Appear up to 200ft away from where 
  you were.
  Fly: Gain flight for 10 minutes
  Water: You create two gallons of drinking water
  Heal: You heal yourself and your allies equal to 
  your Mind score, split across everyone who is 
  being healed
  Enchant: Give one weapon a +10 bonus for 1d6 
  rounds
  Boost: Give one target a +10 to any Skill Roll.
  Sleep: You put one enemy to sleep for 1d3 
  rounds. They awaken if harmed
  Freeze: A target cannot move for 1d6 rounds
  Feast: Conjure a meal big enough for four people
  RULES OF PLAY
  Whenever you need to accomplish something that 
  could fail, make a Skill Roll. Roll 2d6 plus the 
  relevant ability score, adding any special class or kin 
  traits. The total must meet or exceed the difficulty 
  set to succeed. These are: Easy 15, Fine 18, Tough 21, 
  Severe 24, and Extreme 27. If you roll a double, add 
  them up and roll again, totalling everything.
  COMBAT
  Combat is played in rounds. This simulates a few 
  minutes of battle, where combatants are moving 
  around the battlefield causing damage and dodging 
  blows. All combatants on each side roll 2d6+weapon 
  bonus+Combat Points. Each side adds all of their 
  totals together to get the Combat Total. Compare the 
  Combat Total from each side, the highest succeeds. 
  The loser takes the difference in damage to HP, 
  splitting the points equally across all involved. Once 
  all damage has been taken, the new round starts.
  COMBAT STUNTS
  At the beginning of a round, each character can 
  attempt a Combat Stunt to gain some kind of 
  advantage. Stunts come in the form of Skills Rolls. 
  The GM determines the effect if they succeed 
  depending on the stunt. Throwing sand in an 
  enemy’s face could halve their Combat Total, for 
  instance. Unsuccessful stunts should have 
  consequences.
  SPELLS IN COMBAT
  If a character is casting a spell, they cannot 
  contribute to the overall Combat Total. Spells always 
  resolve before the rest of combat.
  FOES
  Enemies have a Foe Rating (FR). This is a number 
  that represents how adept they are in combat. The 
  FR acts as their HP. Divide it by 2 to get their Combat 
  Points. In combat they roll 2d6 + Combat Points.
  KIN SELECTION
  Now choose your kin. Kins offer bonuses to ability 
  scores and a special kin trait.
  ●
  Human: No bonuses [Adaptive: may 
  re-roll any failed SKILL ROLLS and take 
  the highest]
  ●
  Ratling: +2 DEX, +1 MIND [Venom: +2 
  Combat Points when using daggers]
  ●
  Grey Dwarf: +2 STR. +1 SPI [Hardy: +5 
  HP]
  ●
  Red Dwarf: +2 STR, +1 LUK [Flame: Can 
  cast Fire spell]
  ●
  Summer Elf: +2 MIND, +1 CHAR [Awake: 
  Immune to sleep effects. Does not sleep]
  ●
  Winter Elf: +2 SPIR, +1 DEX [Shiver: 
  Immune to cold effects]
  ●
  Goblin: +2 DEX, +1 LUK [Silent: Gain +2 
  to stealth Skill Rolls]
  ●
  Brownie: +2 CHAR, +1 SPIR [Invisible: 
  Once per combat can turn invisible for 
  one round]
  ●
  Halfling: +2 LUK, +1 DEX [Pipeweed: 
  Once a day, can smoke a pipe for a +2 
  bonus to Skill Rolls for an hour]
  ●
  Half Angel: +2 SPIR, +1 CHAR [Stunning: 
  Once per combat you can halve an enemy 
  Combat Total]
  ●
  Gnome: +2 MIND, +1 DEX [Magical: You 
  may choose any one spell to know]
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Delvers of the Underchasm/Delvers of the Underchasm (colour).pdf