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Delta Green RPG Quickstart Guide

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100% found this document useful (2 votes)
1K views

Delta Green RPG Quickstart Guide

Uploaded by

max mcgloin
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

QUICKSTART: AGENTS

Delta Green: The Role-Playing Game, © 2015

Stats Bonds Weapons


A Delta Green Agent is defined on A Bond is one of the most important “Skill %” is your Agent’s skill with that
two sides of one page: the character human relationships in your Agent’s kind of weapon. Copy it from the
sheet. life. It’s usually a specific person front of the sheet: Firearms, Heavy
The first few lines are self- (spouse; son or daughter; best friend) Weapons, Melee Weapons, Unarmed
explanatory: name, profession, age, but it might be a group of people Combat, or whatever applies.
etc. Leave “code name” blank unless who are tightly enough bound Get the other entries from the
the Handler (the Game Moderator) that a relationship with one affects Delta Green rules. “Base Range” is
says otherwise. relationships with the others (platoon the distance at which the weapon can
Statistics (stats) define what your from the war; support group). be used without a penalty. “Damage”
Agent is broadly good or bad at. Most Each Bond has a score that equals is the amount it reduces the target’s
human adults have 10 or 11 in each. the Charisma stat. When a Bond’s Hit Points. “Armor Piercing” is the
Each stat has space for its “×5” score falls, that relationship suffers. amount it reduces the target’s Armor
rating. Multiply the stat by 5 and fill in Especially demanding professions Points.
that number. We’ll explain that later. allow fewer Bonds. Write notes about other important
Finally, each stat has a space for equipment in the “Armor and

Motivations
“What Others Notice.” There just Equipment” space. Wearing body
put in an adjective, something that armor lets you subtract its Armor
stands out, for each stat that’s below Points from a damage roll.
9 or above 12. If your Agent’s INT is Your Agent starts with five

Special Training
15 you might write “Very clever,” for motivations: personal beliefs, drives,
example. or support mechanisms. They don’t
have scores and aren’t as powerful

Attributes as Bonds. Instead, motivations are Some bodies of knowledge aren’t


expressions of Sanity. Bring them common to every Agent but don’t
up in play to show what makes your require the extensive commitment of
Derived Attributes are point values Agent tick: what motivates and skills. An Agent might know how to
that change. “Hit Points (HP)” indicate supports your Agent, what gives his use lockpicks without having a career
physical health. “Willpower Points or her life meaning. Each time your in Craft (Locksmith), for example.
(WP)” indicate mental fortitude and Agent’s SAN hits the Breaking Point, Each kind of special training is
drive. “Sanity Points (SAN)” indicate remove one motivation. based on an existing stat or skill: DEX
your Agent’s connection with reality for lockpicking, Swim for SCUBA gear,

Skills
as most humans understand it. If your Athletics for throwing hand grenades,
agent loses SAN, the “Breaking Point” and so on.
is the exact point of SAN at which he If the Handler says your Agent has
or she will develop a new disorder. Each skill is a body of specialized a particular kind of special training,
Under “Incidents of SAN Loss knowledge that takes months or years write it and the relevant stat or skill in
Without Going Insane” are three to learn and decades to fully master. one of the spaces.
check boxes each for Violence and Each skill has a percentile rating, from

‘Home’ Notes
Helplessness. If your Agent loses SAN zero to 99. That’s your chance of using
due to Violence or Helplessness but the skill in a terrible crisis.
doesn’t go insane or suffer a new Every skill has a base value in
disorder, mark an appropriate check- parentheses, like “Athletics (30%)”. Take notes when events in a Delta
box. If the Agent goes insane or gains Every Delta Green Agent starts with Green operation have an impact
a new disorder due to that type of that much. Having a skill above the (rarely good) on your Agent’s career
trauma, erase all its marks. If you mark base value indicates more training and personal life. If your Agent gains
all three boxes, your Agent becomes and experience in it. With 40 or more a new disorder, for example, it may
“Adapted” and can tolerate that kind above base value you’re an expert or not manifest right away. Note how
of trauma more than other characters; a full-time professional. you got it and determine the details
circle “Adapted.” between operations.

delta-green.com updated 26 DEC 2015


AGENT CREATION
1. Statistics 5. Finishing Details
Pick one of the following sets and assign each score to one • Name, age, appearance, personality, motivations.
stat. Trade points from one stat to another if you like. • Describe something admirable about your agent.
• Describe something others dislike about your agent.
STAT 1 STAT 2 STAT 3 STAT 4 STAT 5 STAT 6

What Kind of Experience


13 13 12 12 11 11
15 14 12 11 10 10

Brought You to Delta Green?


17 14 13 10 10 8

2. Derived Attributes Choose one and apply all the listed modifiers.

• HIT POINTS (HP): Average of STR and CON. • EXTREME VIOLENCE


• WILLPOWER POINTS (WP): POW. +10% to Occult.
• SANITY POINTS (SAN): POW × 5. –5 SAN.
• BREAKING POINT: SAN minus POW. –3 CHA.
Losing 3 CHA means –3 from each Bond.

3. Profession and Skills You are Adapted to Violence.

• CAPTIVITY OR IMPRISONMENT
• Choose a profession that suits your stats and interests. +10% to Occult.
• Write down starting skills. All others are at the base –5 SAN.
values listed on the character sheet. –3 POW (this does not affect SAN).
• Note the number of Bonds. You are Adapted to Helplessness.
• Choose any eight skills (except Unnatural). Add 20% to
the current value of each. You can increase a skill more • HARD EXPERIENCE
than once, but none higher than 80%. +10% to Occult.
+10% to any four skills (except Unnatural).

4. Bonds
(This can raise a skill higher than 80%)
–5 SAN.
Remove one Bond.
Each starts with a score equal to your Agent’s CHA.
• THINGS MAN WAS NOT MEANT TO KNOW
+10% to Unnatural.

Bond Examples
+20% to Occult.
Reduce SAN by POW.
Reset Breaking Point to new SAN minus POW.
1. Spouse or ex-spouse Gain a disorder caused by the Unnatural.
2. Son or daughter
3. Favored parent or grandparent

What Skill Ratings Mean


4. Best friend
5. Long-time coworker or partner
6. Psychologist or therapist
7. Spouse and children 1%–19% Dabbler (assuming the skill began at 0%)
8. Parents 20%-29% Hobbyist
9. Siblings 30%-39% Basic training or a college minor
10. Colleagues in an intense, difficult job or calling 40%-59% Years of experience or a college major
11. Church or support group 60%-79% Decades of experience or a grad degree
12. Fellow survivors of a shared trauma 80%-99% A lifetime’s mastery

delta-green.com
CORE PROFESSIONS
each skill begins at the listed rating rather than its base

Anthropologist Federal Agent Scientist


or Historian Alertness 50% Bureaucracy 40%
Bureaucracy 40% Computer Science 40%
Anthropology or Archaeology 50% Criminology 50% Science (choose one) 50%
Bureaucracy 40% Drive Auto 40% Science (choose another) 50%
Foreign Language (choose) 50% Firearms 50% Science (choose another) 50%
Foreign Language (another) 30% Forensics 30% Choose three from:
History 60% HUMINT 60% • Accounting 50%
Occult 40% Law 30% • Craft (choose one) 40%
Persuade 40% Persuade 50% • Foreign Language (choose) 40%
Choose two you don’t already have: Search 50% • Forensics 40%
• Anthropology 40% Unarmed Combat 60% • Law 40%
• Archeology 40% Choose one from: • Pharmacy 40%
• HUMINT 50% • Accounting 60% BONDS: 4
• Navigate 50% • Computer Science 50%
• Ride 50% • Foreign Language (choose) 50%

Special Operator
• Search 60% • Heavy Weapons 50%
• Survival 50% • Pharmacy 50%
BONDS: 4 BONDS: 3
Alertness 50%
Athletics 60%

Computer Scientist Physician


Demolitions 40%
Firearms 60%

or Engineer
Heavy Weapons 50%
Bureaucracy 40% Melee Weapons 50%
First Aid 60% Military Science (Land) 60%
Computer Science 60% Medicine 60% Navigate 50%
Craft (Electrician) 30% Persuade 40% Stealth 50%
Craft (Mechanic) 30% Pharmacy 50% Survival 50%
Craft (Microelectronics) 40% Science (Biology) 50% Swim 50%
Science (Mathematics) 40% Search 40% Unarmed Combat 60%
SIGINT 30% Choose one from: BONDS: 2
Choose four from: • Forensics 50%
• Accounting 50% • Psychotherapy 60%
• Bureaucracy 50% • Science (any) 50%
• Craft (choose) 40% • Surgery 50%
• Foreign Language (choose) 40% BONDS: 3
• Drive Heavy Machine 50%
• Law 40%
• Science (choose) 40%
BONDS: 3

Other Professions
Author, Editor or Journalist, Criminal, Firefighter, Foreign Service Officer, Intelligence Analyst, Intelligence Case Officer,
Lawyer or Business Executive, Nurse or Paramedic, Pilot or Sailor, Police Officer, Programs Manager, Soldier or Marine, etc.

delta-green.com
AGENT BACKGROUNDS
an optional way to choose your eight bonus skills
ARTIST, ACTOR, OR MUSICIAN: CRIMINALIST: Accounting, OCCULT INVESTIGATOR:
Alertness, Craft (choose one), Bureaucracy, Computer Science, Anthropology, Archeology, Computer
Disguise, Persuade, Art (choose one), Criminology, Forensics, Law, Science, Criminology, History, Occult,
Art (choose another), Art (choose Pharmacy, Search. Persuade, Search.
another), HUMINT.
DIVER: Alertness, First Aid, Navigate, OUTDOORSMAN: Alertness,
ATHLETE: Alertness, Athletics, Pilot (Small Boat), Search, Science Athletics, Craft (choose one),
Dodge, First Aid, HUMINT, Persuade, (Biology), Survival, Swim. Navigate, Ride, Search, Stealth,
Swim, Unarmed Combat. Survival.
FIREFIGHTER: Alertness,
AUTHOR, EDITOR, OR Demolitions, Drive Auto, Drive PHOTOGRAPHER: Alertness, Art
JOURNALIST: Anthropology, Art Heavy Machine, First Aid, Forensics, (Photography), Computer Science,
(Creative Writing, Poetry, Scriptwriting, Navigate, Search. Persuade, Search, Stealth; and any
Journalism, etc.), Bureaucracy, History, two others as personal specialties.
Law, Occult, Persuade, HUMINT. GANGSTER OR DEEP COVER:
Alertness, Criminology, Dodge, PILOT OR SAILOR: Alertness,
BLUE-COLLAR WORKER: Alertness, Drive Auto, Persuade, Stealth; and Craft (Mechanic), First Aid, Foreign
Craft (choose one), Craft (choose choose two from: Athletics, Foreign Language (choose one), Navigate,
another), Drive Auto, Drive Heavy Language (choose one), Firearms, Pilot (choose one), Survival, Swim.
Machine, First Aid, Navigate, Search. HUMINT, Melee Weapons, Pharmacy,
or Unarmed Combat. POLICE OFFICER: Alertness,
“BLACK BAG” TRAINING: Alertness, Criminology, Drive Auto, Firearms,
Athletics, Craft (Electrician), Craft INTERROGATOR: Criminology, HUMINT, Law, Melee Weapons,
(Locksmithing), Criminology, Disguise, Foreign Language (choose one), Unarmed Combat.
Search, Stealth. Foreign Language (choose another),
HUMINT, Law, Persuade, Pharmacy, SCIENCE GRAD STUDENT:
BUREAUCRAT: Accounting, Search. Bureaucracy, Computer Use, Craft
Bureaucracy, Computer Science, (choose one), Foreign Language
Criminology, HUMINT, Law, Persuade; LIBERAL ARTS DEGREE: (choose one), Science (choose three)
and one other as a personal specialty. Anthropology or Archeology, Art
(choose one), Foreign Language SOCIAL WORKER OR CRIMINAL
CLERGY: Foreign Language (choose (choose one), History, Persuade; JUSTICE DEGREE: Bureaucracy,
three), History, HUMINT, Occult, and any three others as personal Criminology, Forensics, Foreign
Persuade, Psychotherapy. specialties. Language (choose one), HUMINT,
Law, Persuade, Search.
COMBAT VETERAN: Alertness, MILITARY OFFICER: Bureaucracy,
Athletics, Dodge, Firearms, First Aid, Firearms, History, Military Science SOLDIER OR MARINE: Alertness,
Melee Weapons, Stealth, Unarmed (choose one), Navigate, Persuade, Artillery, Athletics, Drive Auto,
Combat. Unarmed Combat; and choose one: Firearms, Heavy Weapons, Military
Artillery, Drive Heavy Machinery, Science (choose one), Unarmed
COMPUTER EXPERT: Computer Heavy Weapons, HUMINT, Pilot Combat.
Science, Craft (Microelectronics), (choose one), or SIGINT.
Science (Mathematics), SIGINT; and TRANSLATOR: Anthropology, Foreign
any four others as personal specialties. MBA: Accounting, Bureaucracy, Language (choose one), Foreign
HUMINT, Law, Persuade; and any Language (choose another), Foreign
COUNSELOR: Bureaucracy, First three others as personal specialties. Language (choose another), History,
Aid, Foreign Language (choose HUMINT, Persuade; and any one other
one), HUMINT, Law, Persuade, NURSE, PARAMEDIC OR PRE- as a personal specialty.
Psychotherapy, Search. MED: Alertness, First Aid, Medicine,
Persuade, Pharmacy, Psychotherapy, URBAN EXPLORER: Alertness,
Science (Biology), Search. Athletics, Craft (choose one), Law,
Navigate, Persuade, Search, Stealth.

delta-green.com
QUICKSTART: CORE RULES
Delta Green: The Role-Playing Game

Using Skills Combat


ROLL DICE: When the situation
Damage
• Each turn represents a few seconds
calls for randomness and of fighting. Combatants act in order
things are not under control; of highest DEX to lowest. When your
in a crisis; in combat; when it Agent’s turn comes, pick one action. At 0 HP your Agent dies. HP don’t go
hinges on unpredictable NPC below 0.
behavior; when there are severe • AIM: +20% to the next roll.
consequences at stake. Roll the • ATTACK: Inflict damage. One • UNARMED: 1D4−1
skill’s rating or lower on percentile attack and damage roll with a gun • TASER: Stun (CON test to act),
dice to succeed. usually represents a few shots. then −20% for 1D20 turns
• DON’T ROLL DICE: When things • CALLED SHOT: Ignores cover or • CLUB OR KNIFE: 1D4 or 1D6
are calm and under control. armor but at a −20% penalty, or • PISTOL: 1D8, 1D10, or 1D12
Instead look to the skill and what −40% for an especially hard shot. • RIFLE: 1D12 or 1D12+2
the skill rating represents. The • DISARM: Roll Unarmed Combat. • SHOTGUN: 2D10 up to 10 m.
better the skill, the more your The target gets a free Melee range, 2D6 up to 20 m., or 1D6
Agent achieves or discovers. Weapons roll to oppose it. beyond 20 m. (firing shot)
• USING STATS: If it’s “common • DODGE: Roll Dodge to oppose

Kill Damage
knowledge” or something most an attack, disarm or pin. You can
people might achieve without take this action before your turn
extensive education or training, it comes up. Your roll can protect
doesn’t require a skill. Instead use you from more than one attack. A percentile roll; for heavy weapons.
a stat × 5 as the rating. • ESCAPE: Get out of being
pinned. Roll STR, DEX, or • SUCCESS: Target drops to 0 HP.
FAILURE: Add up the roll’s digits
Modifiers
Unarmed Combat opposed by a •
free STR or Unarmed Combat roll as ordinary damage.
by your opponent.
FIGHT BACK: You can take this
Kill Radius
Bonuses and penalties are uncommon •
outside combat. If a modifier does action before your Agent’s turn
apply, it’s usually ±20% (things are comes up. Roll Melee Weapons or
especially good or bad for your Unarmed Combat to oppose an If the weapon has a Kill Radius,
Agent) or, rarely, ±40% (you almost attack. Choose how to fight back: choose its center before attacking.
shouldn’t even need to roll). an attack, a called shot, a disarm,
or a pin. One roll can protect your • HIT: A blast does Kill Damage

Crits and Fumbles


Agent from multiple attacks in a to everyone inside the radius. A
turn, but can inflict damage (or burst of bullets hits half. Everyone
disarm or pin) only once. who survives is suppressed.
• CRITICAL SUCCESS: 01 or • MOVE: Jog 10 m., run 20 m., or • MISS: Everyone who would have
success with matching dice (11, sprint 30 m. (Usually an Agent can been in the radius is suppressed.
22, 33, etc.). go up to about 3 m. as part of • SUPPRESSION: As your Agent’s
• FUMBLE: 00 or failure with another action.) next action, either hide behind
matching dice (99, 88, 77, etc.) • PIN: Hold someone down. The cover or go prone; or lose 1 SAN.
target gets a free Unarmed

Opposed Rolls Armor


Combat roll to oppose it. Your
Agent can attack the pinned
target in later turns. Unarmed
If one character actively interferes and Melee Weapons attacks on a • BODY ARMOR: Reduces damage
with another, both roll. A critical beats pinned target are at +20%. from any attack but a called shot
an ordinary success; otherwise the • WAIT: Wait and act after someone or successful Kill Damage.
highest successful roll wins. If no rolls else’s action this turn. • COVER: Makes a Kill Damage roll
are required, the highest rating wins. • ANYTHING ELSE: Anything that fail; reduces HP damage from any
takes a moment’s concentration. attack except a called shot.
delta-green.com
SANITY
Sanity Threats Insanity Resistance
The three types of SAN loss are Losing SAN leads to insanity. A short, An Agent can resist SAN loss and
Violence, Helplessness, and the sharp shock can cause temporary insanity through adaptation and the
Unnatural. Roll SAN. Success: Suffer insanity. Traumas accumulated over strength of Bonds.
the first listed loss (the minimum time can cause long-term disorders.

Adaptation
possible with a critical). Failure: Suffer

Temporary Insanity
the second listed loss (the maximum
possible with a fumble).
An Agent who loses SAN from a
SUFFERING VIOLENCE LOSS If you lose 5 or more SAN from one threat three times without going
Ambushed or hit by gunfire 0/1 incident, you go temporarily insane. insane becomes adapted. An adapted
Surprised by a corpse 0/1 That’s a complete breakdown where Agent always succeeds at SAN tests
—It’s someone you love 0/1D4 the “fight, flight, or submit” response for that threat. No Agent can adapt to
Unexpectedly stabbed completely takes over until the the Unnatural.
or strangled 0/1D4 Handler says you snap out of it.
Reduced to 2 HP or less 0/1D6 • VIOLENCE: Lose 1D6 CHA and

Disorders
Tortured 0/1D10 the same amount from each Bond.
• HELPLESSNESS: Lose 1D6 POW
INFLICTING VIOLENCE LOSS and add the same amount to your
Seriously harm an innocent 0/1D4 Each time your SAN hits your Breaking Breaking Point.
Shove a teammate’s body Point, two things happen instantly.

Projection
into an incinerator to (1) You gain a long-term disorder
thwart investigation* 0/1D4 according to the threat that caused
Kill in self-defense* 0/1D4 the SAN loss. (2) Reset your Breaking
Kill a murderous enemy Point to your new SAN minus your When your Agent loses SAN, you can
in cold blood* 0/1D6 POW. Here are sample disorders. spend 1D6 WP to reduce the SAN
Torture someone 0/1D8 loss by the same amount. Reduce one
Accidentally kill an innocent* 0/1D8 DISORDERS FROM VIOLENCE Bond by half that much (round up).
Kill an innocent in cold blood, • PTSD Next time the Agent interacts with
even for a good reason* 1/1D10 • Depression that Bond, describe the deterioration.
• Addiction

Repressing Insanity
* For a failed roll add 1 per victim up • Sleep disorder
to the maximum possible roll.
DISORDERS FROM HELPLESSNESS
HELPLESSNESS LOSS • Depression An Agent suffering temporary insanity
Fired from your job 0/1 • Obsessive/compulsive disorder or an acute episode of a disorder can
A Bond breaks permanently 0/1D4 • Anxiety disorder try to repress it by focusing on Bonds.
Sentenced to prison 0/1D4 • Addiction
Wake up paralyzed or blind 0/1D4 • Spend 1D6 WP.
Find a friend’s remains 0/1D4 DISORDERS FROM THE UNNATURAL • Reduce one Bond by half the
Flung into a pit of corpses 0/1D4 • Depersonalization disorder WP spent (round up). The next
A Bond suffers permanent • Depression time the Agent interacts with that
harm or indefinite insanity 1/1D4 • Sleep disorder Bond, describe the strain.
See or hear a friend being • Amnesia • Attempt a new SAN test, adding
gruesomely killed 0/1D6 the Bond’s value as a bonus. If it

Permanent Insanity
The subject of a Bond dies 1/1D6 succeeds, your Agent stifles the
See or hear the subject of a symptoms of insanity and you
Bond get gruesomely killed 1/1D8 retain control of the character
If SAN drops to zero, your Agent goes after all.
permanently insane and becomes a
non-player character.
delta-green.com
ADDITIONAL RULES
Bonding With Willpower Home
Delta Green Agents require Willpower Points to A long-term Delta Green game
keep going despite exhaustion, to features occasional scenes that focus
resist interrogation and persuasion, to on agents’ everyday lives. Use them
After someone in your Agent’s Delta withstand mental trauma, and to resist to explore the things that are most
Green team undergoes a catastrophic or enact unnatural rituals. important in your agent’s life and the
trauma—suffers temporary insanity, costs of involvement in Delta Green.
gains a new disorder, is incapacitated LOW WILLPOWER: At 1 or 2 WP an

Personal Pursuits
by injuries, etc.—your Agent must Agent has an emotional breakdown.
make a SAN test. Success has no That incurs a –20% penalty to all
effect. Failure means bonding with up actions until WP rise above 2.
to five teammates. Choose one personal pursuit.
NO WILLPOWER: At 0 WP an Agent Describe how your Agent is pursuing
• If the Agent doesn’t already have collapses, incapacitated and perhaps it and roll the appropriate test to
a Bond with the teammate, gain unconscious, and cannot succeed at resolve it. Here are some examples.
a new Bond equal to half your any tests including SAN tests.
Agent’s CHA. Immediately lose • FULFILL RESPONSIBILITIES:
1D4 points from one other (non- REGAINING WILLPOWER: A full Roll SAN for one Bond, adding its
Delta Green) Bond. night’s sleep restores 1D6 WP. value as a bonus. Success: +1D4
• If your Agent already has a Bond to the Bond. Fumble: −1D4 from

Exhaustion
with the teammate, add 1D4 to it the Bond and −1 SAN.
(up to your Agent’s CHA). Subtract • ESTABLISH A NEW BOND: Roll
1 from one other (non-Delta CHA×5. Success: Gain a new
Green) Bond. An Agent who works too long or faces Bond equal to half your CHA;
injury or extreme stress loses 1D6 WP reduce one other Bond by 1D4.

More Combat and suffers incurs a −20% penalty to • GO TO THERAPY BUT LIE
all tests (including SAN tests). Further ABOUT YOUR TRAUMAS: Make
exhaustion may cost more WP. A good a flat 50% roll. Success: +1D4
• EXPLOSION: An attack with a Kill night’s sleep removes the penalty. SAN. Fumble: −1 SAN.
Radius of 10+ m. is at +20% to hit. • GO TO THERAPY AND TELL
• SHOTGUN FIRING SHOT: +20% STIMULANTS: Taking mild stimulants THE TRUTH: Make a flat 50% roll,
at all ranges, not just point blank; removes the exhaustion penalty for or 30% if the therapist thinks your
double the target’s Armor Points. 1D6 hours, or 2D6 for hard drugs. encounters with the unnatural are
• HOLLOW-POINT AMMO: +1 Frequent use makes addiction likely as delusions. Success: +1D6 SAN.
damage but double the target’s your Agent’s next disorder. Fumble: −1 SAN.
Armor Points. • IMPROVE A STAT OR SKILL: Test
LASER SIGHT: +20% if your
Sleeplessness
• the stat or skill. Failure: +1D10 to
Agent has taken no damage since a skill or +1 to a stat.
his or her last turn. • STUDY THE UNNATURAL: Ask
• TELESCOPIC SIGHT: Double The first time you try to sleep after the Handler what happens.
base range if your Agent Aims. suffering temporary insanity or gaining
3-ROUND BURST: Kill damage
The Cost of
• a new disorder you must make a SAN
10%, one target. test to get any rest.

Dedication
• 10-ROUND SPRAY: Kill damage
10%, Kill Radius 2 m. SEDATIVES: Alcohol or sleeping pills
• FIRST AID: Restores 1D4 HP. At 0 grant a +20% bonus to the SAN test
HP, it helps if the Handler says so. to get to sleep. If the test fails anyway If you chose any pursuit except “Fulfill
• SURGERY OR MEDICINE: your Agent is sick the next day, at a Responsibilities,” choose one Bond
Restores 1D4 HP once a week. –20% penalty to all tests. Frequent and roll SAN. Failure: −1 from the
• REST: CON×5 daily to heal 1 HP. use makes addiction likely as your Bond. Describe how your Agent fails
Agent’s next disorder. to sustain the relationship.
delta-green.com
Agent Name: Code Name or Alias:

Profession: Nationality:

Sex: Age: Education:

STATISTICS SCORE ×5 WHAT OTHERS NOTICE BONDS SCORE


Strength
Constitution
Dexterity
Intelligence
Power
Charisma
DERIVED ATTRIBUTES MAXIMUM CURRENT
Hit Points (HP) MOTIVATIONS AND MENTAL DISORDERS
Willpower Points (WP)
Sanity Points (SAN)
Breaking Point (BP)
INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
Violence: o o o adapted Helplessness: o o o adapted

SKILLS

o Accounting (10%) o First Aid (10%) o Science (0%):


o Alertness (20%) o Forensics (0%) o Search (20%)
o Anthropology (0%) o Heavy Weapons (0%) o SIGINT (0%)
o Archeology (0%) o History (10%) o Stealth (10%)
o Art (0%): o HUMINT (10%) o Surgery (0%)
o Artillery (0%) o Law (0%) o Survival (10%)
o Athletics (30%) o Medicine (0%) o Swim (20%)
o Bureaucracy (10%) o Melee Weapons (30%) o Unarmed Combat (40%)
o Computer Science (0%) o Military Science (0%): Unnatural (0%)
o Craft (0%): Foreign Languages and Other Skills:
o Criminology (10%) o Navigate (10%) o
o Demolitions (0%) o Occult (10%) o
o Disguise (10%) o Persuade (20%) o
o Dodge (30%) o Pharmacy (0%) o
delta-green.com

o Drive Auto (20%) o Pilot (0%): o


o Drive Heavy Machine (10%) o Psychotherapy (10%) o
o Firearms (20%) o Ride (10%) o
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
delta-green.com
PHYSICAL INJURIES AND AILMENTS

scan for more


Has First Aid been attempted since your last injury? o yes: only Medicine, Surgery, or long-term rest can help further

ARMOR AND EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.

BASE ARMOR KILL KILL


WEAPON SKILL % RANGE DAMAGE PIERCING DAMAGE RADIUS SHOTS






PERSONAL DETAILS AND NOTES NOTES FOR THE NEXT ‘HOME’ SCENE

Bonds damaged, injuries suffered, disorders gained and


their sources, legal or professional trouble, etc.

SPECIAL TRAINING SKILL OR STAT USED


_________________________ ________________________
_________________________ ________________________
_________________________ ________________________
_________________________ ________________________
_________________________ ________________________
_________________________ ________________________

What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?

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