Delta Green 1 DELTA GREEN the ROLE­PLAYING GAME

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Delta Green 1 DELTA GREEN the ROLE­PLAYING GAME Delta Green 1 DELTA GREEN THE ROLE­PLAYING GAME Beta Playtest v.4 This is not the complete book. These are the core rules in progress. A few elements may change before press time. Written by Dennis Detwiller, Shane Ivey, and Greg Stolze, © 2015, with assistance from Hans-Christian ​ ​ ​ Vortisch (chases, combat, equipment), Chris Gunning (career options), Giles Hill, Gil Trevizo, Jonathan Turner, and many other extraordinary people. Special thanks to Agent Nancy (aka Myra Jean Qualls Elder, ​ Ph.D.), for notes and inspiration in the rules for Sanity and Bonds. Some elements are Open Gaming Content. We’ll specify those upon publication. ​ ​ Published by Arc Dream Publishing in arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is and © the Delta Green Partnership, who has licensed its use here. The ​™ ​ ​ ​ contents of this document are © the authors, excepting those elements that are components of the Delta ​ ​ Green intellectual property. This manuscript is intended for private use in playtesting by arrangement with Arc Dream Publishing and the Delta Green Partnership. You may share it with fellow playtesters, but please do not post it online or give it away without permission. For more information contact [email protected]. ​ ​ HELPFUL DOWNLOADS: ● Rules cheatsheet and blank character sheet (updated 28 SEP 2015) ​ ​ ● Quickstart Guide with short adventure and ready-to-play characters (updated 6 OCT 2015) ​ ​ WWW.DELTA­GREEN.COM Delta Green 2 CONTENTS Dear Cind OVERVIEW The World of Delta Green The Unnatural in the Modern Era What Is Delta Green? Potential Recruits Mission Briefing On the Ground Retirement The Fundamentals of a Delta Green Game Investigation and Uncertainty Suspense and Horror Violence and Moral Choices Sanity and Comprehension Keeping Secrets Personal and Professional Consequences How The Game Is Played Your Agent in the Game The Handler In the Back Seat AGENTS What Makes an Agent When, Where, Why Agent Creation Detailed Description: Statistics What the Numbers Mean Detailed Description: Derived Attributes Detailed Description: Profession Bonus Skill Points List of Professions Anthropologist or Historian Computer Scientist or Engineer Federal Agent Physician Scientist Special Forces Option: Bonus Skill Point Packages Detailed Description: Skills Base Rating Skill List How Skills Work Common Knowledge Uncommon Knowledge No Skill for Libraries Improving Skills Skill Descriptions Accounting Alertness Anthropology Archeology Delta Green 3 Art (Type) Artillery Athletics Bureaucracy Computer Science Craft (Type) Criminology Criminal Profiling Demolitions Disguise Dodge Drive Auto Drive Heavy Machine Firearms First Aid Foreign Language Forensics Heavy Weapons History HUMINT Law Medicine Melee Weapons Military Science (Type) Navigate Occult Persuade Interrogation Torture ‘Truth’ Drugs Pharmacy Pilot (Type) Psychotherapy Ride Science (Type) Search SIGINT Stealth Surgery Survival Swim Unarmed Combat Unnatural Detailed Description: Bonds Defining Bonds Bonds With Groups or Individuals Broken Bonds A Special Bond: Delta Green Detailed Description: Finishing Up Damaged Veterans Why Are You Here? Example: Yusuf Massim Face Games Using Skills Delta Green 4 Using a Skill Without Rolling When to Roll Dice for a Test If You Don’t Have the Skill Using a Stat Bonuses and Penalties Who Rolls? Success and Failure Critical Success Success Failure Fumble The Luck Roll Time Required Opposed Tests Willpower Exhaustion Sleeplessness and Drugs The Last Go Round The Turn Multiple Actions Attack Rolls Ranged Combat Hand-to-Hand Combat Criticals and Fumbles In Combat Attack Modifiers Surprise Attacks Damage Healing Recovering Stat Points Kill Damage Kill Radius Suppression Optional Rule: Suppression Without Kill Damage Selective Fire Blowing Things Up Why Kill Damage? Protection in Combat Fragile Exposed Armored Huge Transcendent Combat Protection Summary Dealing Damage Around Armor or Cover Armor Piercing Weapons Other Threats Falling Impact Suffocation Fire Cold Poison and Disease Sample Poisons Sample Diseases Delta Green 5 The Aftermath Group SANITY Rules of Thumb for SAN Loss Optional Rule: Keep SAN Secret The Moment of Loss SAN Threats: Violence, Helplessness and the Unnatural Violence Helplessness The Unnatural Temporary, Indefinite and Permanent Insanity Temporary Insanity Indefinite Insanity Acute Episodes Examples of Indefinite Insanity From Violence Examples of Indefinite Insanity From Helplessness Examples of Indefinite Insanity From the Unnatural Permanent Insanity Resisting Insanity Adapting to SAN Loss Projecting onto a Bond Repressing Insanity Recovery Therapy or Home Life Destroying the Unnatural Emily Sleeps HOME Personal Pursuits The Cost of Dedication EQUIPMENT Weapon Stats Tear Gas and Pepper Spray Stun Grenades Electroshock Weapons Firearms Pistols Shotguns Submachine Guns Rifles, Assault Rifles and Sniper Rifles Light Machine Guns Armor Piercing Ammunition Hollow-Point Bullets Sights Concealed Weapons Suppressors Heavy Weapons Hand-to-Hand Weapons CAREER OPTIONS Work Performance Other Professions Author, Editor or Journalist Criminal Firefighter Foreign Service Officer Delta Green 6 Intelligence Analyst Intelligence Case Officer Lawyer or Business Executive Nurse or Paramedic Pilot or Sailor Police Officer Soldier or Marine Option: Building a New Profession Delta Green 7 DEAR CIND Dear Cind, I fucked up. What can I possibly write? How do I get it all across? I should've told you everything when it happened. I should have said—what? Fuck. I don't know. This? Hey Cind, how are you! A bunch of guys put these worms in themselves. They're not normal worms. They're from somewhere outside all of this. Okay, got it? And these guys were robbing banks, and I was trying to find them. It was great. We had a map and everything. Phone records. Names. We followed them and photographed them and got ready for the raid. And then one day—Cind, you won't believe this. One day I woke up naked, covered in Vaseline, bleeding and sprawled at the bottom of an empty pool in an abandoned YWCA in Detroit. Remember the night of the twenty voicemails? Well, that's where I was. I wasn't dead, shot on some raid. I wasn't cheating. I didn't tell you then. I'm sorry. I lied. So, here I am coming clean. These worms, they start out small. They crawl in your gut and grow, and they shit the Philosopher's Stone, and you live forever. Sounds great, right? Only it's not. I've seen what's left of a body when these things are done with it. They breed and you explode like a party favor filled with rotting guts and flailing worms. I've SEEN this happen. There's a worm in me now. I'm not going to wait around for it. And I see now, I can't write anything to you about it. I'm sorry, Cind. I'm very sorry. I still love you. Delta Green 8 OVERVIEW Players come to Delta Green for all kinds of reasons. They’re eager to solve a mystery, kill a villain or ​ ​ ​ ​ destroy a monster. These outcomes are never simple. Sometimes even seeing the threat in a Delta Green ​ ​ ​ operation is enough to annihilate a group of agents. So consider this overview a warning. ​ Delta Green is about fear. ​ ​ It may seem to be about other things from time to time. About manipulation. About power. About control. ​ It has all these things, but that’s not what it’s about. ​ ​ ​ ​ ​ ​ It lies. ​ Delta Green is about an agent, alone and off the record, breaking into an old woman’s house in ​ ​ ​ Brooklyn because for a split­second she cast the shadow of a hunched, monstrous thing with jaws like a jackal. Delta Green is about two women who pulled off the heist of the Mayan Codex from the American ​ ​ Museum of Natural History—an operation six months in the planning—only to burn it in a pyre of gasoline and wood in an abandoned field, mourning their lost teammates whom it drove to madness. Delta Green is about watching from the Blackhawk jumpseat as something bigger than the forest ​ ​ snatches your strike team’s helicopters from the air like flies. ​ ​ Delta Green is not about guns. ​ ​ Delta Green is not about a bug hunt. ​ ​ Delta Green is not about understanding. ​ ​ ​ ​ Delta Green is about the end. ​ The end of everything. Your family, everyone you know, your country, all life on Earth. It’s about the end ​ ​ ​ of everything and your place in it. Because you’ll end, too. That’s what the fear is about. That’s what the ​ ​ ​ ​ ​ ​ game is about. Delta Green is about the end of everything—and how much of it you’ll live to see. ​ ​ ​ ​ Welcome. THE WORLD OF DELTA GREEN Delta Green is a covert group inside the United States federal government. Its mission is to investigate, contain, and conceal unnatural events, because the unnatural is real and it kills. The world of Delta Green is ​ ​ ​ ​ like our own, but beyond the edges of reality are powers that outstrip the human mind’s capacity for ​ ​ understanding. Sometimes those powers bleed through into our world and destroy everything they touch. Agents of Delta Green have limited knowledge of these forces. If you’re an agent, it is likely you have ​ ​ ​ ​ experienced the unnatural at least once. This inciting event is likely what brought you to the attention of Delta Green in the first place. A few know more. They suffer that knowledge like a cancer of the mind. Sometimes it’s better to know just enough to get the job done, and nothing more. That’s the first rule of ​ ​ ​ ​ Delta Green. THE UNNATURAL IN THE MODERN ERA In a world of smartphones and instantaneous communication, how can the secret of the unnatural ever be kept? The answer is simple. It doesn’t have to be kept because it keeps itself. ​ ​ ​ ​ ​ ​ ​ First, the genuinely unnatural is rare, and unnatural events that destroy more than a few human lives at ​ ​ ​ ​ a time are extremely rare.
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