Delta Green Need To Know (8518298)

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// Need to Know //

Who knows the end? What has risen may sink, and what has sunk may rise. Loathsomeness
waits and dreams in the deep, and decay spreads over the tottering cities of men.
H.P. Lovecraft

Delta Green: Need to Know is 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, which has
licensed its use here. Written by Shane Ivey based on rules by Dennis Detwiller,
Shane Ivey, and Greg Stolze, 2016. Last Things Last written by Bret
Kramer with Shane Ivey, 2016. Illustrated by Dennis Detwiller, 2016.
Graphic design by Simeon Cogswell. Edited by Lisa Padol. All rights reserved
worldwide. Permission granted to copy, print, or otherwise reproduce pages
13, 14, 2031, and 48 for personal use. Updated: 13:46 CST, 9 MAR 2016.
THIS IS A WORK OF FICTION.

Product Identity: The following items are hereby identified as Product


Identity, as defined in the Open Gaming License Version 1.0a, Section
1(e), found on page 2 of this book, and are not Open Game Content: the
intellectual property known as Delta Green; all trademarks, proper names,
artwork, trade dress; and all text not explicitly identified as Open Game
Content. Open Game Content: Game mechanics on pages 6, 1118, and
3339 are Open Gaming Content under the terms of the Open Game License
Version 1.0a, Section 1(d), found on page 2 of this book.

For Delta Green books and games, please visit: www.delta-green.com

Published by Arc Dream Publishing


12215 Highway 11, Chelsea, AL 35043, USA
www.arcdream.com

ISBN 978-1-940410-20-3

Printed in China
// OPEN GAME LICENSE Version 1.0a //
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this License, the Contributors grant You a perpetual, worldwide, roy- Christopher Gunning, Shane Ivey, and Greg Stolze.
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// Contents //
Welcome to Delta Green.................................................................. 4
What You Need........................................................................... 6
How to Be a Player...................................................................... 7
How to Be the Handler................................................................ 8
Example of Play........................................................................... 9
What Is an Agent?.......................................................................... 10
The Character Sheet................................................................... 11
Blank Character Sheet................................................................ 13
Creating an Agent...................................................................... 16
Sample Characters...................................................................... 19
Game System.................................................................................. 32
Combat...................................................................................... 34
Damage And Death.................................................................... 35
Sanity
........................................................................................ 36
Insanity...................................................................................... 37
Preserving Sanity........................................................................ 38
Willpower.................................................................................. 39
Bonding With Delta Green......................................................... 39
Home
........................................................................................ 39
Last Things Last............................................................................. 40
// Welcome to Delta Green //
// Delta Green: Need to Know // // Welcome to Delta Green //

Delta Green is a role-playing game about The Operation


cosmic terror and deadly conspiracy. Its about men There are many Delta Green operations already writ-
and women making awful choices and doing terrible ten, some freely available online and some available
things to prevent far worse horrors: incursions of for purchase. Theres one, Last Things Last, at the
unnatural forces that infect and destroy humanity. end of this very book.
Delta Green is a game about fear. About seeing The Handler needs to read an operation tho-
the horrors to come and choosing to stand against roughly to be ready to run it. Only the Handler
them. This book provides everything you need to play. should read the operation!
More detailed rules can be found in the core Delta Many Handlers create their own operations from
Green rulebook and in the Agents Handbook, which scratch. The Delta Green core rulebook includes
is a rulebook that includes only material necessary for many suggestions and guidelines to make that easy.
players.
The Result
A Role-Playing Game As the Handler describes unnatural terrors and the
Delta Green is played by a handful of friends around players describe their Agents reactions and investiga-
a table or in an Internet conference. One player is the tions, a narrative emergesa tale of secrets and dread,
Handler, responsible for presenting and managing of deep horror and terrible consequences. Thats Delta
the game. The other players take the role of Agents Green.
of a secret organization called Delta Green. Agents
investigate horrors described by the Handler. As an
Agents player, you describe how your Agent acts and
reacts, what your Agent says and does. The Handler
describes what happens next. The goal is to become
so immersed in your Agents imagined experiences
that the real world drops away and you can feel the
chill of unnatural horror.

The Handler
The Handler is the emcee, referee, host,
and narrator. If youre the Handler,
your job is to present a mystery to the
players, some terrible event that their
Agents must investigate, a horrific
threat that they must thwart, as well as
the consequences if they fail. You take
the roles of all other characters that
Agents encounter. Its also your job
to present clues that lead the Agents
deeper into the mystery, and to make
sure that overlooking an import-
ant clue doesnt leave the players
stymied.

5
// Welcome to Delta Green // // Delta Green: Need to Know //

What You Need Percentile Dice (1D100)


Actions in Delta Green are resolved using percentile
With this book and the Handlers Screen that comes dice. That means you roll 2D10 (two ten-sided dice)
with it, you have everything you need to play Del- to get a number from 1 to 100. Before you roll, desig-
ta Green. In this book youll find rules for creating nate one die as the tens digit and the other as the ones
Agents, six sample Agents, a fully playable version digit. A zero (0) on the tens die counts as zero except
of the core rules, and an operation ready to play. On when the ones die is also 0; then the 0 on the tens die
the Handlers Screen youll find useful charts and counts as 10. For example:
tables to enhance your game.
You also need pencils to record changes to your The tens die comes up 0 and the ones die
character sheet, scratch paper to draw sketches and comes up 3: 03, or 3.
take notes, and dice. The tens die comes up 3 and the ones die
Delta Green uses polyhedral dice common to comes up 0: 30.
tabletop role-playing games: four-sided, six-sided, Both dice come up 0: 100.
eight-sided, ten-sided, twelve-sided, and twenty-sided. The tens die comes up 6 and the ones die
The game plays best when you have a few of each on comes up 2: 62.
the table. Or you can find automated dice rollers on
the Web and as mobile apps. (For iOs users we recom-
mend an app called Mach Dice by MachWerx.)

Rolling the Dice


When the rules need you to roll dice, they use a parti-
cular nomenclature to save time and space: #D#, as
in 1D8 or 4D6. The first number is the number
of dice. The D stands for dice with the following
number of sides. The second number is the number
of faces on the die. 1D8 means roll one eight-sided
die. 4D6 means roll four six-sided dice. Sometimes
you add or subtract a number from the roll. If it says
1D6+2, that means roll one six-sided die and
add two to the result.

6
// Delta Green: Need to Know // // Welcome to Delta Green //

How to Be a Player Respect the Mood


Mood is everything! Enjoy the bleak humor that often
A Delta Green game begins with the Handler asking comes from seeing the trouble that Agents fall into,
the players to introduce their Agents. Describe what but dont let your eagerness to get a laugh ruin the
your Agents day-to-day life is like: work, friends, suspense and the chill of confronting cosmic terrors.
family, the mundane but critical things your Agent is
willing to die for. The Handlers next job is to in- Work With the Other Players
troduce the operation: the events that will lead your As a role-playing game, Delta Green is social. How
Agent to confront unnatural horror. you behave at the table affects how everyone en-
As a player, you speak in your Agents voice and joys the game. The same social rules apply here as
work with your friends at the table to make sure its a in any conversation.
game that everyone enjoys. Dont talk over other players and dont try to
keep all the attention. Offer ideas and suggestions,
Describe Your Agents Actions but dont tell people theyre doing it wrong.
First and foremost, listen to the Handler and react to Avoid arguments. If you disagree with another
what he or she says. The Handler is your window into players decision or the Handlers interpretation of
your Agents world. Ask questions. Describe how your the rules, let it slide. If you think its critical, talk to
Agent reacts. The Handler says what happens next. the Handler about it.
Sometimes you want your Agent to do things that
may not succeed. This is likely in a crisis or emergency Trust the Handler
when events spiral out of control. The Handler may Youre both here for the same reason: a suspenseful,
ask you to roll dice. Roll well, and achieve what you horrifying game of Delta Green.
wanted. Fail, and you dont. Either way, the Handler
takes that into account to describe what happens next.

Respond Quickly
Dont let the game bog down while you
decide the best way out of a bad situation.
Act on your Agents instincts. Keep the
game moving.

Speak for Your Agent


One way to immerse yourself in a game
like Delta Green is to speak in your Agents
voice. Think like your Agent, take on man-
nerisms youve invented for your Agent, and
imagine the horrors of the game from your
Agents point of view. If things get too intense,
take a break. But remember that you and the
other players are here for a horror game.

7
HOW TO BE THE HANDLER

The Handlers job is harder than playing an Agent, but it can be far more rewarding.
The best Handler has an active imagination, good judgment, a willingness to improvise,
and a keen sense of mood and timing. But even if youve never run a role-playing game
before, you can run Delta Green.

MAINTAIN THE MOOD

Delta Green is a horror game, and not just any kind of horror. Its about Lovecraftian
cosmic terror. Its about confronting threats beyond human comprehension. Its about
the end of humanity and the struggle to keep it at bay just a little longer. The more you
evoke that mood at the table, in large ways and small, the more memorable and thrilling
the game will be. Constantly look for ways to reinforce a sense of the Agents isolation
and vulnerability in a predatory world.

PRESENT A VIVID WORLD

The players Agents act in an imagined world that is, in most respects, like our own. If
you say theyre in a downtown warehouse, the players will already know what you mean.
Be sure to fill in details to help bring that world to life. Is the warehouse dusty from
disuse? Is it stifling hot from the summer heat, or shakily cold from the winter snow?
Is it crowded with pallets and machinery and crates, or is it an empty cavern? Help the
players see the world through their Agents eyes.

PORTRAY INTERESTING CHARACTERS

Present every non-player character (NPC) as a fully realized human being. Every
character has an agenda that the Agents must try to discern. Even if a character
is featured for only a few minutes, he or she should feel real and interesting. If a
character is dull, take a moment to put yourself in that characters head and figure
out how he or she would respond to the games events and the Agents actions. This
is especially important for characters who are the least sympathetic, such as people
who willingly embrace unnatural horrors to get what they want. Not even the most
murderous cultist sees himself as a villain. If you can make the players sympathize
with their enemies, the terrors of Delta Green become more pronounced.

INTERPRET THE RULES FAIRLY

Sometimes theres disagreement about how a rule should work. When necessary, its the
Handlers job to act as referee. You need to learn the rules, and be willing to make a
judgment call in order to keep things moving. Never forget that you and your friends
are at the table to have a good time playing a scary game. Make sure you hear what
the players have to say. If you overrule someone, be patient and respectful. Earn the
players trust and keep it. But always err on the side of fear.
// Delta Green: Need to Know // // Welcome to Delta Green //

Example of Play TABITHA: I told you we should leave!


HANDLER: Its like crumbled plaster, wood chips,
Amber is playing FBI Special Agent Cornwell. Tabitha viscera and bone all adhering to an invisible shape. It
is playing Dr. Palmer, an anthropology professor who rises up into some indefinable pattern. Make a SAN
advises the FBI on unusual cases. Cornwell and Palm- roll. Lose 1D6 if you succeed or 1D10 if you fail.
er belong to Delta Green. AMBER: I roll95. Shit. OK, the 1D10 says 8.
Cornwell and Palmer are seeking the hide-out of HANDLER: Thats enough to go temporarily
a cult that seems to have ties to unnatural, inhuman insane.
forces. They figured out that it was someplace down- AMBER: I can reduce the SAN loss by projecting
town, in a bad part of the city. Then they heard on a onto a Bond,right? Im doing this for my kids!
police scanner that two cops were going to a derelict, HANDLER: Sure you are. Roll 1D4. Take that
downtown tenement for a complaint of screams and much off your Willpower Points, off the Bond, and off
weird noises. The Agents drove there fast and went the SAN loss.
inside. AMBER: I rolled2. Come on! OK, so I spend 2
HANDLER: Its all run-down and water-damaged. WP and take 2 off the Bond with the kids. I guess Im
It stinks of mold. Its very quiet and dark. going to be a worse parent after this. And it reduces
TABITHA: Im looking for anything strange. the SAN loss to 6.
HANDLER: Things are quiet and under control HANDLER: Thats still enough loss for temporary
right now, so you dont need to roll. Your Search skill insanity. You lose control. Palmer, you come around
is at least 40%, right? In the second tenement, you the corner and see all this horror. Ill get to your SAN
find especially weird graffiti. loss in a minute. You see Cornwell scream and raise
TABITHA: Weird, how? I have Anthropology at up the shotgun to fire. But Cornwell, your Dexterity
70% and Occult at 80%. is 11, right? Thats lower than thethingsso it goes
HANDLER: Its pictorial, almost like a cave paint- first. It has a 50% chance to hit and rolls12.
ing but with spray-paint. You recognize human figures AMBER: Can I Dodge?
inside a blocky shape. Maybe a building. Theyre HANDLER: Youre insane, remember? Sorry,
dancing around a crazy black shape. Its drawn like youre trying to shoot. Its damage roll isouch. 17.
the artist was having a seizure. AMBER: What?!
AMBER: I keep going. We need to find the cops. HANDLER: Yeah.
HANDLER: Further in, the air starts to smell AMBER: OK, I can take off 3 for my body armor.
worse. Like blood and sewage. Thats still 14 damage. I only have 12 Hit Points.
TABITHA: We should leave. HANDLER: Yeah. Palmer, you see the weird shape
AMBER: No! Where are the damn cops? slam into Cornwell like a snake striking. That cuts
HANDLER: You find them two doors down, in a off her screams instantly. She just falls apart. Theres
living room where the floor has caved in. One is on blood everywhere. Some of her adheres to the other
his stomach, covered in blood. You think hes breath- gore and debris around the shape. The rest of her
ing. The other iseverywhere. Its like she exploded. spatters all over you and the room. The shape takes
Make a Sanity roll. Lose 1D6 SANSanity Pointsif on some new, inscrutable configuration for an instant.
you fail. Then it turns toward you. Roll SAN.
AMBER: Jesus. No kidding. I have 60 SAN and I TABITHA: Uh. Yeah. I roll 20. Success.
rolled48. Success. OK, I yell out, Palmer! HANDLER: OK. Ill roll for how much you lose.
TABITHA: I run over. Dont ask me why. Only 4! Lucky you. What do you do?
AMBER: I pull the live one out of there.
HANDLER: Something erupts from the wreckage.

9
// What Is an Agent? //
// Delta Green: Need to Know // // What Is an Agent? //

Delta Green revolves around Agents. The Sex and Age


rules define Agents in great detail to help the players Delta Green mostly recruits Agents in their thirties,
bring them to life. old enough to be established in challenging careers.
Most Agents stay in the group until retirement age
The Character Sheet if they live that long. If your Agent is younger, what
special skills or circumstances brought him or her into
Take a look at the character sheet on pages 13 and 14. the group? If older, what causes your Agent to stay?
All the ingredients of an Agent are there.
Education and Occupational History
Name Most Agents are in professions that require higher
Whats your Agents name? Delta Green games are education, a bachelors degree or a graduate degree.
most effective when they feel grounded in the real Describe an education that fits your Agents skills.
world, so make the name sound real. Avoid clichs
and silliness. Statistics
Six statistics (stats) define what your Agent is good
Profession or bad at in very broad terms: Strength (STR), Con-
This is your biggest decision. Profession determines stitution (CON), Dexterity (DEX), Intelligence (INT),
your Agents skills, role in an operation, and some- Power (POW), and Charisma (CHA). They indicate
times the resources your Agent can bring to bear by overall qualities, not specific training. Each has a
requisitioning equipment. A handful of core profes- score from 3 to 18. Most human adults have 10 or 11
sions are most frequently seen among Agents: Anthro- in each. Stats lower than 6 or higher than 15 are rare.
pologist or Historian, Computer Scientist or Engineer, Each stat has space for its 5 rating. Multiply
Federal Agent, Physician, Scientist, and Special Opera- the stat by 5 and fill in that number. Thats the percent
tor. Many other professions are described in the Delta chance that your Agent can use the stat successfully in
Green core rulebook and the Agents Handbook. a crisis.
Each stat has a space for Distinguishing Fea-
Employer tures. If the stat is below 9 or above 12, it stands out
Which agency or company does your Agent work for? in some way. Write an adjective or a short description
Include your Agents job title or rank if appropriate. to illustrate it. If INT is 15 you might write Very
clever, for example.
Nationality
The Delta Green organization exists within the U.S.
government, so most most Agents are American. But
if your game is set in another country, your Agents
could be local, unofficial friendlies who conduct
Delta Green operations with the guidance of a Delta
Green control officersomeone from the CIA or the
militaryplayed by the Handler.

11
// What Is an Agent? // // Delta Green: Need to Know //

Derived Attributes Skills


Derived Attributes are point values that change. Hit A skill is a body of specialized knowledge that takes
Points (HP) indicate physical health. Willpower Points months or years to learn and decades to master. Each
(WP) indicate mental fortitude and drive. Sanity skill has a percentile rating, from zero to 99. Thats
Points (SAN) indicate a connection with humanity your Agents percent chance of using the skill in a crisis.
and reality as most people perceive it. The Breaking The skills are defined in detail in the Delta Green
Point is the exact point of SAN at which your Agent core rulebook and the Agents Handbook. Theyre
has been worn down enough by trauma to develop a self-explanatory with a few exceptions:
new, long-term mental disorder. If SAN reaches that
point or below, subtract your Agents POW from the Craft is the mastery of some difficult trade such
new SAN. Thats your Agents new Breaking Point. as electronics, carpentry, or plumbing.
HUMINT is human intelligence, the study and
Bonds deciphering of behavior and motivations.
A Bond represents the most important human re- SIGINT is the skill of encryption, decryption,
lationships in your Agents life. Its either a specific and signals intelligence.
person (spouse; son or daughter; best friend) or a The Unnatural skill indicates knowledge of
group of people who are tightly enough bound that Things Man Was Not Meant to Know, the most
your relationship with one affects your relationships awful secrets of reality.
with the others (the platoon from the war; spouse and
kids; support group). What Skill Ratings Represent
Each Bond has a score that begins equal to your Every skill has a base value in parentheses, like Ath-
Agents Charisma stat. When a Bonds score falls, that letics (30%). Every Delta Green Agent starts with at
relationship suffers. Demanding professions allow least that much of the skill. Having a skill above the
fewer Bonds. base value reflects unusual training and experience.

Motivations and Mental Disorders Skill Rating Amount of Training


Your Agent starts with five motivations: personal 1%19% Dabbler (assuming the skill started at 0%)
beliefs, drives, or obsessions. Motivations arent as 20%29% Hobbyist
powerful as Bonds, so they dont have scores. Bring 30%39% Basic training or a college minor
them up in play to show what motivates and supports 40%59% Years of experience or a college major
your Agent and makes life worth living. 60%79% Decades of experience or a grad degree
Each time SAN hits the Breaking Point, replace a 80%99% A lifetimes mastery
motivation with your Agents new mental disorder.

Incidents of SAN Loss Without


Going Insane
There are three check-boxes each for Violence and
Helplessness. They track how close your Agent is to
becoming psychologically adapted to that kind of
trauma. If your Agent loses 1 or more SAN due to
Violence or Helplessness but doesnt go insane, mark
the appropriate check-box. If your Agent goes insane
due to that type of trauma, erase all the marks. See
ADAPTING TO SANITY LOSS on page 38 for details.

12
PERSONAL DATA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)

3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY


F M

8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR)

Constitution (CON)

Dexterity (DEX)

PSYCHOLOGICAL DATA
Intelligence (INT)

Power (POW)
STATISTICAL DATA

Charisma (CHA)

9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP)

Willpower Points (WP)

Sanity Points (SAN)

Breaking Point (BP)

10. PHYSICAL DESCRIPTION


13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

Violence adapted Helplessness adapted

Accounting (10%) First Aid (10%) Ride (10%)

Alertness (20%) Forensics (0%) Science (0%):

Anthropology (0%) Heavy Machinery (10%)

Archeology (0%) Heavy Weapons (0%) Search (20%)

Art (0%): History (10%) SIGINT (0%)

HUMINT (10%) Stealth (10%)

Artillery (0%) Law (0%) Surgery (0%)


APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) Melee Weapons (30%) Swim (20%)

Computer Science (0%) Military Science (0%): Unarmed Combat (40%)

Craft (0%): Unnatural (0%)

Navigate (10%) Foreign Languages and Other Skills:

Criminology (10%) Occult (10%)

Demolitions (0%) Persuade (20%)


THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%)

Dodge (30%) Pilot (0%):

Drive (20%)

Firearms (20%) Psychotherapy (10%)

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.
INJURIES 14. WOUNDS AND AILMENTS

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

15. ARMOR AND GEAR


EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a)

(b)

(c)

(d)

(e)

(f)

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
REMARKS

19. SPECIAL TRAINING SKILL OR STAT USED


THIS IS A WORK OF FICTION

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
// Delta Green: Need to Know // // What Is an Agent? //

Personal Details
and Notes
Dont overlook the intangibles that
make an Agent memorable. Whats
something admirable about your
Agent? Whats something that people
often dislike about your Agent? What
brought your Agent to Delta Green?
Why does Delta Green trust your
Agent? Why does your Agent help
Delta Green despite the terrible risks?

Developments
Which Affect
Home and Family
If your Agent gets in trouble at
Wounds and Ailments work, suffers a reduction in a Bond, gains a new
If your Agent is hurt, make a note here. Describe the disorder, suffers a permanent injury, or undergoes any
repercussions as you play. Give enough details to other major change, make a note of it here. Explore
make it interesting. the details and ramifications between operations.

Armor and Gear Special Training


The Handler may assume that your Agent has what- Some bodies of knowledge are not common to every
ever gear is typical for the Agents profession. Write Agent but dont require the extensive commitment
specific items here. If your Agent wears armor, write of skills. Your Agent might know how to use lock-
down its Armor Points value from the Delta Green picks without years of training in Craft (Locksmith),
core rulebook or the Agents Handbook. for example.
Each kind of special training is based on an
Weapons existing stat or skill: DEX for lockpicking, Swim for
Skill % is your Agents skill with that kind of wea- SCUBA gear, Athletics for parachuting or for throw-
pon. Copy it from the front of the sheet: Firearms, ing hand grenades, and so on.
Heavy Weapons, Melee Weapons, Unarmed Combat, If the Handler says your Agent has a particular
or whatever applies. kind of special training, write it in one of the spaces
Get the other entries from the Delta Green core along with whatever skill or stat applies.
rulebook or the Agents Handbook. Base Range is
the distance at which your Agent can use it without a
penalty that reduces your Agents skill. Damage is
the amount it reduces the targets Hit Points. Armor
Piercing is the amount it reduces the targets Armor
Points. Lethality is the chance for a heavy weapon
to kill a target outright. Kill Radius is how far
Lethality reaches.

15
// What Is an Agent? // // Delta Green: Need to Know //

Creating an Agent Calculate Derived Attributes


The derived attributes are based on stats, so theyre
A new Delta Green Agent takes only a few minutes to easy to figure out.
create.
Hit Points (HP): The average of STR and CON
Choose a Profession (round up).
What kind of character do you want to play? If youre Willpower Points (WP): Equal to POW.
most interested in exploring strange cultures and Sanity Points (SAN): Equal to POW 5.
ancient history, play an Anthropologist or Historian. Breaking Point: Equal to SAN minus POW.
If youre most interested in criminal investigations
and uncovering cults and conspiracies, play a Federal Example: An Agent with STR 12, CON 13, and
Agent. If you love tech, play a Computer Scientist POW 14 would have 13 HP, 14 WP, 70 SAN, and a
or Engineer. If you like the gory details of what the Breaking Point of 56.
unnatural does to human anatomy, play a Physician.
If youre interested in figuring out weird manifesta-
tions, play a Scientist. If you want to play a soldier
with extensive training for the War on Terror, play a
Special Operator. Think up the details as you go. Does
your Federal Agent work for the FBI, the DEA, the
U.S. Marshals, or some other agency? Is your Scientist
a university professor or an EPA specialist? Is your
Physician a surgeon, a pathologist, or something else?
Ask the Handler whether any particular professions
are appropriate.

Choose Statistics
Create your Agents stats to suit the profession. If
youre playing a Physician, you probably want a
high INT; a Special Operator needs a high CON. (Of
course, you could make the CON low and say an in-
jury forced your Agent to retire.) Federal Agents need
to be well-rounded. Pick one of the following sets of
numbers and assign each score to one stat.

Stat 1 Stat 2 Stat 3 Stat 4 Stat 5 Stat 6


13 13 12 12 11 11
15 14 12 11 10 10
17 14 13 10 10 8

16
// Delta Green: Need to Know // // What Is an Agent? //

Name Bonds Determine Professional Skills


Profession determines how many Bonds your Agent Each profession comes with a set of skills. Write
gets. Describe each Bond. At this early stage, Bonds down their values on the character sheet. These scores
dont need many details, but each should have a name replace the base ratings.
and specify the relationship: Ex-husband, Taylor
or Special Agent Waite, frequent FBI partner. Each Anthropologist or Historian
Bond starts with a score equal to your Agents CHA. Anthropology 50% or Archaeology 50%
If your Agents CHA goes down, each Bond drops the Bureaucracy 40%
same amount. Foreign Language (choose one) 50%
Foreign Language (choose another) 30%
Number of Bonds History 60%
Anthropologist or Historian: 4 Occult 40%
Computer Scientist or Engineer: 3 Persuade 40%
Federal Agent: 3 Choose any two of these that you dont already have:
Physician: 3 Anthropology 40%
Scientist: 4 Archeology 40%
Special Operator: 2 HUMINT 50%
Navigate 50%
Bond Examples Ride 50%
Spouse or ex-spouse Search 60%
Son or daughter Survival 50%
Favored parent or grandparent
Best friend Computer Scientist or Engineer
Long-time coworker or partner Computer Science 60%
Psychologist or therapist Craft (Electrician) 30%
Spouse and children Craft (Mechanic) 30%
Parents Craft (Microelectronics) 40%
Siblings Science (Mathematics) 40%
Colleagues in an intense, difficult job or calling SIGINT 40%
Church or support group Choose any four of these that you dont already have:
Fellow survivors of a shared trauma Accounting 50%
Bureaucracy 50%
Define Motivations Craft (choose one) 40%
Other than Bonds, what makes your Agent tick? Foreign Language (choose one) 40%
Intellectual curiosity? The love of a devoted pet? A Heavy Machinery 50%
passionate hobby? Something else? Write down moti- Law 40%
vations as your Agents personality emerges during the Science (choose one) 40%
game. An Agent can have up to five. Each time your
Agent hits the Breaking Point, remove a motivation as
a symptom of the trauma.

17
// What Is an Agent? // // Delta Green: Need to Know //

Federal Agent Scientist


Alertness 50% Bureaucracy 40%
Bureaucracy 40% Computer Science 40%
Criminology 50% Science (choose one) 60%
Drive 50% Science (choose another) 50%
Firearms 50% Science (choose another) 50%
Forensics 30% Choose any three of these:
HUMINT 60% Accounting 50%
Law 30% Craft (choose one) 40%
Persuade 50% Foreign Language (choose one) 40%
Search 50% Forensics 40%
Unarmed Combat 60% Law 40%
Choose any one of these: Pharmacy 40%
Accounting 60%
Computer Science 50% Special Operator
Foreign Language (choose one) 50% Alertness 60%
Heavy Weapons 50% Athletics 60%
Pharmacy 50% Demolitions 40%
Firearms 60%
Heavy Weapons 50%
Melee Weapons 50%
Military Science (Land) 60%
Navigate 50%
Stealth 50%
Survival 50%
Swim 50%
Unarmed Combat 60%

Choose Bonus Skills


Pick any eight skills and add 20% to each of them. You
can increase a skill more than once but none can be
Physician higher than 80% to start. Put excess points on another
Bureaucracy 50% skill.
First Aid 60%
Medicine 60% What Brought You to Delta Green?
Persuade 40% If your Agent is new to Delta Green, youre done. If
Pharmacy 50% your Agent is a veteran, pick a traumatic background
Science (Biology) 60% from the table on page 19 and modify your Agents
Search 40% stats, skills, and SAN accordingly. Work with the
Choose any two of these that you dont already have: Handler to determine the details of what happened
Forensics 50% and how it brought your Agent to Delta Green.
Psychotherapy 60%
Science (choose one) 50%
Surgery 50%

18
// Delta Green: Need to Know // // What Is an Agent? //

Sample Characters McMurtry


A retired special operator with extensive combat
Six sample Agents follow, ready to play. All can be experience (probably from a force like the U.S. Army
customized. Rangers), now working as a security contractor.
Bonus skills: Dodge (twice), First Aid, Foreign Lan-
Special Agent Cornwell guage (Arabic), Foreign Language (Pashto), Foreign
An FBI agent whos expert at reading and manip- Language (Urdu), Persuade, Stealth. Traumatic back-
ulating people. Bonus skills: Criminology, Dodge, ground: extreme violence.
HUMINT, Law, Melee Weapons, Occult, Persuade,
Psychotherapy. Traumatic background: hard experi- Dr. Palmer
ence, with bonuses to Alertness, Drive, Forensics, and An anthropology professor and amateur photographer
Occult. with deep experience in the occult. Bonus skills: An-
thropology, Art (Photography, twice), Dodge, History,
Dr. Kamaroff HUMINT, Occult, Search. Traumatic background:
A brilliant FBI forensic pathologist. Bonus skills: Things Man Was Not Meant to Know.
Firearms, First Aid, Foreign Language (Latin, twice),
Forensics, Law, Medicine, Occult. Traumatic back- Dr. Schell
ground: hard experience, with bonuses to First Aid, An astrophysicist scarred by exposure to unnatural
Forensics, Medicine, and Occult. forces. Bonus skills: Craft (Lens-Making), Navigate
(twice), Occult (twice), Science (Astronomy), SIGINT
Kurtz (twice). Traumatic background: Things Man Was Not
A computer scientist with dangerous interests. Bonus Meant to Know.
skills: Computer Science, Craft (Microelectronics),
Dodge, Occult, Science (Mathematics), SIGINT,
Stealth (twice), Unarmed Combat. Traumatic back-
ground: captivity or imprisonment.

e)
t to Delta Green (Choose On
>> What Brought Your Agen
SAN Penalty Notes
Traumatic Background Occult Skill
3 CHA.
each Bond.
5 SAN Losing 3 CHA means 3 from
+10% You are Adapted to Vio len ce.
Extreme Violence

ct SAN).
3 POW (this does not affe
ple ssn ess.
+10% 5 SAN You are Adapted to Hel
Captivity or Imprisonment
cept Unnatural).
+10% to any four skills (ex
+10% 5 SAN Remove one Bond.
Hard Experience
+10% Unnatural skill.
minus POW.
et Breaking Point to new SAN
Things Man Was Not +20% Reduce SAN by POW Res sed by the Unn atural.
Gain a disorder cau
Meant to Know
19
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA

Cornwell Special Agent


3. EMPLOYER 4. NATIONALITY
FBI U.S.
5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY
F M 39 Law degree; master's degree in behavioral psychology, FBI training
8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR) 11 55% Current (third) spouse 12


Constitution (CON) 12 60% First spouse and 2 kids 12
Dexterity (DEX) 11 55%

PSYCHOLOGICAL DATA
Intelligence (INT) 13 65%
Power (POW) 13 65%
STATISTICAL DATA

Charisma (CHA) 12 60%


9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP) 12 Motivation: Figuring people out


Motivation: Protecting the American people
Willpower Points (WP) 13 Motivation: Following the law whenever possible
Sanity Points (SAN) 99 60 Motivation: Rooting out dangerous conspiracies
Motivation: New romance
Breaking Point (BP) 52
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

Violence adapted Helplessness adapted

Accounting (10%) First Aid (10%) Ride (10%)

Alertness (20%) 60% Forensics (0%) 40% Science (0%):

Anthropology (0%) Heavy Machinery (10%)

Archeology (0%) Heavy Weapons (0%) 50% Search (20%) 50%


Art (0%): History (10%) SIGINT (0%)

HUMINT (10%) 80% Stealth (10%)

Artillery (0%) Law (0%) 50% Surgery (0%)


APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) 40% Melee Weapons (30%) 50% Swim (20%)

Computer Science (0%) Military Science (0%): Unarmed Combat (40%) 60%
Craft (0%): Unnatural (0%)

Navigate (10%) Foreign Languages and Other Skills:

Criminology (10%) 70% Occult (10%) 40%

Demolitions (0%) Persuade (20%) 70%


THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%)

Dodge (30%) 50% Pilot (0%):

Drive (20%) 60%

Firearms (20%) 50% Psychotherapy (10%) 30%

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.
14. WOUNDS AND AILMENTS

INJURIES

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

15. ARMOR AND GEAR


Kevlar vest (3 armor points) worn under clothes (can be noticed with an Alertness test). FBI badge and identification
card, medium pistol (9mm) in a belt holster, two spare magazines in a belt pouch, tactical flashlight (useful out to 50
meters), handcuffs in a belt pouch, encrypted smartphone, windbreaker jacket with "FBI" on the back, police-band radio
(worn on belt) with earpiece and throat microphone, small evidence kit. A light pistol (snub-nose .38 revolver) in an
ankle or small-of-the-back holster for backup. A couple of boxes of spare 9mm and .38 ammunition (50 bullets each).
You can take the pistols on a civilian airplane if you make arrangements ahead of time using your FBI identification.
EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a) Unarmed 60% 1D41

(b) 9mm pistol 50% 15 m 1D10 15

(c) .38 revolver 50% 10 m 1D8 6

(d) Pistol butt 50% 1D4

(e)

(f)

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
Despite years of psych training, the research and clinical work
left you cold. It wasn't the kind of problem-solving you craved.
Then you befriended a neighbor who was an FBI agent and
everything clicked. But you took your time. You wanted to be
ready for the fast track. So you went to law school and then
applied. They accepted you right away.
You're one of the Bureau's best interrogators. Nobody reads
people like you do, or is so good at convincing witnesses and
suspects to cooperate, or is as good at unraveling conspiracies
and black markets.
REMARKS

A couple of years ago you spent extensive time undercover 19. SPECIAL TRAINING SKILL OR STAT USED
investigating a dangerous militia group. It was a hard
experience, and it exposed you to something unnatural, Lockpicks DEX
something terrible and supernatural. When it was over your
second marriage was ruined, your SAN was down, and you
knew more about the Occult and a lot more about heavy
weapons. You and the Handler should decide the details.
When it was over, a few fellow agents asked you to join them
in a secret task force. Ostensibly counterterrorism, it is actually
THIS IS A WORK OF FICTION

dedicated to stopping unnatural incursions and saving others


from exposure to them. What did it cost you to agree to sign
up?

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA

Kamaroff Physician (FBI forensic pathologist)


3. EMPLOYER 4. NATIONALITY
FBI U.S.
5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY
F M 46 Medical degree with pathology certifications
8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR) 10 50% Church or support group 8


Constitution (CON) 10 50% Sons 8
Dexterity (DEX) 13 65%

PSYCHOLOGICAL DATA
Intelligence (INT) 17 85% Endlessly smart
Power (POW) 14 70% Resilient
STATISTICAL DATA

Charisma (CHA) 8 40% Caustic


9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP) 10 Motivation: Identifying an obscure cause of harm


Motivation: Stopping harm at the source
Willpower Points (WP) 14 Motivation: Success despite others' incompetence
Sanity Points (SAN) 99 65 Motivation: Making the world safer for your sons
Motivation: Healing others
Breaking Point (BP) 56
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

Violence adapted Helplessness adapted

Accounting (10%) First Aid (10%) 90% Ride (10%)

Alertness (20%) Forensics (0%) 80% Science (0%):


60%
Anthropology (0%) Heavy Machinery (10%) Biology

Archeology (0%) Heavy Weapons (0%) Search (20%) 40%


Art (0%): History (10%) SIGINT (0%)

HUMINT (10%) Stealth (10%)

Artillery (0%) Law (0%) 20% Surgery (0%) 50%

90%
APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) 50% Melee Weapons (30%) Swim (20%)

Computer Science (0%) Military Science (0%): Unarmed Combat (40%)

Craft (0%): Unnatural (0%)

Navigate (10%) Foreign Languages and Other Skills:

Criminology (10%) Occult (10%) 40% Language: Latin 40%


Demolitions (0%) Persuade (20%) 40%
THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%) 50%

Dodge (30%) Pilot (0%):

Drive (20%)

Firearms (20%) 40% Psychotherapy (10%)

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.
14. WOUNDS AND AILMENTS

INJURIES

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

15. ARMOR AND GEAR


EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a) Unarmed 40% 1D41

(b)

(c)

(d)

(e)

(f)

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
After medical school you spent a few years in internal
medicine. You earned great money and made great
contacts, but the challenge wasn't enough. You wanted
something unique. You found it in the FBI. As a forensic
pathologist you study bodies and the things that kill
them, and you're among the best. If you decide you
want a promotion, all that will stop you is politics.
An especially hard case led you to Delta Green. Over
the course of a long investigation you were exposed to
REMARKS

terrible things, unnatural things. By the time it was over, 19. SPECIAL TRAINING SKILL OR STAT USED
so was your marriage (always rocky anyway). You and
the Handler should decide the details.
A couple of the agents in that case (perhaps fellow
Agents now) talked to you afterward. They wanted you
for a secret task force, ostensibly counterterrorism but
really dedicated to stopping unnatural incursions and
saving others from exposure to them. They didn't
THIS IS A WORK OF FICTION

sugarcoat the lethal danger involved. Why did you agree


to participate?

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA

Kurtz Computer Scientist


3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY


F M 35 Three or four computer-related master's degrees

8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR) 10 50% Brother and sister 10


Constitution (CON) 8 40% Asthmatic Daughter 10
Dexterity (DEX) 14 70% Quick reflexes Fellow survivors of extended captivity 10

PSYCHOLOGICAL DATA
Intelligence (INT) 17 85% Brilliant
Power (POW) 10 50%
STATISTICAL DATA

Charisma (CHA) 10 50%


9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP) 9 Motivation: Solving puzzles


Motivation: Making broken things work
Willpower Points (WP) 10 Motivation: Kung fu
Sanity Points (SAN) 99 60 Motivation: The weird beauties of mathematics
Motivation: Protecting people who are less gifted
Breaking Point (BP) 52
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

Violence adapted Helplessness



adapted

Accounting (10%) First Aid (10%) Ride (10%)

Alertness (20%) Forensics (0%) Science (0%):


60%
Anthropology (0%) Heavy Machinery (10%) 50% Mathematics

Archeology (0%) Heavy Weapons (0%) Search (20%)

Art (0%): History (10%) SIGINT (0%) 60%


HUMINT (10%) Stealth (10%) 50%
Artillery (0%) Law (0%) Surgery (0%)
APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) Melee Weapons (30%) Swim (20%)

Computer Science (0%) 80% Military Science (0%): Unarmed Combat (40%) 60%
Craft (0%): Unnatural (0%)
60%
Microelectronics Navigate (10%) Foreign Languages and Other Skills:

Criminology (10%) Occult (10%) 40% Craft: Mechanic 30%


Demolitions (0%) Persuade (20%) Craft: Electrician 30%
THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%) Science: Chemistry 40%


Dodge (30%) 50% Pilot (0%): Science: Physics 40%
Drive (20%) Language: 40%
Firearms (20%) Psychotherapy (10%)

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.
14. WOUNDS AND AILMENTS

INJURIES

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

15. ARMOR AND GEAR


EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a) Unarmed 60% 1D41

(b)

(c)

(d)

(e)

(f)

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You're smart enough to know you're not the best
programmer in the world, but you're far better than
most. To some of your laser-focused peers you're a
dilettante, always dabbling in other technologies, in love
with higher mathematics and the martial arts, always
getting a new advanced degree in something or other. It
was a good life for a while.
You came to Delta Green after an encounter with the
unnatural that subjected you to extended captivity. You
REMARKS

and the Handler should decide the details. The 19. SPECIAL TRAINING SKILL OR STAT USED
experience left you adapted to helplessness. That
means you always succeed at SAN tests triggered by
helplessness. But it broke you a little inside, reducing
your Power by 3.
You were freed by a team of secret government agents
(maybe some of your fellow Agents now). From time to
time they ask for your help in their mission to stop
THIS IS A WORK OF FICTION

unnatural incursions and save others from being


exposed. When they do, you agree to help. Why?

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA

McMurtry Special Operator (security contractor)


3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY


F M 44 High school, military training

8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR) 13 65% Strong Psychiatrist 8


Constitution (CON) 13 60% Athletic Younger brother 8
Dexterity (DEX) 12 60%

PSYCHOLOGICAL DATA
Intelligence (INT) 11 55%
Power (POW) 12 60%
STATISTICAL DATA

Charisma (CHA) 8 40% Cold-eyed


9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP) 13 Motivation: Getting back to your dog in one piece
Motivation: Protecting your friends
Willpower Points (WP) 12 Motivation: Quiet professionalism
Sanity Points (SAN) 99 55 Motivation: Destroying threats to your people
Motivation: One-night stands
Breaking Point (BP) 48
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE


Violence adapted Helplessness adapted

Accounting (10%) First Aid (10%) 30% Ride (10%)

Alertness (20%) 60% Forensics (0%) Science (0%):

Anthropology (0%) Heavy Machinery (10%)

Archeology (0%) Heavy Weapons (0%) Search (20%)

Art (0%): History (10%) SIGINT (0%)

HUMINT (10%) Stealth (10%) 70%


Artillery (0%) Law (0%) Surgery (0%)

60% 50%
APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) Melee Weapons (30%) 50% Swim (20%) 50%


Computer Science (0%) Military Science (0%): Unarmed Combat (40%) 60%
60%
Craft (0%): Land Unnatural (0%)

Navigate (10%) 50% Foreign Languages and Other Skills:

Criminology (10%) Occult (10%) 20% Language: Arabic 20%


Demolitions (0%) 40% Persuade (20%) 40% Language: Pashto 20%
THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%) Language: Urdu 20%


Dodge (30%) 70% Pilot (0%):

Drive (20%)

Firearms (20%) 60% Psychotherapy (10%)

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.
14. WOUNDS AND AILMENTS

INJURIES

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

15. ARMOR AND GEAR


Kevlar vest (3 armor points) worn under clothes (can be noticed with an Alertness test). .357 magnum revolver with
three speed-loaders. (Remember: Taking the Aim action for a turn adds +20% to hit.) Combat and survival knife.
Unlicensed and illegal MP5SD fully automatic submachine gun with built-in suppressor and four extra magazines in a
lead-lined aluminum case. Unlicensed and illegal military-grade night-vision goggles. First-responder medical bag (adds
+20% to four First Aid rolls). Basic camping gear (adds +20% to Survival for three days). Handheld GPS.
None of the weapons can be legally taken on a civilian airplane.
EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a) Unarmed 60% 1D4

(b) Combat knife 50% 1D6+1 3

(c) .357 revolver 60% 20 m 1D12 6

(d) MP5SSD 60% 50 m 1D10 30

(e) (5-round burst) 60% 50 m 10% 1m 30

(f) (10-round burst) 60% 50 m 10% 2m 30

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You retired from the military after years of covertly
pursuing and killing terrorists. A violent encounter with
the unnatural brought you to Delta Green. The
experience increased your Occult skill but reduced your
SAN. When it was over you were glad to retire. You and
the Handler decide the details.
You always succeed at SAN rolls triggered by inflicting
or suffering violence, but adapting to that kind of trauma
deadened your personality and reduced your Charisma.
REMARKS

Recently, three high-ranking U.S. officers called you 19. SPECIAL TRAINING SKILL OR STAT USED
into a private meeting and inducted you into another
program. Ostensibly part of the War on Terror, it's SCUBA gear Swim
dedicated to stopping unnatural incursions and saving Parachuting DEX
people from exposure to them. The dangers are lethal.
Why did you agree to keep fighting? Black markets for weapons CHA
(Note that many countries' armies do not officially allow
women to serve in combat branches, particularly in
THIS IS A WORK OF FICTION

special forces. If you play a woman, work with the


Handler to determine nationality, history, and rank.)

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA

Palmer Anthropologist
3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY


F M 40 Doctorate in cultural anthropology

8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR) 10 50% Best Friend 15


Constitution (CON) 11 55% Favorite Grandparent 15
Dexterity (DEX) 10 50% Psychotherapist 15

PSYCHOLOGICAL DATA
Intelligence (INT) 14 70% Quick, perceptive Fellow survivors of a shared trauma 15
Power (POW) 12 60%
STATISTICAL DATA

Charisma (CHA) 15 55% Very "present"


9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP) 11 Motivation: Finishing the next Ph.D.


Motivation: Finding where weird and fact meet
Willpower Points (WP) 12 Motivation: Uncovering things no one has found
Sanity Points (SAN) 89 48 Motivation: Proving my courage in a crisis
Sleep Disorder (must roll SAN to get to sleep)
Breaking Point (BP) 36
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

Violence adapted Helplessness adapted

Accounting (10%) First Aid (10%) Ride (10%)

Alertness (20%) Forensics (0%) Science (0%):

Anthropology (0%) 70% Heavy Machinery (10%)

Archeology (0%) 40% Heavy Weapons (0%) Search (20%) 40%


Art (0%): History (10%) 80% SIGINT (0%)
40%
Photography HUMINT (10%) 30% Stealth (10%)

Artillery (0%) Law (0%) Surgery (0%)


APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) 40% Melee Weapons (30%) Swim (20%)

Computer Science (0%) Military Science (0%): Unarmed Combat (40%)

Craft (0%): Unnatural (0%) 10%


Navigate (10%) 50% Foreign Languages and Other Skills:

Criminology (10%) Occult (10%) 80% Language: 50%


Demolitions (0%) Persuade (20%) 40% Language: 30%
THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%)

Dodge (30%) 50% Pilot (0%):

Drive (20%)

Firearms (20%) Psychotherapy (10%)

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.
14. WOUNDS AND AILMENTS

INJURIES

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

15. ARMOR AND GEAR


EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a) Unarmed 40% 1D41

(b)

(c)

(d)

(e)

(f)

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You've forged a solid career in anthropology, the field
you love most. Choose foreign languages to reflect your
specialty.
You came to Delta Green after learning Things Man
Was Not Meant to Know. The experience increased
your Occult skill and gave you a little knowledge of the
Unnatural, the inhuman supernatural truths of the
universe. It also cost you a great deal of SAN and left
you with a lingering sleep disorder: You must make a
REMARKS

SAN roll to get a good night's sleep even at the best of 19. SPECIAL TRAINING SKILL OR STAT USED
times.
You helped a small team of other investigators
(perhaps they are your fellow Agents now), agents of a
secret task force dedicated to stopping unnatural threats
and saving others from exposure to them. Afterward
they asked you to help them again. You and the Handler
should determine the detailsand why you agreed to
THIS IS A WORK OF FICTION

come back.

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA

Schell Scientist (astrophysicist)


3. EMPLOYER 4. NATIONALITY

5. SEX 6. AGE AND D.O.B. 7. EDUCATION AND OCCUPATIONAL HISTORY


F M 39 Doctorate in astrophysics

8. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. BONDS SCORE

Strength (STR) 10 50% Spouse 10


Constitution (CON) 11 55% Parents 10
Dexterity (DEX) 14 70% Nimble fingers Ex-spouse 10

PSYCHOLOGICAL DATA
Intelligence (INT) 15 75% Focused Fellow survivor of a shared trauma 10
Power (POW) 12 60%
STATISTICAL DATA

Charisma (CHA) 10 50%


9. DERIVED ATTRIBUTES MAXIMUM CURRENT 12. MOTIVATIONS AND MENTAL DISORDERS

Hit Points (HP) 11 Motivation: Discovery


Motivation: Learning about extraterrestrial life
Willpower Points (WP) 12 Motivation: Guarding against the fragility of life
Sanity Points (SAN) 89 48 Motivation: Crafting the perfect telescope
Amnesia (see back of sheet)
Breaking Point (BP) 36
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE

Violence adapted Helplessness adapted

Accounting (10%) 50% First Aid (10%) Ride (10%)

Alertness (20%) Forensics (0%) Science (0%):


80%
Anthropology (0%) Heavy Machinery (10%) Astronomy

Archeology (0%) Heavy Weapons (0%) Search (20%)

Art (0%): History (10%) SIGINT (0%) 40%


HUMINT (10%) Stealth (10%)

Artillery (0%) Law (0%) Surgery (0%)


APPLICABLE SKILL SETS

Athletics (30%) Medicine (0%) Survival (10%)

Bureaucracy (10%) 40% Melee Weapons (30%) Swim (20%)

Computer Science (0%) 40% Military Science (0%): Unarmed Combat (40%)

Craft (0%): Unnatural (0%) 10%


60%
Glass-smithing & lens-making Navigate (10%) 50% Foreign Languages and Other Skills:

Criminology (10%) Occult (10%) 70% Science: Chemistry 50%


Demolitions (0%) Persuade (20%) Science: Physics 50%
THIS IS A WORK OF FICTION

Disguise (10%) Pharmacy (0%) Language: 40%


Dodge (30%) Pilot (0%):

Drive (20%)

Firearms (20%) Psychotherapy (10%)

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.
14. WOUNDS AND AILMENTS

INJURIES

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

15. ARMOR AND GEAR


EQUIPMENT

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO

(a) Unarmed 40% 1D41

(b)

(c)

(d)

(e)

(f)

(g)

17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You were a well-regarded young astronomer on the
way to great things when It happened.
To this day you can't remember the details. You don't
much want to. It cost you a large amount of SAN and
left you shaken and scarred. In fact, any time you lose 1
SAN or more, you must make a Sanity roll to resist
blanking out and forgetting what caused the loss.
But sometimes you have flashes of insight, things you
didn't know you knew. Whatever happened, it boosted
REMARKS

your Occult skill and gave you a little knowledge of the 19. SPECIAL TRAINING SKILL OR STAT USED
Unnatural, the terrible inhuman truths of the universe.
And since then you've been in contact with a few
secret government agents who were there (perhaps
some of your fellow Agents now), who saved your life
and are grateful to you for saving theirs. From time to
time they ask you to help them uncover and stop
unnatural incursions and save others from exposure to
THIS IS A WORK OF FICTION

them. Why do you say yes?

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. AUTHORIZING OFFICER 21. AGENT SIGNATURE

UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
// Game System //
// Delta Green: Need to Know // // Game System //

The rules for Delta Green are simple. Opposed Rolls


The Handler describes the situation; you say what What if two characters are using skills in direct op-
your Agent is doing about it; the Handler decides position to each other? Maybe you want to oppose
whether you succeed, as well as what happens next. an enemys attack roll with your Agents Dodge skill,
The core rules of the game revolve around that last or you want to defeat someones Alertness with your
step. Do you succeed or not? Agents Stealth skill. Both sides roll, as usual. A critical
success beats a success; otherwise the highest succeed-
Does It Require a Skill or a Stat? ing die-roll wins. If both fail, the result is up to the
If the Handler thinks anyone could pull it off, it Handler. Maybe they keep trying, or maybe circum-
doesnt require a skill or a stat, just effort. stances change and the contest ends inconclusively.
A SKILL: If your Agent is trying to do something
that only someone with a great deal of training could Pursuit
achieve, that requires a skill. The Handler decides When one character (or something worse) wants to
which skills apply. catch another, thats one or more opposed tests: Driv-
A STAT: If anyone might be able to do it without ing vs. Driving, Athletics vs. Athletics, Swim vs. Swim,
training, that may require not a skill but instead a whatever makes sense. One opposed test makes for a
certain score in a stat: Strength if it needs physical short chase.
power, Intelligence if it needs clear reasoning, Power if In a more substantial pursuit, one side needs two
it requires inner fortitude, and so on. successes. Wins cancel each other out. If the quarry
wins, that lengthens the lead. The pursuer needs to
Does It Require a Roll? win once to reduce the lead and again to gain ground.
If the situation is calm and your Agent has time to A chase should require three successes to win only
think, ask questions, plan, and prepare, the random- if its exceptionally long and drawn-out. In a pursuit,
ness of a die-roll probably isnt appropriate. The a critical success counts as two successes and a
Handler decides how much of the skill or stat you critical failure counts as two failures.
needsee WHAT SKILL RATINGS REPRESENT on page 12.
If your Agent doesnt have enough, the Handler may The Luck Roll
tell you that someone with deeper expertise or talent Sometimes the Handler calls for a Luck roll. If you
could figure it out. have to make a Luck roll, it doesnt depend on skill,
If its a crisis and things are rapidly spinning out talent, or willpower. Just roll percentile dice. You have
of control, roll the dice. a 50% chance of success.

If You Must Roll the Dice Bonuses and Penalties


Roll percentile dice to get a result from 01 to 100. If In most cases, roll your Agents basic skill or stat
you roll your skill or lower (or your stat 5 or low- rating. If the Handler thinks circumstances are excep-
er), your Agent succeeds. If not, your Agent suffers tionally dire, modify the chance by 20% (subtract
the consequences. 20 from the rating). If things are exceptionally in your
If you roll a success and the dice match each other, Agents favor, modify the chance by +20%. In rare,
or if you roll 01, thats a critical success. Your Agent truly extraordinary cases the bonus or penalty may be
succeeds as perfectly as possible. +40% or 40%.
If you roll a failure and the dice match each oth-
er, or if you roll 00 (meaning 100), thats a critical
failure, also called a fumble. The action fails and
your Agent suffers some other detriment, too.

33
// Game System // // Delta Green: Need to Know //

Combat Move: Jog 10 m., run 20 m., or sprint 30 m.


(Usually, your Agent can go about 3 m. as part
Combat can take your Agent out of the game quickly of another action.)
and permanently. Dont engage in it lightly. Pin: Hold someone down. Includes self-de-
fense; see DEFENSE ROLLS for details. Your
One Action per Turn Agent can attack the pinned target in later turns.
Combat is resolved in turns. Each typically lasts a Unarmed Combat and Melee Weapons attacks
few seconds, but a given turn might represent a split on a pinned target are at +20%. A pinned
second of violence. character can take no actions except attempting
Each character acts once in a turn. The character to escape. While pinning a target, you decide
with the highest DEX goes first. Then the next-highest whether and when the target can speak.
DEX, then the next, and so on until all have acted. Wait: Act after someone elses action this turn.
When its your turn, choose one action: Anything Else: Anything that takes a moments
concentration.
Aim: Add +20% to your next attack roll.
Attack: Inflict damage. One attack and damage Defense Rolls
roll usually represents a series of blows or two Dodging and hand-to-hand combat (using either Me-
or three shots with a gun. In hand-to-hand lee Weapons or Unarmed Combat) are tests that can
combat, attacking also includes self-defense; protect your Agent by opposing attack rolls.
see DEFENSE ROLLS for details. Your Agent can Dodge or fight back against an in-
Called Shot: An attack that ignores cover or coming attack even before your Agents DEX order in
armor but at a 20% penalty, or 40% for an a turn. If you do this, it becomes your Agents single
especially hard shot. action for that turn. An Agent who has already taken
Disarm: Roll Unarmed Combat to force the another action that turn cant Dodge or fight back
target to drop a weapon or object. Includes until the next turn.
self-defense; see DEFENSE ROLLS for details. In order to Dodge or fight back, your Agent must
Dodge: Roll Dodge to oppose an attack, disarm, know an attack is coming and be physically capable
or pin. See DEFENSE ROLLS for details. of blocking or evading it. An Agent who is pinned or
Escape: Get out of being pinned. Roll either unaware cant Dodge or fight back.
STR5 or Unarmed Combat, whichever is DODGING: Opposes all hand-to-hand attacks that
better. This acts as a defense roll against the turn, and lets your Agent duck behind cover to evade
character pinning your Agent (see DEFENSE all ranged attacks that turn. (The cover must be with-
ROLLS for details). If the pinning character is in about three metersclose enough to duck behind
not attacking, the escape is opposed by his or it.) Dodging protects against each attack that your roll
her Unarmed Combat or STR5 (whichever is beats. Dodging never inflicts damage.
better). If the escape roll succeeds, your Agent is ATTACKING OR FIGHTING BACK: Opposes each
no longer pinnedand the escape roll defends hand-to-hand attack that turn. This cannot protect
against other attacks until your Agents next against ranged attacks unless your Agent physically in-
action. If it fails, your Agent remains pinned terferes with the weapon. When fighting back, choose
and cannot defend against attacks. an offensive action: attack, called shot, disarm, or pin.
Fight Back: Roll Melee Weapons or Unarmed If your roll beats the attack, the attackers action has
Combat to oppose an attack. See DEFENSE no effect and your Agents action affects the attacker.
ROLLS for details. While the roll defends against all attackers, the offen-
sive action affects only a single target.

34
// Delta Green: Need to Know // // Game System //

Damage and Death Suppression: If your Agent is suppressed, your


Agent must either hide behind cover or go
A successful attack inflicts damage, which reduces the prone. If your Agent refuses to hide or go prone,
victims hit points. The amount of damage depends on he or she loses 1 SAN, but can act normally.
the weapon.
At 2 hit points or below, your Agent falls uncon- Armor and Cover
scious until healed to at least 3 HP. If something sturdy stands between your Agent and
At 2 hit points or lower your Agent has also been harm, it acts as armor and has an Armor value. The
seriously hurt, perhaps permanently crippled. You effect depends on the kind of protection and the kind
must roll a CON test. If it fails, look at the lowest die of attack.
in the percentile roll as a single D10. Your Agent loses
that many points from a single stat of the Handlers Body armor: No effect on a successful Lethality
choice, permanently, to a minimum score of 3. roll. Reduces the damage of an ordinary attack
At 0 hit points, your Agent diesunless the (unless its a called shot).
Handler says otherwise. The Handler has a lot of Cover: Causes a Lethality roll to automatically
leeway in making that call. Sometimes common fail; but remember, a failed Lethality roll still
sense says that a character might be kept alive with inflicts Hit Point damage. Cover reduces the
prompt medical care such as a Surgery roll. Some- damage from any attack except a called shot.
times a First Aid roll might be enough to restore Armor-piercing weapons: If a weapon has an
1D4 hit points and stabilize the character. Other Armor Piercing rating, it reduces your Agents
times its clear the character is dead on the ground. protections Armor rating by that much for
Hit points never go below 0. that attack.

Lethality Rating Sample Damage Rolls


Sometimes a threat is so dire that an ordinary damage Unarmed: 1D41
roll isnt enough. A machine gun, explosive, poison, Small club or knife: 1D4
or heavy weapon has a Lethality rating. Thats the Large club or knife: 1D6
percent chance that the threat immediately reduces the Pistol: 1D10
target to zero hit points. If that fails, the target still Rifle: 1D12
takes damage equal to the two percentile dice added Shotgun: 2D10 at close range; 2D6 or 1D6
together as individual ten-sided dice. farther out
Submachine gun, short burst: Lethality 10%,
Kill Radius Kill Radius 1 m.
A Lethality weapon that can affect many targets at Hand grenade: Lethality 15%,
once has a Kill Radius. If its an explosive, that adds Kill Radius 10 m.
+20% to the chance to hit. Choose the center of the
radius before attacking. The effect depends on the Strength and Damage
attack roll. High or low STR modifies Unarmed Combat and Me-
lee Weapons damage rolls, to a minimum of 0:
Hit: Roll Lethality for everyone inside the radi-
us. (The Handler decides if some targets are ex- 2 for STR 34
empted.) Everyone who survives is suppressed. 1 for STR 58
Miss: Everyone who would have been in the Kill +1 for STR 1316
Radius is suppressed. +2 for STR 1718

35
// Game System // // Delta Green: Need to Know //

Sanity Helplessness Loss


Fired from your job 0/1
Agents of Delta Green are as vulnerable to mental A friend suffers permanent harm
trauma as to physical threats. We track that vulnera- or indefinite insanity 0/1
bility in Sanity Points (SAN). When SAN drops sharp- A Bonds score is reduced to zero 0/1D4
ly, the Agent loses self-controland the player loses Sentenced to prison 0/1D4
control of the Agent. Wake up paralyzed or blind 0/1D4
Find a friends remains 0/1D4
Threats to Sanity Flung into a pit of corpses 0/1D4
The three types of SAN loss are Violence (both suffer- A Bond suffers permanent harm
ing it and inflicting it), Helplessness, and the Unnatural. or indefinite insanity 1/1D4
Each threat comes with two possible SAN losses, See or hear a friend being
one more severe than the other. When your Agent fa- gruesomely killed 0/1D6
ces one of those threats, make a SAN roll. That means A Bond dies 1/1D6
rolling your Agents current SAN or lower on percen- See or hear a Bond being
tile dice. If you succeed, your Agent suffers the lower gruesomely killed 1/1D8
loss; with a critical success, your Agent suffers the
minimum loss possible. If you fail, your Agent suffers The Unnatural Loss
the higher loss; with a critical failure, your Agent loses Attempting Psychotherapy on a
the maximum possible. character who lost SAN to the Unnatural 0/1
Here are sample SAN losses. Witnessing a supernatural effect
thats apparently benign 0/1
Suffering Violence Loss Witnessing a violent supernatural effect 0/1D6
Ambushed or hit by gunfire 0/1 Seeing a corpse walk 0/1D6
Surprised by a corpse 0/1 Subjected to an overtly
The corpse of someone you love 0/1D4 supernatural effect 0/1D6
Unexpectedly stabbed or strangled 0/1D4 Suffering a violent supernatural assault 1/1D8
Reduced to 2 HP or less 0/1D6 or more
Tortured 0/1D10

Inflicting Violence Loss


Incapacitate or cripple an innocent 0/1D4
Destroy a teammates body to
thwart investigation* 0/1D4
Kill in self-defense* 0/1D4
Kill a murderous enemy
in cold blood* 0/1D6
Torture someone 0/1D8
Accidentally kill an innocent* 0/1D8
Kill an innocent in cold blood,
even for a good reason* 1/1D10

* For a failed roll, add 1 per victim up to the maxi-


mum possible die-roll: 4 for 1D4, 6 for 1D6, etc.

36
// Delta Green: Need to Know // // Game System //

Insanity Sample Disorders


Here are sample disorders for each kind of trau-
Insanity is what happens when you lose too many ma. The earlier entries for each list are most com-
Sanity Points. There are three kinds of insanity in mon. They are defined in the Delta Green core
Delta Green: temporary insanity from short, over- rulebook and the Agents Handbook, but many are
whelming shocks; indefinite insanity from accumulat- self-explanatory.
ed stresses; and permanent insanity when your Agent
has been driven completely beyond reason. Disorders from Violence
PTSD
Temporary Insanity Depression
If your Agent loses 5 or more SAN from a single event, Addiction
your Agent goes temporarily insane. This means the Sleep disorder
fight or flight response takes over: your Agent either Paranoia
runs away, lashes out mindlessly, or curls up in a Intermittent explosive disorder
helpless ball. It lasts until the Handler says the Agent Ligyrophobia
snaps out of it; usually thats a few minutes after the Totemic compulsion
source of the SAN loss goes away.
Disorders from Helplessness
Disorder Depression
An Agent whose SAN score reaches the Breaking Point Obsessive/compulsive disorder
gains a long-term mental disorder. Its nature and Anxiety disorder
symptoms depend on the kind of trauma that pushed Addiction
the Agent to the Breaking Point: Violence, Helpless- Obsession
ness, or the Unnatural. Enclosure-related phobia
The symptoms usually dont manifest right away. Conversion disorder
When your Agent reaches the Breaking Point, make Dissociative identity disorder
a note on the character sheet that you have gained
a new disorder and whether it came from Violence, Disorders from the Unnatural
Helplessness, or the Unnatural. Now change the Depersonalization disorder
Breaking Point to its new value: your Agents current Depression
SAN minus POW. The Handler will determine the Sleep disorder
details of your Agents new disorder later in the opera- Amnesia
tion or perhaps in between this operation and the next. Fugues
ACUTE EPISODES: Once an Agent has gained a Paranoia
disorder, further stresses may bring it to the fore. Any Megalomania
time your Agent loses SAN or confronts some trau- Dissociative identity disorder
matic trigger directly related to the disorder, you must
make a SAN roll. If it fails, your Agent suffers an Permanent Insanity
acute episode. The disorder cannot be controlled until If your Agents SAN reaches 0, your Agent goes
the source of stress goes away. irretrievably insane. The Agent becomes a Handler
character and its time to make up a new one.

37
// Game System // // Delta Green: Need to Know //

Preserving Sanity Repressing Symptoms of Insanity


When suffering temporary insanity or an acute
Reducing Sanity Loss episode of a disorder, your Agent can try to repress
When there is a SAN loss, your Agent can attempt to it by focusing on the people who depend on him or
reduce it by projecting it onto a crucial personal re- her. Spend 1D4 WP, and reduce one Bond by the same
lationship, damaging a Bond. Spend 1D4 WP. If your amount. Now you may attempt a SAN test. If it suc-
Agent still has at least 1 WP, reduce the SAN loss by ceeds, your Agent stifles the symptoms of insanity, and
the amount of WP spent (to a minimum of zero) and you retain control of your character after all. The next
reduce a Bonds score by the same amount. time your Agent interacts with that Bond, describe
The next time your Agent interacts with that how the relationship has worsened.
Bond, decide what shape the damage takes. Does your
Agent grow hostile and angry, irrationally blaming Regaining Sanity Points
the loved one for imagined wrongs? Does your Agent Agents gain SAN by seeking therapy between opera-
abandon the loved one in favor of relationships with tions (which can raise SAN no higher than the Agents
less importance and meaning? The stresses faced POW5) and by overcoming unnatural threats (which
by Delta Green agents often wreck the families and can raise SAN as high as 99 minus the Agents Un-
friendships that give them strength. natural skill rating). These options are detailed in the
core rulebook.
Adapting to Sanity Loss
An Agent who loses SAN from a threat three times with-
out going insane becomes adapted. If your Agent loses
SAN due to Helplessness or Violence, check one of the
three boxes for that threat on the character sheet un-
der INCIDENTS OF SAN LOSS WITHOUT GOING INSANE. If
your Agent goes insane or reaches the Breaking Point
due to that threat, erase all its checks.
If you check all three boxes for a threat, your
Agent becomes adapted to that threat. When adapted
to a threat, an Agents SAN tests for it always succeed
but adapting to a threat changes your Agent, and not for
the better. No Agent can adapt to the Unnatural.

Adapting to Violence: Permanently lose 1D6


CHA and the same amount from each Bond. A
character who is adapted to Violence loses no
SAN for ignoring suppression (see KILL RADIUS
on page 35).
Adapting to Helplessness: Permanently lose 1D6
POW.

38
// Delta Green: Need to Know // // Game System //

Willpower no effect. But if it fails, emotional attachments form;


follow this process for each teammate, up to five:
Agents need Willpower points (WP) to withstand IF THERES NOT AN EXISTING BOND: If your Agent
exhaustion and mental trauma, to resist interrogation doesnt already have a Bond with the teammate, gain
and persuasion, and to enact unnatural rituals. a new Bond equal to half your Agents CHA. Write
Delta Green next to the new Bond. Your Agent im-
Low Willpower mediately loses 1D4 points from one other (non-Delta
At 1 or 2 WP your Agent has an emotional break- Green) Bond.
down, suffering a 20% penalty to all actions until IF THERES AN EXISTING BOND: If your Agent
WP rises above 2. At 0 WP your Agent collapses, already has a Bond with the teammate, add 1D4 to it
incapacitated and perhaps unconscious, and cannot (up to your Agents CHA). Subtract 1 from one other
succeed at any testsincluding SAN rolls. (non-Delta Green) Bond, if your Agent has any left.

Regaining Willpower Home


Fulfilling a personal motivation in a way that the
Handler finds compelling restores 1 WP. A full nights Some scenes focus on Agents lives between operations.
sleep restores 1D6 WP. Use them to explore the things that are important to
your Agent and the costs of involvement in Delta Green.
Exhaustion
The first time your Agent tries to sleep after suffering Personal Pursuits
temporary insanity or reaching the Breaking Point, Choose one personal pursuit. Describe how your Agent
you must make a Sanity test for the Agent to get any is pursuing it and roll the appropriate test to resolve
rest. After failing to get a good nights sleep, or work- it. Some pursuits damage Bonds (but only non-Delta
ing CON in hours without a break, an Agent loses Green Bonds) as your Agent lets relationships lapse.
1D6 WP and become exhausted. An exhausted Agent Here are a few examples.
suffers a 20% penalty to all skills, stat tests, and
SAN rolls. A full nights rest removes that penalty. Fulfill Responsibilities: Choose one Bond and
roll a SAN test. Success: +1D6 to the Bond.
Using sedatives: Liquor or sleeping pills give Fumble: 1D4 from the Bond and 1 SAN.
your Agent a +20% bonus to the SAN test to Go to Therapy But Lie About Your Unnatural
get to sleep. If the test still fails, the Agent is Traumas: Make a Luck roll. Success: +1D4
exhausted the next day after all. SAN. Fumble: 1 SAN. Either way, reduce a
Using stimulants: Stimulants or chain-smoking Bond by 1.
offsets the exhaustion penalty by 10% for 2D6 Go to Therapy and Tell the Awful Truth: Make
hours, or 20% for hard drugs. a Luck roll. If the therapist thinks your encoun-
Addiction: Frequent use of sedatives or stimu- ters with the unnatural are delusions, the roll is
lants makes addiction a likely result the next at at 20%. If the therapist believes you, he or
time your Agent gains a disorder. she may lose SAN. Success: +1D6 SAN. Fumble:
1 SAN. Either way, reduce a Bond by 1.
Bonding with Delta Green Improve a Stat or Skill: Test a stat or skill. If test
fails, add +1D10 to the skill or +1 to the stat.
After someone in your Agents Delta Green team Either way, reduce a Bond by 1.
undergoes a catastrophic trauma such as going insane Study the Unnatural: Reduce a Bond by 1D4.
or being badly hurt, roll for a SAN test. Success has Ask the Handler what else happens.

39
// Last Things Last //
// Delta Green: Need to Know // // Last Things Last //

Last Things Last gives the Handler all the But there are some Agents outside that program
necessary details to run a Delta Green operation for who also call themselves Delta Green. They are
one to five players. (Playing with more is a challenge. actually part of a smaller, unofficial conspiracy led by
The more players are talking and making decisions, veterans who refused to come in from the cold when
the harder you have to work to keep things moving Delta Green was reactivated years ago.
and maintain a tense and suspenseful mood.) You and your players decide to which Delta Green
This operation is for the Handlers eyes only. If you their Agents belong. The choice doesnt matter much
expect to play an Agent in Last Things Last, stop for this scenario. Either way, the Agents have day jobs
reading now. and lives at home. They only work on behalf of Delta
Green when the group needs them.
Let the players use the pregenerated characters in
Handlers Information this book or create new Agents. This scenario doesnt
require particular skills, though some are more useful
Clyde Baughman was an active Delta Green agent than others.
from 1967 to 1970, and an infrequent Friendly Needing to move quickly, Delta Green has as-
during the late Nineties. Four days ago he died in his signed these Agents due to their availability and their
apartment of a massive heart attack. Delta Green has proximity to Baughmans apartment. It can be in any
learned of this and has tasked the nearest available large city you choose. The Agents themselves probably
Agents to conduct a sweep of his apartment to remove live in different cities, maybe different states, but they
any evidence of the organization. must gather quickly.
For the most part, Baughman was very cir-
cumspect about keeping his secrets. There was one Getting There
significant, unfortunate exception: his reaction to the Agents who are U.S. government employees in the
death of his wife, Marlene. When cancer took her in official Delta Green program find themselves unex-
2002 he attempted to use certain incantations, discov- pectedly assigned to a joint terrorism task force. Its
ered during his work with Delta Green, to restore her so restricted that their day-to-day supervisors arent
to life. Tragically but unsurprisingly, the spell failed allowed to ask about it. Plane tickets are reserved in
to return her in the condition he wanted. Instead it the Agents names. They are to gather at 2 p.m. the
created an undying monster that spoke with his wifes next day at a conference room in the post office head-
voice. Baughman, distraught and ashamed, told no quarters in Baughmans city. In reality there is nothing
one. He sealed the creature in a septic tank at an iso- to the task force but the Delta Green operation.
lated cabin. He repeatedly tried to work up the nerve Agents who are not government employees, or who
to destroy the thing that had once been his wife, but arent in the official program, are contacted by a Delta
he never could. She waits at his cabin still. Green control officer. The control officer is played by
the Handler, not by one of the players. Each Agent gets
Involving the Agents a message calling for a meeting at a particular time
and place. Maybe the message is a voicemail from a
Many Agents are part of the official Delta Green pro- blocked number. Maybe its an anonymous, encrypted
gram: a top-secret, highly restricted project that draws email. Either way its innocuous, just a time and a place.
elements from the departments of Defense, Justice, It would mean nothing to anyone who happened to in-
Homeland Security, and the Treasury among others. tercept it. If asked, the Agent could easily pass it off as
On paper, its dedicated to counterterrorism. Only a a wrong number or spam. But the Agents all recognize
handful of people know that it really fights and covers a call for a meeting when they see one. They also know
up supernatural threats. that they have to come up with their own excuses to

41
// Overview // // Delta Green: Need to Know //

leave their jobs and families behind and make their


own travel arrangements. The control officer will
(probably) reimburse them with cash.

Directives
The next afternoon at 2 p.m., the Agents meet with
their Delta Green control officer at the post office
headquarters in Baughmans city. Make up the control
officers appearance and personality. The control offi-
cer gives instructions, acts as the Agents go-between
with Delta Green, and provides logistical support, but
never joins the Agents operations.
The control officer gives the Agents the following
instructions:

Proceed to residence of Clyde Baughman.


Remove any evidence of Delta Greens activities.
Baughmans heirs are expected within 48 hours.
Make sure everything is clean by then.
Involve no one else in this operation.
Meet in the same conference room in 48 hours
with a report.
If you find signs that Baughman violated Delta
Green security, report them.

The control officer gives the Agents a cursory


dossier on Baughman (see HANDOUT A, page 48) and a
key to Baughmans apartment.

Baughmans Apartment
Baughmans address is an inconspicuous apartment
building in a declining, working-class neighborhood.
The building is a jarring example of early 1960s
design, blocky and drab. No one takes notice of a
small group of reasonably cautious Agents entering
the building or Baughmans apartment. There are no
surveillance cameras around.
The interior of Baughmans small apartment is
Spartan and grim. Aside from a patina of cigarette
smoke there is scant evidence that anyone actually
lived there.
Just inside the door, a ring of labeled keys hangs
from a hook (including a key to his cabin).

42
// Delta Green: Need to Know // // Last Things Last //

A well-worn couch faces an archaic, squat televi- Janowitz is curious but not immediately suspi-
sion that carries basic cable only. On the adjacent cof- cious. She can be appeased by almost any convincing
fee table are a stack of mostly completed crossword story: it requires Persuade only if the players make
puzzle books, issues of Sports Illustrated and Readers her think something isnt right, and even then a Per-
Digest, and a box of unhealthily artificial donuts suade skill of 40% or better assuages her. It doesnt
(powdered sugar), now crumbling and dry. need a roll. But after that she will keep any eye out
The adjoining kitchen is mostly bare, with a for suspicious activity; and if the police later come
smattering of cans, pans, and boxes. The only hu- asking questions, she will remember the Agents well.
man touch is a crudely drawn human figure entitled
Granpa (signed Cassie and bearing two gold stars The Cabin
from the teacher) hanging on the refrigerator.
Down the hall are a linen closet (of no interest) Clyde Baughmans cabin is a few hours away from his
and a small bathroom. The bathroom is in a disturbed apartment by car. It is not difficult to reach, though
state: a broken towel rack, a cracked shower door, a the last few miles are off the main road and are dan-
few fragments of a broken ceramic toothbrush-holder gerous in poor weather. The cabin itself is one story
swept into a corner. There also persist faint traces of high, with a bedroom, a bathroom, a living room,
the smell of Baughmans corpse; this is where he died. a few closets, and a kitchen. The whole building is
Baughman occupied one of the two bedrooms at constructed of wood with a faux log-cabin exterior. It
the end of the hall. It holds a queen-sized bed and a is connected to the local power grid and is heated by
dresser on top of which rest photographs of Clyde and a large, field-stone chimney. Water is drawn by an old
his late wife Marlene, high school graduation pictures electrical pump attached to a well.
of his two children, a few photos of a grandchild, and The key from Baughmans apartment fits in the
a ceramic paperweight of a childs handprint with the lock. Even a cursory inspection reveals that no one
name Cassie, age 4 crudely painted on it. has been here for at least two months. The cabin
Baughman used the other bedroom as an office interior is quiet and there are more than a few cob-
and for storage. There is no computer. It takes one webs. Aside from second-hand furniture and a rustic
Agent about twelve hours to go through the many dcor there are two items of interest: a footlocker
papers here and systematically examine them. The and the plumbing.
work can be divided between several Agents. Halve Behind the building stand an outhouse and a shed.
the time required if at least one Agent has Account- Studying the outhouse with Forensics 40% or better
ing at 30% or better. finds that it was last used a couple of months ago.
Reviewing the papers reveals that Baughman The shed holds an assortment of tools and twenty
owned a cabin in a rural area, about four hours away one-gallon cans of gasoline, all full.
by car. The papers provide coordinates. Ten yards away from the house, near the edge of
There is nothing else of note in the apartment. the woods, the hatch for a septic tank can be spotted
in a shallow pit, not buried as would be expected.
A Complication: Mrs Janowitz Earth piled around indicates its stood exposed for
Agents making an open or noisy approach to the years. The septic tanks entrance hatch is uncovered
building may encounter Mrs. Janowitz, age 66, out and is padlocked from the outside (an unusual step;
to walk her dog, Mitzi. While Janowitz knew Baugh- the key is another from Baughmans ring) but the
man, the two were not close. She has never met ei- handle and hinge are well oiled. It wont be obvious
ther of Baughmans children. She says in passing, It unless the Agents unearth more of the tank, but in fact
was a terrible shame that poor Mr. Baughman wasnt there are two hatches, one still buried. The septic tank
found for three days. A real pity. is far too large for the cabin.

43
// Last Things Last // // Delta Green: Need to Know //

The Footlocker One highly magnetized glass sphere, 3 cm in


Baughmans Vietnam-era metal footlocker is stowed diameter. Anyone inspecting it with Science
under his bed. This is where he kept mementos from (Physics) at 20% or greater loses 0/1 SAN real-
his years with Delta Green. Atop the contents is a izing the glass is far too magnetic for nature.
sealed enveloped marked with a triangle in green ink. A sizeable file regarding the Ventaja Corpora-
The envelope holds a short letter from Baughman (see tion (aka Venta, meaning advantage), an Ar-
HANDOUT B, page 48). gentine import/export firm, dating from 1965 to
1968. The file begins with an FBI investigation
In the Footlocker into allegations of weapon smuggling in Miami.
You can decide what other evidence Clyde Baughman The investigation ended without prosecution,
has left behind. Use this as an opportunity to leave but Delta Green surveillance of the company
clues to future missions or as an aid in completing continued. Baughman uncovered financial ties
ongoing ones. Here a few possibilities. between Ventaja and accounts mentioned on
a World War II-era financial watch list called
Reel-to-reel tapes labeled with FBI evidence tags, K Group. A raid on a Ventaja warehouse in
dated 15 AUG 72 to 29 SEP 72, 21 hours total. San Juan, Puerto Rico, resulted in the recovery
The audio is of the congregants of an unknown of something called The Scheel Formula. A
church engaged in a pseudo-Christian service manila folder with that title is empty.
involving snake-handling. Frequent mentions
are made of Saint Yig, the Scaled Redeemer, The Plumbing
and the Blessed Serpent. At several points Inspecting the cabins plumbing finds that none of the
congregants cry out after having been bitten. pipes lead to the septic tank. They once did, but all
One person is refused medical treatment and have been disconnected for no discernible reason.
begins wailing in agony. SAN loss: 0/1.
A cardboard box containing a neatly folded but The Septic Tank
very bloody mans suit. The players may well notice the oddness of having a
An annotated copy of the doctoral dissertation functioning outhouse at a cabin that has a septic tank
Sky Devils: Archetypical Figures in Native and running water. If they dont, point it out to any
American Mythology, by Karen Barr. It was Agent with INT 14 or with 20% in a skill such as
rejected by the University of Indiana, Blooming- Craft (Plumbing) or Craft (Construction).
ton, in 1985. You can decide what it says about Listening at either of the inspection pipes that rise
Sky Devils. Studying it as a Home pursuit from the tank reveals nothing. But anyone opening
between missions grants +1 percentile in the the tank is in for a rude surprise.
Unnatural skill and costs 1D3 SAN. The tank is much larger than necessary for the
Three tear-gas grenades. Manufactured 20 years cabin, nearly two meters deep (six feet), nearly two
ago, each requires a Luck roll to work. meters wide (six feet), and three meters long (ten feet).
A large iron knife. Archeology at 40% identifies The interior is dark and only slightly damp, with a
it as of Anglo-Saxon manufacture. Strangely, its shallow layer of water at the floor. The ladder has
engraved with Ogham markings which cannot been removed. It is clear that the tank is not being
be deciphered and appears to be gibberish. A used for its intended purpose.
(human) bone handle is relatively new. Any source of bright light, anyone putting a probe
A mundane leather pouch containing hair (black into the tank, or anyone actually entering the tank
bear), teeth (human infant), and feathers (blue attracts the attention of Marlene, Clydes long-dead
jay and barn swallow). wife, horribly reanimated.

44
// Delta Green: Need to Know // // Last Things Last //

The Thing In the Tank If Marlene realizes human beings are near,
A wasted corpse, rotten from so many years in the she attempts to get their attention and sympathy by
dank hole (SAN loss: 1/1D8 from the Unnatural), pounding on the inside of the tank and crying for help
Marlene is more than an inexpertly raised zombie. Her in a croaking, pathetic voice.
resurrection was the result of Baughman unwittingly She says that her husband was a sick man, always
imbuing her remains with a unnatural consciousness seeking terrible secrets. She says he did something
we term the Other. strange to her, some kind of awful pagan prayer to
The Other is a formless intelligence from dimen- make her his slave forever. But it didnt work the way
sions outside of our own that can inhabit the corpse he thought, so he locked her in this tank. Whatever he
of any creature that had an INT of 1 or greater in life. did kept her from dying.
The reanimated corpse is unnaturally strong and fast. She begs for air and light. She begs for freedom.
It is more cunning than intelligent, but it can draw Trying to discern anything from her voice with
upon the memories of the corpse it animates. HUMINT is no good with the concrete in between.
The Other knows much of what Marlene knew. An Agent who opens the hatch sees her inside,
While it could not convince Clyde that his wife had huddled weakly in the shallow water, reaching a hand
returned to him, it made it impossible for him to feebly up. On first glance she looks like a small, some-
destroy the body that spoke with his wifes dead voice. what misshapen, nude woman in her fifties. Her flesh
It hopes to manipulate the newcomers with greater is grey-blue and she has torn out most of her hair. Her
effect. hands are blood-stained, the flesh stripped by constant

45
// Last Things Last // // Delta Green: Need to Know //

clawing at the walls. Her feet and lower legs are swol- Destroying Marlene
len from frequent immersion in water, and their skin The decision to attack Marlene should not be easy. Se-
sloughs off with alarming frequency. cretly take stock of the players talk and reactions. Tell
And yet she lives. the players that they each face a SAN loss for violence
She does her best to persuade the Agents to help if they go ahead. For an Agent who thinks Marlene
her. If an Agent reaches down to help her, she takes is just an innocent woman whos been cursed by her
the offered hand. She says that shell recover. She husband, the SAN cost will be 1/1D10. For an Agent
needs only to eat and rest and things will be all right. convinced that shes something worse, the SAN cost
will be 1/1D6.
HUMINT 40% cant tell what to make of her Clyde Baughman has provided one option: the
body language and mannerisms. Theyre all gasoline in the shed. If poured into the tank and ignit-
strange. But if shes been stuck in a septic tank ed, it will eventually destroy the Marlene-thing.
for all these years unable to die, that should be When she sees what theyre up to, she screams in
no surprise. panic and begs for mercy. If they go ahead, the Other
HUMINT 60% senses a strange disconnect panics, leaps out of the open hatch with impossible
between her speech and her facial expressions strength, and attacks the Agent holding the gas-can.
and mannerisms. Its unlike any the Agent has (SAN loss: 0/1D6 from suffering Violence.) If the
encountered. Agents try to block the opening and leave just enough
HUMINT 80% can tell shes in a high state of space to a fuel line, that may call a Strength by Mar-
alert, not quite as defeated as she seems. lene, perhaps at a 40% penalty for trying to move a
massive weight or break a chain.
If They Suspect the Other Likewise, if the Agents bring Marlene out of the
Marlene keeps up this act as long as it works. If the tank but then seem about to kill her or try to bind her,
Other thinks it has been found out, it will attempt to she lashes out with shocking ferocity.
bargain with the Agents, offering the secrets of the Marlene fights for only one or two turns, just long
cosmos in exchange for its freedom. enough to hurt one or two Agents. Then she sprints
What exactly the Other tells the Agents is up to into the woods to escape. The Other hopes to find
you. It knows far less about the cosmos than it claims, another, better corpse to inhabit.
and whatever it says will be four parts nonsense to If the Agents find some way to restrain her in the
one part truth. Make up gibberish names and viola- tank while they light the gasoline, her dying gasps and
tions of physics. pleading shrieks are hideous, horrified and plain-
Talking to it for an hour or two adds +1 percen- tive. And they go on so long. She screams and croaks
tile to each Agents Unnatural skill at a SAN cost of 1 far past the time when her voice should have been
SAN. Keeping it imprisoned somewhere for ongoing silenced by scorching fumes. Gradually the screams
conversations can be a Home pursuit between mis- become a high, strange whine, nothing produced by a
sions, a version of studying the Unnatural. That grants human voicebox. It rises beyond the limits of hearing
+1D10 percentiles to Unnatural at a cost of 1 SAN into silence.
per skill point gained, and it may make the Agent the If the Agents destroy Marlene after she attacks
target of a new Delta Green mission. them, each gains 1D8 SAN instead of losing SAN.

46
// Delta Green: Need to Know // // Last Things Last //

Conclusion or cabin can reveal his work with Delta Green, the
group will be satisfied.
As per their orders from Delta Green, the investiga- If an Agent comes back badly hurt or suffering
tors are to remove any evidence of Clyde Baughmans a new insanity, that may have unhappy effects on
involvement with the organization. It is left to their the Agents career and family. You can resolve that in
discretion if they want to destroy these traces, Home scenes before the next mission.
arrange to turn them over to a Delta Green collection
team at a nearby airport or military base, or hide
them someplace private without telling their control
officer. So long as nothing in Baughmans apartment

ne
Was Marle
T h at W h ic h
ther
something O
, now host to
Beloved wife 11 CHA 10
2 5 D EX 1 7 INT 9 POW
STR 21 CON
atural 44%
HP 23 WP 1
1
rm ed C om bat 75%, Unn
,U na
rsuade 60%
tics 99%, Pe 3)
SKILLS Athle rmor Piercing
te , D am ag e 1D3+2 (A
w or Bi
ATTACKS Cla
ated flesh ith unnatural
O R 3 po ints of desicc at sh e ru ns and climbs w has time to
A RM cts the fact th her or if she
s sk ill re fle ca n t se e
nes high Ath
letic someone pecially
NOTES Marle a st at ap plies only if fe ed on liv ing things, es
hari sm free to
speed. Her C le if shes set
strength and ce of lif e. Thats possib
semblan is thoroughly
de-
recover to a less her body
d. er y tu rn un dy is de st royed,
fresh bloo ng of her turn, ev s to he al. If her bo st. If
s 1 HP at the
be g in ni and be g in ing a ne how
Marlene heal ro , sh e falls twitching dr ift s aw ay unseen, seek co rp se .
ze se and into th at
r HP drop to arlenes corp Other jumps
stroyed. If he an do ns M
out 10 m et er s) th e
found in
e Other ab by (within ab that cannot be
the spirit of th es ne ar se cr et s
g creatu re di
form requ ir es u to create.
another livin th er in its incorporeal . W e le av e them up to yo
the O ions
d destroying other publicat
Catching an
or w ill th ey be defined in
.N
this scenario

47
L ast T hings L ast H andout A

L ast T hings L ast H andout B

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