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Coc Delta Green Basic Rules 1
Coc Delta Green Basic Rules 1
Motivations
Finally, each stat has a space for Equipment” space. Wearing body
“What Others Notice.” There just put armor lets you subtract its Armor
in an adjective, something that stands Points from a damage roll.
out, for each stat that’s below 9 or You start with five motivations:
Special Training
above 12. If your INT is 15 you might personal beliefs, drives, obsessions,
write “Very clever,” for example. or support mechanisms that keep
you going. They don’t have scores
and they aren’t as powerful as Bonds. Some bodies of knowledge aren’t
Attributes Motivations are expressions of Sanity. common to every Agent but don’t
Bring them up in play to show what require the extensive commitment
recharges your batteries—what of skills. You might know how to use
Derived Attributes are point values motivates you, supports you, and lockpicks without having a career in
that sometimes change. “Hit Points gives your life meaning. Each time Craft (Locksmith), for example.
(HP)” indicate physical health. your SAN hits your Breaking Point, Each kind of special training is
“Willpower Points (WP)” indicate remove one Motivation. based on an existing stat or skill: DEX
mental fortitude and drive. “Sanity for lockpicking, Swim for SCUBA gear,
Skills
Points (SAN)” indicate your sanity, Athletics for throwing hand grenades,
your connection with human reality. and so on.
The “Breaking Point” is the exact If the Handler says you have a
point of SAN at which you will Each skill is a body of specialized particular kind of special training,
develop a new mental disorder. knowledge that takes months or years write it in one of the spaces and check
Under “Incidents of SAN Loss to learn and decades to fully master. “Y” for “yes”. If the Handler confirms
Without Going Insane,” there are Each skill has a percentile rating, from you do not have it, write it in and
three check boxes each for Violence zero to 99. That’s your chance of using check “N” for “no”.
and Helplessness. If your SAN drops the skill in a terrible crisis.
Work
due to violence or helplessness Every skill has a base value in
but you don’t go insane, mark an parentheses, like “Athletics (30%)”.
appropriate check-box. If you go Every Delta Green Agent starts with
insane due to that type of trauma, that much. Having a skill above the The space for “Work Performance”
erase all the marks. If you mark all base value you have more training comes up in long-term games that
three boxes, you become “Adapted” and experience in it. With 40 to 60 explore the impact (rarely good) of
and can tolerate that kind of trauma above base value you’re an expert, as Delta Green on your career.
more than other characters; erase the skilled as a full-time professional.
marks and circle Adapted.
2. Derived Attributes Choose one and apply all the listed modifiers.
• CAPTIVITY OR IMPRISONMENT
• Choose a profession that suits your stats and interests. +10% Occult.
• Write down starting skills. –5 SAN.
• Note the number of Bonds. –3 POW (this does not affect SAN).
• Choose any eight skills (except Unnatural). Add 20% Losing 3 POW means +3 to Breaking Point.
to the current or base rating of each. If a skill is not in You are Adapted to Helplessness.
your profession, you can increase it twice.
• HARD EXPERIENCE
4. Bonds
+10% Occult.
+10% to any four skills (except Unnatural).
–5 SAN.
Name them. Each starts with a score equal to your CHA. Remove one Bond.
Bond Examples
+20% Occult.
Reduce SAN by POW.
Reset Breaking Point to new SAN minus POW.
1. Spouse or ex-spouse Gain an indefinite insanity caused by the unnatural.
2. Son or daughter
3. Favored parent or grandparent
delta-green.com
CORE PROFESSIONS
each skill begins at the listed rating rather than its base
Special Forces
• Search 60% • Heavy Weapons 50%
• Survival 50% • Pharmacy 50%
BONDS: 4 BONDS: 3
Alertness 50%
Athletics 60%
or Engineer
Heavy Weapons 50%
Bureaucracy 40% Melee Weapons 60%
First Aid 60% Military Science (choose) 60%
Computer Science 50% Medicine 60% Navigate 50%
Craft (Electrician) 30% Persuade 40% Stealth 50%
Craft (Mechanic) 30% Pharmacy 50% Survival 50%
Craft (Microelectronics) 40% Science (Biology) 50% Swim 50%
Science (Mathematics) 50% Search 40% Unarmed Combat 60%
SIGINT 30% Choose one from: Choose one from:
Choose four from: • Forensics 60% • Drive Auto 60%
• Accounting 50% • Psychotherapy 60% • Foreign Language 40%
• Bureaucracy 50% • Surgery 60% • HUMINT 50%
• Craft (choose) 40% BONDS: 4 • Persuade 60%
• Foreign Language 40% • Pilot (Small Boats) 40%
• Drive Heavy Machine 50% • Ride 50%
• Law 40% BONDS: 1
• Science (choose) 40%
BONDS: 3
Other Professions
Author, Editor or Journalist, Criminal, Firefighter, Foreign Service Officer, Intelligence Analyst, Intelligence Case Officer,
Lawyer or Business Executive, Nurse or Paramedic, Pilot or Sailor, Police Officer, Programs Manager, Soldier or Marine, etc.
delta-green.com
AGENT BACKGROUNDS
an optional way to choose your eight bonus skills
ARTIST, ACTOR, OR MUSICIAN: CRIMINALIST: Accounting, OCCULT INVESTIGATOR:
Alertness, Craft (choose one), Bureaucracy, Computer Science, Anthropology, Archeology, Computer
Disguise, Persuade, Art (choose one), Criminology, Forensics, Law, Science, Criminology, History, Occult,
Art (choose another), Art (choose Pharmacy, Search. Persuade, Search.
another), HUMINT.
DIVER: Alertness, First Aid, Navigate, OUTDOORSMAN: Alertness,
ATHLETE: Alertness, Athletics, Pilot (Small Boat), Search, Science Athletics, Craft (choose one),
Dodge, First Aid, HUMINT, Persuade, (Biology), Survival, Swim. Navigate, Ride, Search, Stealth,
Swim, Unarmed Combat. Survival.
FIREFIGHTER: Alertness,
AUTHOR, EDITOR, OR Demolitions, Drive Auto, Drive PHOTOGRAPHER: Alertness, Art
JOURNALIST: Anthropology, Art Heavy Machine, First Aid, Forensics, (Photography), Computer Science,
(Creative Writing, Poetry, Scriptwriting, Navigate, Search. Persuade, Search, Stealth; and any
Journalism, etc.), Bureaucracy, History, two others as personal specialties.
Law, Occult, Persuade, HUMINT. GANGSTER OR DEEP COVER:
Alertness, Criminology, Dodge, PILOT OR SAILOR: Alertness,
BLUE-COLLAR WORKER: Alertness, Drive Auto, Persuade, Stealth; and Craft (Mechanic), First Aid, Foreign
Craft (choose one), Craft (choose choose two from: Athletics, Foreign Language (choose one), Navigate,
another), Drive Auto, Drive Heavy Language (choose one), Firearms, Pilot (choose one), Survival, Swim.
Machine, First Aid, Navigate, Search. HUMINT, Melee Weapons, Pharmacy,
or Unarmed Combat. POLICE OFFICER: Alertness,
“BLACK BAG” TRAINING: Alertness, Criminology, Drive Auto, Firearms,
Athletics, Craft (Electrician), Craft INTERROGATOR: Criminology, HUMINT, Law, Melee Weapons,
(Locksmithing), Criminology, Disguise, Foreign Language (choose one), Unarmed Combat.
Search, Stealth. Foreign Language (choose another),
HUMINT, Law, Persuade, Pharmacy, SCIENCE GRAD STUDENT:
BUREAUCRAT: Accounting, Search. Bureaucracy, Computer Use, Craft
Bureaucracy, Computer Science, (choose one), Foreign Language
Criminology, HUMINT, Law, Persuade; LIBERAL ARTS DEGREE: (choose one), Science (choose three)
and one other as a personal specialty. Anthropology or Archeology, Art
(choose one), Foreign Language SOCIAL WORKER OR CRIMINAL
CLERGY: Foreign Language (choose (choose one), History, Persuade; JUSTICE DEGREE: Bureaucracy,
three), History, HUMINT, Occult, and any three others as personal Criminology, Forensics, Foreign
Persuade, Psychotherapy. specialties. Language (choose one), HUMINT,
Law, Persuade, Search.
COMBAT VETERAN: Alertness, MILITARY OFFICER: Bureaucracy,
Athletics, Dodge, Firearms, First Aid, Firearms, History, Military Science SOLDIER OR MARINE: Alertness,
Melee Weapons, Stealth, Unarmed (choose one), Navigate, Persuade, Artillery, Athletics, Drive Auto,
Combat. Unarmed Combat; and choose one: Firearms, Heavy Weapons, Military
Artillery, Drive Heavy Machinery, Science (choose one), Unarmed
COMPUTER EXPERT: Computer Heavy Weapons, HUMINT, Pilot Combat.
Science, Craft (Microelectronics), (choose one), or SIGINT.
Science (Mathematics), SIGINT; and TRANSLATOR: Anthropology, Foreign
any four others as personal specialties. MBA: Accounting, Bureaucracy, Language (choose one), Foreign
HUMINT, Law, Persuade; and any Language (choose another), Foreign
COUNSELOR: Bureaucracy, First three others as personal specialties. Language (choose another), History,
Aid, Foreign Language (choose HUMINT, Persuade; and any one other
one), HUMINT, Law, Persuade, NURSE, PARAMEDIC OR PRE- as a personal specialty.
Psychotherapy, Search. MED: Alertness, First Aid, Medicine,
Persuade, Pharmacy, Psychotherapy, URBAN EXPLORER: Alertness,
Science (Biology), Search. Athletics, Craft (choose one), Law,
Navigate, Persuade, Search, Stealth.
delta-green.com
CORE RULES
Delta Green: The Role-Playing Game
Kill Damage
achieve or discover. Weapons roll to oppose it.
• USING STATS: If it’s “common • DODGE: Roll Dodge to oppose
knowledge” or something most an attack, disarm or pin. You can
people might achieve without take this action before your turn A percentile roll for heavy weapons.
extensive education or training, it comes up. Your roll can protect
doesn’t require a skill. Instead use you from more than one attack. • SUCCESS: Target drops to 0 HP.
a stat × 5 as the rating. • ESCAPE: Get out of being • FAILURE: Add up the roll’s digits
pinned. Roll STR, DEX, or as ordinary damage.
Modifiers
Unarmed Combat opposed by a
Kill Radius
free STR or Unarmed Combat roll
by your opponent.
Bonuses and penalties are uncommon • FIGHT BACK: You can take this
outside combat. If a modifier does action before your turn comes up. If the weapon has a Kill Radius,
apply, it’s usually ±20% (things are Roll Melee Weapons or Unarmed choose its center before attacking.
especially in your favor or against you) Combat to oppose an attack.
or, rarely, ±40% (you almost shouldn’t Choose whether you fight back • HIT: A blast does Kill Damage
even need to roll). with an attack, a called shot, a to everyone inside the radius. A
disarm, or a pin. Your roll can burst of bullets hits half. Everyone
Opposed Skills
Combat roll to oppose it. You
can attack the pinned target in • BODY ARMOR: Reduces damage
later turns. Unarmed Combat from any attack except a called
If one character actively interferes and Melee Weapons attacks on a shot or successful Kill Damage.
with another, both roll. A critical beats pinned target are at +20%. • COVER: Makes a Kill Damage
an ordinary success; otherwise the • WAIT: Wait and act after someone roll automatically fail; reduces
highest successful roll wins. If no rolls else’s action this turn. damage from any attack except a
are required, the highest rating wins. • ANYTHING ELSE: Anything that called shot.
takes a moment’s concentration.
delta-green.com updated 28 SEP 2015
SANITY
Sanity Threats Insanity Resistance
The three types of SAN loss are • TEMPORARY: If you lose 5 or You can resist SAN loss and insanity
violence, helplessness, and the more SAN from one incident, you through adaptation and the strength
unnatural. Roll Sanity. Success: Suffer go temporarily insane until the of Bonds. But there’s always a cost.
the first listed loss (the minimum Handler says you snap out of it.
INDEFINITE: If your SAN equals
Adaptation
possible with a critical). Failure: Suffer •
the second listed loss (the maximum your Breaking Point, you gain an
possible with a fumble). indefinite insanity according to
the threat (see examples below). If you lose SAN from a threat three
SUFFERING VIOLENCE LOSS Reset your Breaking Point to your times without going insane, you
Ambushed or hit by gunfire 0/1 new SAN minus your POW. become adapted. When adapted
Surprised by a corpse 0/1D2 • PERMANENT: If your SAN drops to a threat, you always succeed at
—It’s someone you love 0/1D4 to 0, you go irretrievably insane. Sanity tests for it. You cannot adapt to
Unexpectedly stabbed unnatural threats.
From Violence
or strangled 0/1D4
Reduced to 2 HP or less 0/1D6 • VIOLENCE: Lose 1D6 CHA and
Tortured 0/1D10 the same amount from each Bond.
• PTSD • HELPLESSNESS: Lose 1D6 POW
INFLICTING VIOLENCE LOSS • Addiction and add the same amount to your
Seriously harm an innocent 0/1D3 • Depression Breaking Point.
Shove a teammate’s body • Intermittent explosive disorder
Projection
into an incinerator to • Totemic compulsion
thwart investigation* 0/1D3 • Ligyrophobia
Kill in self-defense* 0/1D4 • Paranoia
Kill a murderous enemy • Sleep disorder When you lose SAN, you can spend
in cold blood* 0/1D6 1D6 WP to reduce the SAN loss by
From Helplessness
Torture someone 0/1D8 that amount. Reduce one Bond by
Accidentally kill an innocent* 0/1D8 half that much (round up). The next
Kill an innocent in cold blood, time you interact with that Bond,
even for a good reason* 1/1D10 • Depression describe the deterioration.
• Obsessive/compulsive disorder
Repressing Insanity
* For a failed roll add 1 per victim up • Obsession
to the maximum possible roll. • Addiction
• Enclosure-related phobia
HELPLESSNESS LOSS • Conversion disorder When you suffer temporary insanity or
Fired from your job 0/1 • Dissociative identity disorder an acute episode of indefinite insanity,
Rejected by your spouse 0/1D2 • Anxiety disorder you can try to keep control of your
Sentenced to prison 0/1D3 character by focusing on the people
delta-green.com
ADDITIONAL RULES
Bonding With Willpower Home
Delta Green Agents require Willpower points to A long-term Delta Green game
keep going despite exhaustion, to features occasional scenes that focus
resist interrogation and persuasion, to on agents’ everyday lives. Use them
After someone in your Delta Green withstand mental trauma, and to resist to explore the things that are most
team undergoes a catastrophic or enact unnatural rituals. important in your agent’s life and the
trauma—suffers temporary insanity, costs of involvement in Delta Green.
gains a new indefinite insanity, is LOW WILLPOWER: At 1 or 2 WP you
Personal Pursuits
incapacitated by injuries, etc.—you have an emotional breakdown. You
must make a Sanity test. Success has suffer a –20% penalty to all actions
no effect. Failure means you bond until your WP rise above 2.
with up to five teammates. Choose one personal pursuits.
NO WILLPOWER: When Willpower Describe how your agent is pursuing it
• If you don’t already have a Bond hits 0, you collapse, incapacitated and roll the appropriate test to resolve
with the teammate, gain a new and perhaps unconscious. You cannot it. Here are some examples.
Bond equal to half your CHA. succeed at any tests, including Sanity.
Write “Delta Green” next to the • FULFILL RESPONSIBILITIES: Roll
new Bond. You immediately lose REGAINING WILLPOWER: After a Sanity for one Bond, adding its
1D3 points from one other (non- full night’s sleep you regain 1D6 WP. value as a bonus. Success: +1D3
Delta Green) Bond. to the Bond. Fumble: –1D3 from
Sleeplessness
• If you already have a Bond with the Bond and –1 SAN.
the teammate, add 1D3 to it (up • ESTABLISH A NEW BOND: Roll
to your CHA). Subtract 1 from one CHA×5. Success: Gain a new
other (non-Delta Green) Bond. The first time you try to sleep after Bond equal to half your CHA;
suffering temporary insanity or gaining reduce one other Bond by 1D3.
More Combat a new indefinite insanity you must • GO TO THERAPY BUT LIE
make a Sanity test to get any rest. ABOUT YOUR TRAUMAS: Make
a Luck Roll. Success: +1D3 SAN.
• EXPLOSION: An attack with a Kill SEDATIVES: Drinking or taking Fumble: –1 SAN.
Radius of 10+ m. is at +20% to hit. sleeping pills gives you a +20% bonus • GO TO THERAPY AND TELL
• SHOTGUN FIRING SHOT: +20% to the Sanity test to get to sleep. If the THE TRUTH: Make a Luck Roll,
at all ranges, not just point blank; test fails anyway you’re sick the next at a –20% penalty if the therapist
double armor. day, at a –20% penalty to all tests. thinks your encounters with the
• ARMOR-PIERCING AMMO: –5 unnatural are delusions. Success:
Exhaustion
Armor, –1 damage. +1D6 SAN. Fumble: –1 SAN.
• HOLLOW-POINT AMMO: +1 • IMPROVE A STAT OR SKILL: Test
damage; double armor. the stat or skill. Failure: +1D10 to
• LASER SIGHT: +20% if you have You lose 1D6 WP every CON in a skill or +1 to a stat.
taken no damage since last turn. hours you work (or less if the work is • STUDY THE UNNATURAL: Ask
• TELESCOPIC SIGHT: Double especially hard). After working CON in the Handler what happens.
base range if you Aim. hours, you are exhausted. You suffer
3-ROUND BURST: Kill damage
The Cost of
• a –20% penalty to all skills, stat tests,
10%, one target. and Sanity tests until you get a full
Dedication
• 10-ROUND SPRAY: Kill damage night’s rest.
10%, Kill Radius 2 m.
• FIRST AID: Restores 1D3 HP. At 0 STIMULANTS: Stimulants or chain-
HP, it helps if the Handler says so. smoking offsets the exhaustion If you chose any pursuit except “Fulfill
• SURGERY OR MEDICINE: penalty by 10% for 2D6 hours, or 20% Responsibilities,” choose one Bond
Restores 1D4 HP once a week. for hard drugs. Frequent use makes and roll Sanity. Failure: –1 from the
• REST: CON×5 daily to heal 1 HP. addiction a likely insanity result. Bond. Describe how you fail to sustain
that relationship.
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Agent Name: Code Name or Alias:
Profession: Nationality:
SKILLS
Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
_____________________ __________________ o Y o N
_____________________ __________________ o Y o N
_____________________ __________________ o Y o N
What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?