What makes a Delta Green Agent?
All Delta Green Agents are composed of five elements:
STATISTICS (STATS): Core capabilities for every Agent.
DERIVED ATTRIBUTES: Ratings that indicate physical and mental resilience, derived from stats.
PROFESSION: What your Agent does for a living, which informs how many skill points and Bonds he or she has.
SKILLS: What training and education your Agent gained from, school, work, or life in general.
BONDS: The people your Agent fights to protect.
When, Where and Why?
Summer 1995. New York City. An artist has gone missing, and the players' Agents are dispatched to catalog the articles left in her apartment, which has been flagged by Delta Green as a potential unnatural vector. Agents should all be members or friendlies of the Delta Green conspiracy.
Agent Creation
STEP 1: Determine Statistics
Statistics are Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Power (POW), and Charisma (CHA). They range from 3 (the worst) to 18 (the best), with an average of 10 for an ordinary adult. Statistics represent core capabilities possessed by all Agents. All are important.
Either choose one of the following point-spreads and assign the values to your Statistics as you see fit,
OR simply allocate 72 points between the Statistics as you please.
Well-rounded: 13, 13, 12, 12, 11, 11
Focused: 15, 14, 12, 11, 10, 10
Highly Focused: 17, 14, 12, 10, 10, 9
STEP 2: Derived Attributes
Hit Points, Willpower Points, Sanity Points, and Breaking Point are derived from stats. They represent physical and mental resilience. When your Agent is hurt, exercises mental fortitude, or is traumatized, those scores can drop.
HP = (STR + CON) / 2, rounded up.
WP = POW.
SAN = POW x 5.
Breaking Point = SAN - POW.
OOC:
I believe most of these derived attributes are autofill on the character sheet, but it never hurts to know where your numbers are coming from.
STEP 3: Select Profession and Skills
What does your Agent do for a living? Profession dictates what skills your Agent has and the number of Bonds he or she possesses. Skills require special training, and come from schooling, experience, or personal interest. Skills are measured from 0% (no training) to 99% (foremost expert in the world). See Game Details page for a list of Profession suggestions.
Each Agent's skill point spread is closely tied to their Profession, but they're each good at what you'd expect them to be good at: A Federal Agent is good at investigating crime scenes, interviewing suspects and witnesses, and tracking down perps; a Computer Scientist is good at electronics, systems, and interpreting signal intelligence; a Special Operator is good at running, gunning, and sneaking. You will have
some bonus skill points to allocate however you please, but by and large, your skills will directly emerge from the Profession you choose.
Going to pause here until everyone has chosen a Profession and we square skill points away. Check the Game Details page in re: Profession options.
In the meantime, feel free to ask any questions or for example skill spreads or more info on the setting/first investigation, whatever else you need to help you make your Profession decision - there are just dozens and dozens and dozens of agencies etc listed in the book, and I can't possibly post the skills for all of them here, so once you've all chosen Professions for yourselves, I'll dole out the skill point spreads for what you've selected.