Delta Green [ EDIT ]

This game has been retired! That means it's no longer being run.
Once, Delta Green investigated the return of a lost child.

It was not a happy reunion. Michael Lumsden had died of leukemia at Philadelphia Children's Hospital ten years before. Now he had miraculously returned, no older and with no sign of illness.

The agents were clever. If Michael Lumsden was home after all these years, what was buried in his coffin? Answer: the rotted remains of a ten-year-old boy. So, what was the thing that looked and acted like Michael Lumsden?

Should the team put the child-thing down like a rabid dog? Could they? Then there was the rest of the family. Were they infected by whatever influence pretended to bring Michael Lumsden back to life?

What power haunted the Lumsden home?

Nobody looked for guidance from their superiors. Everyone knew the orders would be: "Take care of it." How could they live with themselves if they made the wrong call, or even the right one?

What kind of a person joins a group that has to make those kinds of decisions?

You.

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BRIEFING FROM THE HANDLER:

A link to character sheets will be provided in the Agent Creation thread.


AGENT CREATION
1) Choose your Agent's Occupation. The types of Agents most likely to be recruited by the Program are listen below; however, if none of these strike your fancy, there are dozens more options to choose from. If this is the case, the Handler will assist.

Suggested Occupations include:

ANTHROPOLOGIST OR HISTORIAN


RECOMMENDED STATS: INT

PROFESSIONAL SKILLS:
- Anthropology 50% or Archeology 50%
- Bureaucracy 40%
- Foreign Language (choose one) 50%
- Foreign Language (choose another) 40%
- History 60%
- Occult 40%
- Persuade 40%

Choose any two of these that you don?t already have:
- Anthropology 40%
- Archeology 40%
- HUMINT 50%
- Navigate 50%
- Ride 50%
- Search 60%
- Survival 50%

BONDS: 4

COMPUTER SCIENTIST OR ENGINEER


RECOMMENDED STATS: INT

PROFESSIONAL SKILLS:
- Computer Science 60%
- Craft (Electrician) 30%
- Craft (Mechanic) 30%
- Craft (Microelectronics) 40%
- Science (Mathematics) 40%
- SIGINT 40%

Choose any four of these that you don?t already have:
- Accounting 50%
- Bureaucracy 50%
- Craft (choose one) 40%
- Foreign Language (choose one) 40%
- Heavy Machinery 50%
- Law 40%
- Science (choose one) 40%

BONDS: 3

FEDERAL AGENT


RECOMMENDED STATS: CON, POW, CHA

PROFESSIONAL SKILLS:
- Alertness 50%
- Bureaucracy 40%
- Criminology 50%
- Drive 50%
- Firearms 50%
- Forensics 30%
- HUMINT 60%
- Law 30%
- Persuade 50%
- Search 50%
- Unarmed Combat 60%

Choose one of these:
- Accounting 60%
- Computer Science 50%
- Foreign Language (choose one) 50%
- Heavy Weapons 50%
- Pharmacy 50%

BONDS: 3

PHYSICIAN


RECOMMENDED STATS: INT, POW, DEX
PROFESSIONAL SKILLS:
- Bureaucracy 50%
- First Aid 60%
- Medicine 60%
- Persuade 40%
- Pharmacy 50%
- Science (Biology) 60%
- Search 40%

Choose any two of these that you don?t already have:
- Forensics 50%
- Psychotherapy 60%
- Science (choose one) 50%
- Surgery 50%

BONDS: 3

SCIENTIST


RECOMMENDED STATS: INT

PROFESSIONAL SKILLS:
- Bureaucracy 40%
- Computer Science 40%
- Science (choose one) 60%
- Science (choose another) 50%
- Science (choose another) 50%

Choose any three of these:
- Accounting 50%
- Craft (choose one) 40%
- Foreign Language (choose one) 40%
- Forensics 40%
- Law 40%
- Pharmacy 40%

BONDS: 4

SPECIAL OPERATOR


RECOMMENDED STATS: STR, CON, POW

PROFESSIONAL SKILLS:
- Alertness 60%
- Athletics 60%
- 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%

BONDS: 2

2) 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.

Select one of the following sets, and assign the values however you like among your 6 Statistics. Points may be traded on a 1:1 ratio, never exceeding a total of 72.

Well-rounded: 13, 13, 12, 12, 11, 11
Focused: 15, 14, 12, 11, 10, 10
Highly Focused: 17, 14, 12, 10, 10, 9

For any Statistics rated lower than 9 (below average) or higher than 12 (above average), pick an adjective that relates to your exceptional Statistic that distinguishes your Agent. (For example, a POW of 8 might be "Spineless" or "Feeble" whereas a POW of 16 might be "Unshakeable" or "Indefatigable".)

3) CALCULATE DERIVED ATTRIBUTES
The character sheet will largely do this for you, but it's worth knowing what your Statistics might effect.

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.
- BP = SAN - POW.

4) ASSIGN SKILL POINTS
Each Occupation comes with a predetermined spread of
Occupational Skills. Write these values next to the appropriate skills.

Some Skills need to be further defined. For example, "Craft" might be "Microelectronics" or "Carpentry" or "Basket Weaving" or "Mechanics". "Military Science" is either "Land," "Air," or "Sea". Science might be "Physics", "Chemistry", "Mathematics," "Microbiology".

Once you've written in your Occupational Skills, you have 160 points to add to whatever skills you like in 20-point increments, up to a maximum skill level of 80.

5) DEFINE YOUR BONDS
Bonds indicate the strength of relationships with the most important people in your Agent's life, like a spouse, children, a partner, or a mentor. Bonds help Agents resist mental trauma - but as your Agent's life falls apart under the stress of Delta Green, Bonds deteriorate. Each Bond has a value that starts equal to your Agent's Charisma (CHA).

Bonds must be actual people, or groups of actual people. Pets can't be bonds. Neither can institutions. So that is to say, "The Catholic Church" can't be a bond, but "the St. Michael's Sunday Night Book Club" can be, because that consists of specific people that the Agent knows.

6) FILL IN THE DETAILS
How old is your Agent? What does he or she look like? What's his or her nationality? What's your Agent's name? What are your Agent's job and personal life like? What is something you like about your Agent? What is something you dislike?

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