Delta Green: Tim Crowe [ EDIT ]
This game has been retired! That means it's no longer being run.
A Delta Green game between old friends. Features a variety of both homebrew and published material.
{{details.status == 'open' ? 'Open for game applications' : 'Closed for game applications'}} [ {{details.status == 'open' ? 'Close for applications' : 'Open to applications'}} ]
{{details.title}}
,
{{details.created}}
{{details.postFrequency.timesPer}} posts per {{details.postFrequency.perPeriod == 'd' ? 'day' : 'week'}}
{{details.approvedPlayers}} / {{details.numPlayers}}
{{details.charsPerPlayer}}
{{details.public ? 'Public' : 'Private'}} [ Make game {{!details.public ? 'Public' : 'Private'}} ] (Read the forum)
CHARACTER CREATION
A Delta Green agent is created by first choosing a profession and skills; then, by assigning values to the six primary statistics and calculating derived attributes; and finally, by determining bonds and motivations.
Professions
Your profession determines your skills, your starting number of bonds, your accessible resources, and what privileges, powers, and responsibilities you have. A handful of core occupations, listed below, are most frequently seen among agents.
Each profession comes with a set of skills. These scores replace the base ratings. In addition to these professional skills, you may choose any eight skills on your character sheet to increase by 20%. You can increase a skill more than once but none can be higher than 80% to start.
Anthropologist, Archaeologist, or Historian — Bonds: 4
Anthropology 50% or Archaeology 50%
Bureaucracy 40%
Foreign Language (choose one) 50%
Foreign Language (choose another) 30%
History 60%
Occult 40%
Persuade 40%
Choose any two of these:
Anthropology 40%
Archeology 40%
HUMINT 50%
Navigate 50%
Ride 50%
Search 60% - Survival 50%
Computer Scientist or Engineer — Bonds: 3
Computer Science 60%
Craft (Electrician) 30%
Craft (Mechanic) 30%
Craft (Microelectronics) 40%
Science (Mathematics) 40%
SIGINT 40%
Choose any four of these:
Accounting 50%
Bureaucracy 50%
Craft (choose one) 40%
Foreign Language (choose one) 40%
Heavy Machinery 50%
Law 40%
Science (choose one) 40%
Federal Agent — Bonds: 3
Alertness 50%
Bureaucracy 40%
Criminology 50%
Drive 50%
Firearms 50%
Forensics 30%
HUMINT 60%
Law 30%
Persuade 50%
Search 50%
Unarmed Combat 60%
Choose any one of these:
Accounting 60%
Computer Science 50%
Foreign Language (choose one) 50%
Heavy Weapons 50%
Pharmacy 50%
Physician — Bonds: 3
Bureaucracy 50%
First Aid 60%
Medicine 60%
Persuade 40%
Pharmacy 50%
Science (Biology) 60%
Search 40%
Choose any two of these:
Forensics 50%
Psychotherapy 60%
Science (choose one) 50%
Surgery 50%
Scientist — Bonds: 4
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%
Special Operator — Bonds: 2
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%
Primary Statistics and Ability Scores
An agent's six statics reflect his or her physical and mental abilities. Values range from 3 to 18.
Strength (STR) represents raw physical power;
Constitution (CON) represents health and hardiness;
Dexterity (DEX) represents speed and physical agility;
Intelligence (INT) represents cunning, logic, and intuition;
Power (POW) represents will, spirit, and mental stability;
Charisma (CHA) represents personal and physical appeal.
Choose one array (row) of values from the following table to allocate among these statistics.
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
Percentile and Distinguishing Features
Next to each stat, record its percentile. This is calculated by multiplying its value by 5. Additionally, if the stat is below 9 or above 12, it stands out in some way. Write an adjective or a short description to illustrate it.
Derived Attributes
An agent's attributes are calculated from their primary statistic scores.
Hit Points (HP) represent physical health. This value is calculated by adding STR and CON and dividing the result by 2 (rounding up).
Willpower Points (WP) represent mental fortitude and drive. This value is the same as POW.
Sanity (SAN) represents a connection with humanity and reality as most people perceive it. This value is calculated by multiplying POW by 5.
The Breaking Point is the exact point of SAN at which your Agent has been worn down enough by trauma to develop a new, long-term mental disorder. This value is calculated by subtracting POW from SAN.
Bonds and Motivations
While profession, skills, and stats define what your agent is and what they are capable of, bonds and motivations define who your agent is.
Bonds
A Bond represents the most important human relationships in your agent's life, either a specific person (spouse; son or daughter; best friend), or a group of people who are tightly enough bound that your relationship with one affects your relationships with the others (the platoon from the war; spouse and kids; support group).
Each Bond has a score that begins equal to your agent’s CHA score. When a Bond's score falls, that relationship suffers. Demanding professions allow fewer Bonds. Consult the list of professions for specific values. Each Bond starts with a score equal to your agent’s CHA. If your Agent’s CHA goes down, each Bond drops the same amount.
At this early stage, Bonds don’t need many details, but each should have a name and specify the relationship: "Ex-husband, Taylor" or "Special Agent Waite, frequent FBI partner." Some Bond examples include:
Spouse or ex-spouse;
Son or daughter;
Favoured parent or grandparent;
Best friend;
Long-time coworker or partner;
Psychologist or therapist;
Spouse and children;
Parents;
Siblings;
Colleagues in an intense, difficult job or calling;
Church or support group;
Fellow survivors of a shared trauma.
Motivations
Motivations are personal beliefs, drives, or obsessions. What makes you agent tick? Intellectual curiosity? The love of a devoted pet? A passionate hobby? Something else? Record motivations as your agent’s personality emerges during the game. Your agent can start with up to five motivations.
Each time SAN hits the Breaking Point, replace a motivation with your Agent’s new mental disorder.
A Delta Green agent is created by first choosing a profession and skills; then, by assigning values to the six primary statistics and calculating derived attributes; and finally, by determining bonds and motivations.
Professions
Your profession determines your skills, your starting number of bonds, your accessible resources, and what privileges, powers, and responsibilities you have. A handful of core occupations, listed below, are most frequently seen among agents.
Each profession comes with a set of skills. These scores replace the base ratings. In addition to these professional skills, you may choose any eight skills on your character sheet to increase by 20%. You can increase a skill more than once but none can be higher than 80% to start.
Anthropologist, Archaeologist, or Historian — Bonds: 4
Anthropology 50% or Archaeology 50%
Bureaucracy 40%
Foreign Language (choose one) 50%
Foreign Language (choose another) 30%
History 60%
Occult 40%
Persuade 40%
Choose any two of these:
Anthropology 40%
Archeology 40%
HUMINT 50%
Navigate 50%
Ride 50%
Search 60% - Survival 50%
Computer Scientist or Engineer — Bonds: 3
Computer Science 60%
Craft (Electrician) 30%
Craft (Mechanic) 30%
Craft (Microelectronics) 40%
Science (Mathematics) 40%
SIGINT 40%
Choose any four of these:
Accounting 50%
Bureaucracy 50%
Craft (choose one) 40%
Foreign Language (choose one) 40%
Heavy Machinery 50%
Law 40%
Science (choose one) 40%
Federal Agent — Bonds: 3
Alertness 50%
Bureaucracy 40%
Criminology 50%
Drive 50%
Firearms 50%
Forensics 30%
HUMINT 60%
Law 30%
Persuade 50%
Search 50%
Unarmed Combat 60%
Choose any one of these:
Accounting 60%
Computer Science 50%
Foreign Language (choose one) 50%
Heavy Weapons 50%
Pharmacy 50%
Physician — Bonds: 3
Bureaucracy 50%
First Aid 60%
Medicine 60%
Persuade 40%
Pharmacy 50%
Science (Biology) 60%
Search 40%
Choose any two of these:
Forensics 50%
Psychotherapy 60%
Science (choose one) 50%
Surgery 50%
Scientist — Bonds: 4
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%
Special Operator — Bonds: 2
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%
Primary Statistics and Ability Scores
An agent's six statics reflect his or her physical and mental abilities. Values range from 3 to 18.
Strength (STR) represents raw physical power;
Constitution (CON) represents health and hardiness;
Dexterity (DEX) represents speed and physical agility;
Intelligence (INT) represents cunning, logic, and intuition;
Power (POW) represents will, spirit, and mental stability;
Charisma (CHA) represents personal and physical appeal.
Choose one array (row) of values from the following table to allocate among these statistics.
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
Percentile and Distinguishing Features
Next to each stat, record its percentile. This is calculated by multiplying its value by 5. Additionally, if the stat is below 9 or above 12, it stands out in some way. Write an adjective or a short description to illustrate it.
Derived Attributes
An agent's attributes are calculated from their primary statistic scores.
Hit Points (HP) represent physical health. This value is calculated by adding STR and CON and dividing the result by 2 (rounding up).
Willpower Points (WP) represent mental fortitude and drive. This value is the same as POW.
Sanity (SAN) represents a connection with humanity and reality as most people perceive it. This value is calculated by multiplying POW by 5.
The Breaking Point is the exact point of SAN at which your Agent has been worn down enough by trauma to develop a new, long-term mental disorder. This value is calculated by subtracting POW from SAN.
Bonds and Motivations
While profession, skills, and stats define what your agent is and what they are capable of, bonds and motivations define who your agent is.
Bonds
A Bond represents the most important human relationships in your agent's life, either a specific person (spouse; son or daughter; best friend), or a group of people who are tightly enough bound that your relationship with one affects your relationships with the others (the platoon from the war; spouse and kids; support group).
Each Bond has a score that begins equal to your agent’s CHA score. When a Bond's score falls, that relationship suffers. Demanding professions allow fewer Bonds. Consult the list of professions for specific values. Each Bond starts with a score equal to your agent’s CHA. If your Agent’s CHA goes down, each Bond drops the same amount.
At this early stage, Bonds don’t need many details, but each should have a name and specify the relationship: "Ex-husband, Taylor" or "Special Agent Waite, frequent FBI partner." Some Bond examples include:
Spouse or ex-spouse;
Son or daughter;
Favoured parent or grandparent;
Best friend;
Long-time coworker or partner;
Psychologist or therapist;
Spouse and children;
Parents;
Siblings;
Colleagues in an intense, difficult job or calling;
Church or support group;
Fellow survivors of a shared trauma.
Motivations
Motivations are personal beliefs, drives, or obsessions. What makes you agent tick? Intellectual curiosity? The love of a devoted pet? A passionate hobby? Something else? Record motivations as your agent’s personality emerges during the game. Your agent can start with up to five motivations.
Each time SAN hits the Breaking Point, replace a motivation with your Agent’s new mental disorder.
Decks
Game Closed
This game is closed for applications
Game Full
This game is currently full
Join Game
Join Game
Your request to join this game is awaiting approval
If you're tired of waiting, you can withdraw from the game.
Invite Pending
You've been invited to join this game!
Submit a Character
You cannot submit any more characters to this game
You don't have any characters to submit