!inside a blocky shape. Sometimes you add or subtract a number from the roll. //Delta Green revolves around Agents. Each typically lasts a Unarmed Combat and Melee Weapons attacksfew seconds, but a given turn might represent a split on a pinned target are at +20%. In Delta Green: The role-playing game, you are one of those agents! Includes another action that turn cant Dodge or fight back self-defense; see DEFENSE ROLLS for details. No one takes notice of a small group of reasonably cautious Agents entering the building or Baughmans apartment. Writegets. To this day you can't remember the details. 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. BONDS SCORE Strength (STR) 10 50% Best Friend 15 Favorite Grandparent 15 Constitution (CON) 11 55% 15 Psychotherapist 15 Dexterity (DEX) 10 50% Fellow survivors of a shared trauma Intelligence (INT) 14 70% Quick, perceptive PSYCHOLOGICAL DATASTATISTICAL DATA Power (POW) 12 60% Charisma (CHA) 15 55% Very "present" 9. Handheld GPS. You're smart enough to know you're not the best programmer in the world, but you're far better than most. )Rolling the DiceWhen 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. 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%. PERSONAL DETAILS AND NOTES 18. It would mean nothing to anyone who happened to in- tercept it. When necessary, its the Handlers job to act as referee. COPYRIGHT NOTICEalty-free, non-exclusive license with the exact terms of this License to Open Game License v. 1.0, 2000, Wizards of the Coast, Inc.Use, the Open Game Content. The Agents themselves probably For the most part, Baughman was very cir- live in different cities, maybe different states, but they cumspect about keeping his secrets. Why?20. 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. Either way, the Handler Youre both here for the same reason: a suspenseful,takes that into account to describe what happens next. Dodging never inflicts damage. ing die-roll wins. The owner of anyContributor, and means any work covered by this License, including Product Identity used in Open Game Content shall retain all rights,translations and derivative works under copyright law, but specifical- title and interest in and to that Product Identity.ly excludes Product Identity. If your Agent goes insanedue to that type of trauma, erase all the marks. Success. 15// What Is an Agent? PROFESSION (RANK IF APPLICABLE) 3. Agents Stealth skill. OK, I yell out, Palmer! TABITHA: I run over. ISBN/UPC. It the smell of Baughmans corpse; this is where he died. The Handlerdescribes what happens next. 36// Delta Green: Need to Know // // Game System // Insanity Sample Disorders Insanity is what happens when you lose too many Here are sample disorders for each kind of trau- Sanity Points. Baughman uncovered financial tiesclues to future missions or as an aid in completing between Ventaja and accounts mentioned onongoing ones. apartment of a massive heart attack. your Agent a +20% bonus to the SAN test to get to sleep. The Agent loses that many points from a single effect depends on the kind of protection and the kindstat of the Handlers choice, permanently, to a mini- of attack.mum score of 3. This is where he kept mementos from izing the glass is far too magnetic for nature.his years with Delta Green. Traumatic back- Dr. Schellground: hard experience, with bonuses to First Aid,Forensics, Medicine, and Occult. Unnatural skill and costs 1D3 SAN. The investigation ended without prosecution,You can decide what other evidence Clyde Baughman but Delta Green surveillance of the companyhas left behind. Reduces the damage of an ordinary attackHandler says otherwise. Delta Green: Need to Know is written by Shane Ivey and Bret Kramer. Instead it pectedly assigned to a joint terrorism task force. STATISTICS SCORE 5 DISTINGUISHING FEATURES 11. Involve no one else in this operation. NATIONALITY FBI U.S. 5. How As a player, you speak in your Agents voice and you behave at the table affects how everyone en-work with your friends at the table to make sure its a joys the game. SPECIAL TRAINING into a private meeting and inducted you into another SKILL OR STAT USED program. The other players take the role of Agents of deep horror and terrible consequences. If your Agent losesSAN due to Helplessness or Violence, check one of thethree boxes for that threat on the character sheet un-der INCIDENTS OF SAN LOSS WITHOUT GOING INSANE. DEVELOPMENTS WHICH AFFECT HOME AND FAMILYREMARKS Choose your gender, name, and details of your Bonds. After the session, add 1 to each checked skill and erase all checks.INJURIES 14. he or she loses 1 SAN, but can act normally. This is likely in a crisis or emergencywhen events spiral out of control. Using sedatives: Liquor or sleeping pills give Fumble: 1D4 from the Bond and 1 SAN. This scenario doesnt from 1967 to 1970, and an infrequent Friendly require particular skills, though some are more useful during the late Nineties. Ifyour Agent goes insane or reaches the Breaking Pointdue to that threat, erase all its checks. Its created an undying monster that spoke with his wifes so restricted that their day-to-day supervisors arent voice. Many other professions are described in the Delta Each stat has space for its 5 rating. Social Share The License: This License applies to any Open Game Content mental regulation then You may not Use any Open Game Materialthat contains a notice indicating that the Open Game Content may so affected.only be Used under and in terms of this License. 18// Delta Green: Need to Know // // What Is an Agent? WOUNDS AND AILMENTS Has First Aid been attempted since the last injury? Theyrenew, long-term mental disorder. . You wanted something unique. Delta Green: Need to Know is the quick-start rulebook and Handlers screen for Delta Green: The Role-Playing Game. PERSONAL DETAILS AND NOTES 18. It also cost you a great deal of SAN and left you with a lingering sleep disorder: You must make a SAN roll to get a good night's sleep even at the best of 19. times. Write down moti-vations as your Agents personality emerges during thegame. 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 availablethings to prevent far worse horrors: incursions of for purchase. Its about confronting threats beyond human comprehension. Free shipping for many products! Delta Green: Need to Know was the first release for Arc Dream Publishing's stand-alone roleplaying game Delta Green: The Role-Playing Game. Supplement. HUMINT 40% cant tell what to make of her body language and mannerisms. If it fails, your Agent suffers an irretrievably insane. At this early stage, Bonds down their values on the character sheet. Dodge: Roll Dodge to oppose an attack, disarm, or pin. WOUNDS AND AILMENTS Has First Aid been attempted since the last injury? Roll 1D4. 44// Delta Green: Need to Know // // Last Things Last //The Thing In the Tank If Marlene realizes human beings are near, she attempts to get their attention and sympathy byA wasted corpse, rotten from so many years in the pounding on the inside of the tank and crying for helpdank hole (SAN loss: 1/1D8 from the Unnatural), in a croaking, pathetic voice.Marlene is more than an inexpertly raised zombie. Demanding professions allowfewer Bonds. Ifyoure playing a Physician, you probably want ahigh INT; a Special Operator needs a high CON. Is the warehouse dusty fromdisuse? Dodging protects against each attack that your roll against other attacks until your Agents next beats. 21. many suggestions and guidelines to make that easy.A Role-Playing Game The ResultDelta Green is played by a handful of friends around As the Handler describes unnatural terrors and thea table or in an Internet conference. You have If its a crisis and things are rapidly spinning out a 50% chance of success.of control, roll the dice.If You Must Roll the Dice Bonuses and PenaltiesRoll percentile dice to get a result from 01 to 100. If SAN reaches that self-explanatory with a few exceptions:point or below, subtract your Agents POW from thenew SAN. If you want to play a soldierwith extensive training for the War on Terror, play aSpecial Operator. Just roll percentile dice. It wasn't the kind of problem-solving you craved. be deciphered and appears to be gibberish. On the adjacent cof- cious. For an Agentneeds only to eat and rest and things will be all right. Loathsomeness. This is a work of fiction. This acts as a defense roll against the unaware cant Dodge or fight back. You may use any authorizedteams, personas, likenesses and special abilities; places, locations, en- version of this License to copy, modify and distribute any Open Gamevironments, creatures, equipment, magical or supernatural abilities Content originally distributed under any version of this License.or effects, logos, symbols, or graphic designs; and any other trade-mark or registered trademark clearly identified as Product identity 10 Copy of this License: You MUST include a copy of this Li-by the owner of the Product Identity, and which specifically excludes cense with every copy of the Open Game Content You Distribute.the Open Game Content; (f) Trademark means the logos, names,mark, sign, motto, designs that are used by a Contributor to identify 11. Delta Green: Need to Know By: Arc Dream Publishing, Shane Ivey, Dennis Detwiller, Greg Stolze, Bret Kramer Narrated by: Alexander Wells Length: 1 hr and 50 mins 4.6 (22 ratings) Try for $0.00 Pick 1 title (2 titles for Prime members) from our collection of bestsellers and new releases. The control officer gives the Agents the following instructions: Proceed to residence of Clyde Baughman. In order to Dodge or fight back, your Agent must Escape: Get out of being pinned. is grey-blue and she has torn out most of her hair. Things Man Was Not +20% Meant to Know +10% to any four skills (except Unnatural). until the next turn. Four days ago he died in his than others. OK, so I spend 2inside. Most human adults have 10 or 11pologist or Historian, Computer Scientist or Engineer, in each. unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. See DEFENSE ROLLS for details. When SAN drops sharp- or indefinite insanity 0/1D4ly, the Agent loses self-controland the player loses 0/1D4control of the Agent. You are an Agent of DELTA GREEN, an authorized but unacknowledged black program of the United States national security establishment, tasked to hunt and destroy the Cthulhu . But if shes been stuck in a septic tank gasoline in the shed. Where are the damn cops? gore and debris around the shape. Earth piled around indicates its stood exposed for years. You and the Handler decide the details. Why does your Agent help Delta Green despite the terrible risks?Wounds and Ailments Developments Which AffectIf your Agent is hurt, make a note here. A violent encounter with the unnatural brought you to Delta Green. Same, dude. It doesnt (powdered sugar), now crumbling and dry. The contents of this document are Arc Dream Publishing, except as listed and excepting those elements that are components of the Delta Green intellectual property. gruesomely killed Here are sample SAN losses. The decision to attack Marlene should not be easy. PHYSICAL DESCRIPTION 13. The interior is dark and only slightly damp, with a A large iron knife. Disorders from ViolenceTemporary Insanity PTSD Depression If your Agent loses 5 or more SAN from a single event, Addiction your Agent goes temporarily insane. The goal is to becomeso immersed in your Agents imagined experiencesthat the real world drops away and you can feel thechill of unnatural horror.The HandlerThe Handler is the emcee, referee, host,and narrator. ARMOR AND GEAREQUIPMENT Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls. Complete rules for conducting investigations, overcoming crises, fighting for your life, and watching your sanity slip away. 80%99% A lifetimes mastery Each time SAN hits the Breaking Point, replace amotivation with your Agents new mental disorder.Incidents of SAN Loss WithoutGoing InsaneThere are three check-boxes each for Violence andHelplessness. 20 from the rating). By using this site, you agree to allow cookies to store your data. If your Agent loses 1 or more SAN due toViolence or Helplessness but doesnt go insane, markthe appropriate check-box. DMG is always focusing on the future by making sure our practices are well-versed and working to reduce our carbon footprint on this planet. It contains a set of basic rules, six pre-generated . When it was over, a few fellow agents asked you to join them in a secret task force. WOUNDS AND AILMENTS Has First Aid been attempted since the last injury? papers here and systematically examine them. 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