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Delta Green Rules Reference

Skill Rules: Pages 2-4

Combat and Healing Rules: Pages: 5-7

Other Physical Dangers: Pages 8-9

Sanity Rules: Pages 10-12

Home Vignette and Bond Rules: Pages 13-14

Vehicle and Weapon Rules: Pages 15-16

Equipment Acquisition Rules: Pages 17-19

Tradecraft Rules: Pages 20-21

Tomes, Unnatural, and Hypergeometry Rules: Pages 22-23

NPCs: Pages 24-25

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Published by arrangement with the Delta Green Partnership. The contents of the
document and the intellectual property known as Delta Green are trademarks and
copyrights owned by the Delta Green Partnership, who has licensed its use here.
Delta Green Rules Reference
Skill Rules
Do not Roll Dice (If things are calm and under control, go with the story)
How Much Skill Does the Task Require? How Much Stat Does the Task Require?
Only a little training; a hobbyist 20% Anyone is able 3—4
Basic training or a college minor 30% Nearly anyone is able 5—8
Years of experience or a college major 40% An average person is able 9—12
Decades of experience/graduate degree 60% Only an unusually gifted person is able 13—16
A lifetime’s mastery 80% Only a prodigy is able 17—18

Roll Dice (If it is a crisis and things are out of control, go with a roll)
Bonuses and Penalties
Most of the time No modifier
Unusual circumstances +20% or -20%
Rarely +40% or -40%
Success and Failure
Critical success A success that rolls 01 or matching dice
Success Roll equal to or lower than the chance of success
Failure Roll higher than the chance of success
Critical Failure Failure with matching dice
The Luck Roll
Not skill or talent but blind luck A flat 50% chance

Opposed Tests Group Tasks


Circumstance Outcome Task Who Rolls
No roll required Highest rating wins Having more help is useful Highest skill in group
Both rolls succeed,
Highest roll wins A crowd is a hindrance Lowest skill in group
neither critical
Both rolls fail, Need to know everyone who
Lowest roll wins Each player rolls
neither critical succeeds or fails
Critical Success Always wins

Pursuit
Rules
Rolls: Series of Opposed Tests by pursuer and quarry to reach 1-3 successes/wins: successes cancel each
other out. If both fail, lowest failure wins; critical worth two successes, fumble worth two failures.
Skills: Athletics, Drive, Pilot, Heavy Machinery, Swim, Ride
Advantages: Coordination, air support, and being faster/more maneuverable add +20%/+40%
Seeking an Edge: Instead of rolling to catch or get away, make opposed test with other skill (e.g., Alertness,
Navigate, Stealth, Survival, Tactics). If successful, neither side wins, but gain +20% to next roll (crit: +40%).
Combat: Each test is 1 turn. Pursuer attacks, quarry gets win; vehicle passengers attack separately.

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Delta Green Rules Reference
Example Fumble Results
Fumble Effect Combat Fumbles
Lose 1D6 HP or 1D4 STR/CON/DEX Gun misfires and needs 1D4 turns to
Physical Strain
temporarily. clear.
Emotional Lose 1D6 WP or 1D4 INT/POW/CHA Weapon drops and needs 1 turn to
Burnout temporarily. pick up.
All CHA or Persuade tests with important Accidentally hit friend, bystander, or
Alienation
NPC auto Fail. self.
Exhaustion Become Exhausted. Fall prone.
Distraction -20% to next test.
Confusion Gain false Information.

Skill Lists and Base Ratings


Combat & Pursuit Investigative Research
Alertness (20%) Alertness (20%) Anthropology (0%)
Artillery (0%) Bureaucracy (10%) Archaeology (0%)
Athletics (30% Criminology (0%) Bureaucracy (10%)
Demolitions (0%) Disguise (10%) Computer Science (0%)
Dodge (30%) Foreign Language (0%) Criminology (10%)
Drive (20%) Forensics (0%) History (10%)
Firearms (20%) HUMINT (10%) Occult (10%)
Heavy Weapons (0%) Persuade (20%) Science (0%)
Melee Weapons (30%) Search (20%) SIGINT (0%)
Navigate (10%) SIGINT (0%)
Pilot (0%) Stealth (10%)
Ride (10%) Survival (10%)
Swim (20%)
Unarmed Combat (40%)
Procurement Professional Medical
Accounting (10%) Art (0%) First Aid (10%)
Bureaucracy (10%) Accounting (10%) Medicine (0%)
Law (0%) Bureaucracy (10%) Pharmacy (0%)
Military Science (0%) Craft (0%) Psychotherapy (10%)
CHAx5% Heavy Machinery (10%) Surgery (0%)
INTx5% Law (0%)
Luck (50%) Military Science (0%)
Common Knowledge: Using knowledge common to everyone or Agent’s career is an INT×5 test. Charming
with an untrained Art skill is usually a CHA or DEX test. Other efforts use other stats.
Improving Skills: If your Agent has at least 1% in a skill (except Unnatural) and fails a roll, mark that skill’s
box. At the end of the session, add 1D4 points to each marked skill and erase the mark.

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Delta Green Rules Reference
Special Trainings Skill Families
Training Skill/Stat Skill Types
Parachuting Athletics/DEX Acting, Creative Writing, Dance,
Skiing Athletics Flute, Forgery, Guitar, Painting,
Art
Poetry, Scriptwriting, Sculpture,
SCUBA gear Swim
Singing, Violin, etc.
Space suit operation INT Architect, Carpenter, Electrician,
Craft Gunsmith, Locksmith, Mechanic,
Exotic Weapon Melee/Firearms
Microelectronics, Plumber, etc.
Hand Grenades Athletics
Foreign Language Various languages
Subculture knowledge INT
Foreign criminal codes Law
Military Science Land, Air, Sea
Lockpicks DEX
Airplane, Drone, Helicopter, Small
Electronic security INT Pilot
Boat, Ship, Space Shuttle, etc.
Inside knowledge of Astronomy, Biology, Botany,
Criminology
conspiracy Chemistry, Engineering, Genetics,
Fluency in rare dialect Foreign Language Science Geology, Mathematics,
Meteorology, Physics,
Black markets Criminology
Planetology, Zoology, etc.

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Delta Green Rules Reference
Combat and Healing Rules
Combat Actions (Combatants takes one action per turn and act in DEX order, highest to lowest.)
Does It Serve as a
Action Effect
Defense Roll
Aim Adds +20% to the next attack roll. No
Inflicts damage, Crit: x2 Damage (Optional: Crit x1 damage If Melee/Unarmed vs.
Attack
and Stun/Disarm; Knock Prone; Called Shot; Second Attack) Melee/Unarmed
Called Ignores cover/armor, -20%/40% (Optional: Stun Target, -20%; If Melee/Unarmed vs.
shot Halve Damage, -20%; Automatic Critical, -40%) Melee/Unarmed
If Melee/Unarmed vs.
Disarm Forces target to drop something. Uses Unarmed Combat.
Melee/Unarmed
Dodge Defends against an attack. Uses Dodge. Yes
Escape Break free of being pinned. Uses STR or Unarmed Combat. Yes
Defend against an attack and counterattacks. Uses Melee
Fight back Yes
Weapons or Unarmed Combat.
Jog 10 m, run 20 m, or sprint 30 m. Usually an Agent can go
Move No
about 3 m as part of another action.
Hold a target down. A pinned character can take no actions
Pin Yes
except attempting to escape.
Wait Act immediately after someone else’s action this turn. Varies.
Other Takes a moment’s concentration instead of other action. No
STR Bonus Melee Damage STR 1-4: -2 STR 5-8: -1 STR 9-12: +0 STR 13-16: +1 STR 17-18: +2

Combat Modifiers (Modifiers can go no higher than +40% or lower than -40%. Whatever the
odds, a critical success always hits, and a critical failure always misses)
Circumstance +20% Bonus -20% Penalty -40% Penalty
Very long/ short Point-blank range (3m or Beyond 2x base
Past base range (up to 2x)
range less)/shotgun range (up to 5x)
Target concealment Terrible visibility due to
Using a laser sight Little to no visibility
or visibility smoke or darkness
Called shot or area Target about half covered or Target mostly covered
Explosive weapon
attack smaller than a human body or very small
Target condition— Target standing totally Target moving as fast
Target prone or running
ranged attack still as a speeding car
Target condition— Target pinned down or Target moving as fast
Target in a vehicle or running
melee attack standing totally still as a speeding car
Unusual attacker Carefully aiming for a full Pepper sprayed; shocked by Tear gas; staggered
condition turn stun gun; exhausted by stun grenade
Surprise Attack: Target is bound or asleep, can kill in one turn without roll. If target is Active but not Aware,
attack roll at +20% and automatic Critical. Failure misses.
Shooting into a Crowd: Ranged attack in crowd hits random member unless a Called Shot is made.

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Delta Green Rules Reference
Defense Rolls (Oppose attack rolls)
Dodging
Opposes Melee Weapons and Unarmed Combat.
Allows running for cover to escape ranged attacks before the guns fire.
Never inflicts damage.
Attacking or Fighting Back (Melee Weapons or Unarmed Combat only)
Opposes Melee Weapons and Unarmed Combat.
No effect on ranged attacks unless the Handler says so.
Includes an Offensive Action: attack, called shot, disarm, or pin.
Reacting to Attacks
Can Dodge or fight back before their turn as their action. Cannot if already used other type of action.

Combat Damage/Lethality
Lethality
Roll Lethality percentage for successful attack; on success, target is reduced to 0 HP; on failure, target takes
damage equal to sum of both dice of lethality roll as individual D10s
Protection Protection Vs. Lethality Protection Vs. HP Damage/Failed Lethality
Body Armor No effect Reduces damage
Cover Lethality automatically fails Reduces damage
Exposed No effect No effect
Fragile Any attack reduces to 0 HP Any attack reduces to 0 HP
Transcendent No damage No damage
Huge Lethality automatically fails Reduces damage

Armor Ratings
Armor Type Rating
Kevlar helmet (adds damage reduction to other armor) +1
Kevlar vest (concealable) 3
Reinforced Kevlar vest (typical for uniformed police) 4
Tactical body armor (typical for soldiers/SWAT teams), wall/thick door, makeshift vehicle cover 5
Bomb suit; thick wall, concrete, or moderate rock; light vehicle armor 10
Reinforced wall, big rock, or sandbag; medium vehicle armor 15
Heavy vehicle armor or light tank armor 20
Heavy tank armor 25
Armor Piercing: Reduce armor by rating; Explosive weapons only apply Armor Piercing to first target.

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Delta Green Rules Reference
Lethality and Kill Radius (+20% to attack roll if Kill Radius is from an explosion)
Kill Radius
Hit: Roll Lethality for all in the radius (unless Handler says otherwise). Everyone who survives is suppressed.
Miss: Everyone who would have been in the radius had it hit is suppressed.
Suppressed: Unless adapted to Violence, must hide or go prone for the next action or lose 1 SAN.
Suppression for Weapons w/o Kill Radius/Lethality: 1-meter Kill Radius and attack roll. Success deals no
damage (damage one target on Critical) and suppresses. No one is suppressed on a failure.

Selective Fire and Lethality/Kill Radius


Type of Fire Ammo Used Lethality Kill Radius
Short Burst 3 10% None
Long Burst 5 10% 1m
Short Spray 10 10% 2m
Long Spray 20 10% 3m

Wounds & Ailments


Damage Received/Statuses
Lose ½ or more Current HP in a single attack: Stunned.
Stunned: Cannot act on turn; must succeed at CONx5 roll to recover and act next turn.
Reduced to 1-2 HP: Unconsciousness. Roll CONx5 to avoid Permanent Injury.
Unconscious: Helpless to attacks; Wake up in 1 hour or when at 3 HP.
Permanent Injury: If CONx5 from being reduced to 1-2 HP fails, permanently reduce one stat by lowest
digit of roll to minimum of 3. (Optional Injuries (Cannot correct with surgery): Partially blinded, -20% to tests
involving eyesight; partially deafened, -20% to tests involving hearing; arm/leg crippled or severed, -20%
to tests involving two hands/movement).
At 0 HP: Death unless the Handler says otherwise. HP never go below 0.
Death: Can resuscitate within minutes equal to CON, otherwise permanently dead.

Healing
Type Roll Effect
Resuscitation First Aid Heal 1D4 HP (Crit: x2); Failure means victim dies.
Stabilization First Aid Heal 1D4 HP (Crit: x2; Fumble: 1D4 damage). Once/damage source
Treatment* Surgery/Medicine 1x/week heal 1D4 HP (double on critical); Fumble is 1D4 damage.
Recuperation CONx5 Once/day. Heal 1 HP (+Treatment; x2 for Crit); Fumble is 1 damage.
*After Treatment, until all Hit Points are recovered, strenuous activity inflicts 1D4 damage.
Healing Stat Loss: Lost stat points are restored at 1 point per day.

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Delta Green Rules Reference
Other Physical Dangers
Poison
Poison Rules
Roll Lethality after time equal to Speed. If Lethality roll fails, roll CONx5 to halve damage (Crit: only 1
damage; Fumble: x2 damage). Hospitalization grants +20% to the CON test).
Poison Type Entry Route Speed Lethality Symptoms Antidote
1D6 Pain, chills, nausea;
Spider venom Bite 5% Yes
hours possibly necrosis
Dangerous drug Usually pain, diarrhea,
1D6
administered with Varies 5% convulsions, or Yes
hours
failed Pharmacy skill asphyxiation
1D6 Pain, weakness,
Arsenic Ingestion 10% Yes
hours hemorrhaging
Pain, weakness,
Scorpion or rattlesnake 1D6
Bite or sting 10% hemorrhaging, Yes
venom hours
convulsions
2D6 Blistering, coughing
Phosgene gas Inhalation 15% No
hours blood, asphyxiation
1D6
Hydrogen cyanide gas Inhalation 20% Asphyxiation Yes
turns
Inhalation/skin 2D6 Muscle contractions,
Sarin gas 20% Yes
absorption turns spasms, asphyxiation
Diarrhea, shock,
Injection/powder 2D6
Ricin 20% seizures, circulatory No
inhalation hours
failure
Antidotes: Medicine/Pharmacy. Makes harmless if given before effect, after halves Lethality/HP damage.

Falling (make CONx5 test or be Stunned)


Distance Damage
1—3 m 1D6 damage, or 2D6 for a particularly uncontrolled fall
Beyond 3 m 1% Lethality per meter fallen

Fire (for a Moderate fire or larger: roll DEXx5 or catch fire, taking half damage each turn)
Intensity Example Damage
Minor Candle 1/turn
Moderate Flaming brand; momentary exposure to a larger fire 1D6/turn
Major Scalding steam; bonfire; blast furnace Lethality (10%) each turn

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Delta Green Rules Reference
Disease
Disease Rules
After Speed amount of time, roll CONx5 to recover and take half damage (Failure: take Damage and roll
again after Speed amount of time; Critical: only take 1 damage; Fumble: x2 damage). Hospitalization is
+20% to CON test. A diseased agent recuperates no HP.
Con Test
Disease Route Speed Damage Symptoms Cure
Penalty
Bacterial 1D6 Stiff neck, nausea,
Airborne -40 1D4 Antibiotics
meningitis days confusion
Bacterial 1D6
Inhalation None 1D6 Cough, fever, chills Antibiotics
pneumonia days
Antibiotics,
1D6 Discoloration,
Gangrene Dirty wounds None 1D6 excision, or
days oozing, numbness
amputation
Flea bite Fever, chills, lymph
(bubonic), 1D6 node swelling,
Plague None 1D6 Antibiotics
inhalation days coughing
(pneumonic) (pneumonic), shock
Contact with
Fever, weakness,
infected blood, 1D6
Ebola virus -40 1D6 diarrhea, nausea, None
bodies, or days
bleeding, shock
bushmeat
Antidotes: Medicine/Pharmacy. Makes harmless if given before effect, after halves Lethality/HP damage.

Other Dangers
Danger Effect
Lethality rating of 10% for every 40 kph (25 mph). Double Lethality rating if
Impact
hitting a wall and nowhere to tumble. CON×5 test or be Stunned.
Can hold breath for CON×5 turns. Then, or if choking, CON×5 test every
Suffocation
turn. Failure is1D6 damage, Success is 1damage. First Aid test stops choking.
Last for CON minutes in freezing temperatures unprepared, CON×5 minutes
partially prepared, CON hours fully prepared. After that, CON×5 test every
Cold
5 minutes. Failure reduces CON by 1. When CON hits 1, cannot move and
suffer 1D8 damage every 5 minutes. Shelter heals 1 CON per minute.

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Delta Green Rules Reference
Sanity Rules
Sample San Losses (Critical on SAN roll loses minimum, Fumble loses maximum)
Suffering Violence Loss The Unnatural Loss
Attempting Psychotherapy of a character
Ambushed by gunfire 0/1 0/1
who lost SAN to the Unnatural
Find a corpse or a mangled carcass 0/1 Witnessing benign supernatural effect 0/1
Find mutilated corpse of infant/loved
0/1D4 Witnessing a violent supernatural effect 0/1D6
one
Stabbed, strangled or shot 0/1D4 Seeing a corpse walk 0/1D6
Suffer a permanent injury 0/1D6 Experience overtly supernatural effect 0/1D6
Set on fire 0/1D6 Suffering a violent supernatural assault 1/1D8
Reduced to 2HP or fewer 0/1D6
Tortured 0/1D8

Inflicting Violence Loss Helplessness Loss


Incapacitate or cripple an innocent 0/1D4 Being fired from one’s job 0/1
Shove teammates’ bodies into an
0/1D4 Nearly get a Bond hurt or killed 0/1
incinerator to thwart an investigation
Kill in defense of oneself or another* 0/1D4 Suffering unexpected bankruptcy 0/1
Kill a murderous enemy in cold blood* 0/1D6 A Bond’s score is reduced to 0 0/1D4
Torture a victim 0/1D8 Sentenced to a prison term 0/1D4
Accidentally kill an innocent 0/1D8 Waking paralyzed or blind 0/1D4
Kill innocent in cold blood, any reason 1/1D10 Find a friend’s remains 0/1D4
A Bond goes indefinitely insane or suffers
1/1D4
a permanent injury
Flung into a pit of corpses 0/1D4
See or hear a friend gruesomely killed 0/1D6
Learn a Bond has been killed 1/1D6
See or hear a Bond gruesomely killed 1/1D8

Sample Willpower Losses


Source Loss
Pushing oneself to the limit physically and/or emotionally 1D6
A night without sleep 1D6
Projecting onto a Bond 1D4
Effects of Mental Disorders Varies
Emotional Burnout from Fumbled Roll 1D6
Unnatural Insights or Hypergeometric Rituals Varies

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Delta Green Rules Reference
Responding to SAN Loss
How to Reduce SAN Loss
Adaptation to Violence: Take 3 violence SAN losses without suffering insanity; lose 1D6 CHA and same
amount from each Bond. Automatically succeed at SAN tests for Violence
Adaptation to Helplessness: Take 3 helplessness SAN losses without suffering insanity; lose 1D6 CHA and
same amount from each Bond. Automatically succeed at SAN tests for Helplessness.
Projecting Trauma: Reduce WP, a Bond, and the SAN loss by 1D4
How to Go Insane
Temporary Insanity: Lose 5+ SAN at once (Optional: If from unnatural source, gain 1D6 to Unnatural Skill)
New Disorder: SAN reaches the Breaking Point.
How to Repress Insanity
Projection: Reduce WP and a Bond by 1D4 to make SAN test; success prevents temp. insanity or disorder.
Destroying the Unnatural: Destroying an unnatural creature or object may restore SAN equal to the lowest
amount it could inflict, never restoring above maximum SAN. Every agent involved gains this SAN.
Temporary Insanity (Handler Chooses One)
Flee: Run away incoherently for number of turns equal to CON or until danger is gone.
Fight: Mindlessly attack anyone in sight.
Submit: Curl into a helpless ball.
Mental Disorder
If facing Trigger of a disorder, make a SAN roll or the disorder takes over, as described.
Self-Medicating: Benzos add +20%, Alcohol/Cannabis add +10%, both give -20% to all skill and stat
tests; both risk Addiction (which loses bonus and keeps penalty)

Recovering Willpower Points Low Willpower Points


Action Effect Amount Effect
Get a full night’s Recover 1D6 WP, no
1 or 2 WP All actions are at a -20% penalty
sleep longer exhausted
Engage in personal Fail all tests, including SAN rolls. Out
Recover 1 WP 0 WP
motivations of control. Unconscious/incapacitated

Exhaustion and Sleep


Exhaustion
Suffer a –10% or even –20% penalty to all tests, including SAN rolls
Too Long Working, or Too Long Exposed to Danger and Fear: Lose 1D6 WP, become Exhausted
A Night Without Sleep: Lose 1D6 WP, become Exhausted
Chain-smoking/Using Stimulants: No penalty for 1D6 hours/2D6 for hard drugs. Restores no WP. Each
additional dose costs 1D6 WP. Frequent use makes addiction likely for next disorder.
Getting to Sleep
Sleeplessness: If had temporary insanity or hit Breaking Point, make a SAN test to get a full night’s sleep.
Using Sedatives or Drinking: +20% bonus to the SAN; risks Addiction disorder

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Delta Green Rules Reference
Mental Disorders
Violence Disorders Trigger Description
Overwhelming need. Indulging is -20% penalty to stats and
skills for a few hours. Every 24 hours w/o use lose 1D6 WP
Addiction Losing 2+ SAN
and cannot recover WP. At 2 WP or less, become
irrational/self-destructive
Reminders of past
Depression Every skill or stat test costs 1D4 WP
traumas
Intermittent Explosive
Losing 2+ SAN Filled with rage, strong temptation to attack
Disorder
Ligyrophobia Loud noises SAN tests at -20%
Paranoia Losing 2+ SAN Cannot trust or rely on anyone
Reminders of past
PTSD React violently OR skill/stat tests costs 1D4 WP
traumas
Sleep Disorder Trying to Sleep SAN test: failure cannot rest or regain WP for 24 hours
Losing or being
Totemic Compulsion -10% to every skill, stat, and SAN test until item recovered
without totem
Helplessness
Trigger Description
Disorders
Addiction As Violence As Violence
Anxiety Disorder Losing 2+ SAN -20% to all skill, stat, and SAN tests
Temp Insanity or
Conversion Disorder Become Blind, deaf, or paralyzed until stress subsides
Breaking Point
Dissociative Identity Temp Insanity or
Take on alternate identity/personality
Disorder Breaking Point
Depression As Violence As Violence
Entering distinctly
Enclosure-related
open/enclosed SAN tests at -20%
Phobia
place
Obsession Losing 2+ SAN For several days, long-term actions at -20%
OCD Losing 2+ SAN -20% to all skill, stat, and SAN tests until things ordered
Unnatural
Trigger Description
Disorders
Amnesia Losing 2+ SAN Erases all memory of episode
Depersonalization Losing 2+ SAN -20% to skill and stat tests
Depression As Violence As Violence
DID As Helplessness As Helplessness
Temp Insanity or
Fugues Become catatonic or wander off
Breaking Point
Megalomania Losing 2+ SAN Stat or skill tests to help or make a good impression fail
Paranoia As Violence As Violence
Sleep Disorder As Violence As Violence

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Delta Green Rules Reference
Home Vignette and Bond Rules
Personal and Home Pursuits
Pursuit Cost Roll Effects
» Fumble: Reduce a Bond by 1D4 and lose
Fulfill 1 SAN. » Failure: Improve a Bond by 1. »
None. SAN.
responsibilities. Success: Improve a Bond by 1D6. » Critical:
Improve a Bond by 1D6 and gain 1 SAN.
» Fumble: Lose 1D4 SAN. » Failure: Gain 1
Reduce a non-
Back to nature SAN. SAN. » Success: Gain 1D4 SAN. » Critical:
DG Bond by 1.
Gain 4 SAN.
Establish a new Reduce a non- » Failure: No effect. » Success: Gain a new
CHAx5
Bond DG Bond by 1. Bond with a score of ½ CHA.
» Fumble: Lose 1 SAN. » Failure: Gain 1
Luck or the
SAN. » Success: Gain 1D6 SAN. » Critical:
Go to therapy, Reduce a non- therapist’s
Gain 6 SAN. A disorder goes into
sharing truthfully DG Bond by 1. Psychotherapy skill.
remission. Gain a Bond with the therapist at
*
½ CHA (or add 1D4 to an existing Bond).
» Fumble: Lose 1 SAN. » Failure: No effect.
Go to therapy, Luck or the » Success: Gain 1D4 SAN. » Critical: Gain
Reduce a non-
not sharing therapist’s 4 SAN. A disorder goes into remission.
DG Bond by 1.
truthfully Psychotherapy skill. Gain a Bond with the therapist at ½ CHA
(or add 1D4 to an existing Bond).
Reduce a non-
Improve skills or DG Bond by 1 Two skills or stats to » Failure: Add 1 to a stat or 3D6 to a skill. »
stats for each be improved. Success: Add nothing.
increase.
Indulge a Reduce a non- » Fumble: Lose 1 SAN. » Failure: No effect.
personal DG Bond by 1 if SAN. » Success: Gain 1 SAN. » Critical: Gain
motivation SAN improves. 1D4 SAN.
Reduce a non-
Special training None. Gain special training with a skill or stat.
DG Bond by 1.
Reduce a non- » Fumble: Uncover a dangerously wrong
Criminology or
DG Bond by 1 clue. » Failure: No effect. » Success:
Stay on the case Occult; the Handler
and gain Uncover a pertinent clue. » Critical: Uncover
rolls secretly.
1D6−3 SAN. an especially valuable clue.
Reduce a non-
Study the Depends on the
DG Bond by Depends on the source.
unnatural source.
1D4.
* If you describe criminal or unnatural events and the therapist thinks they are delusions, the roll is at a
−20% penalty. If the therapist does not think they are delusions, there is a risk of criminal investigation or
further exposure of the unnatural.

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Delta Green Rules Reference
(Optional) Home Pursuits
Pursuit Roll Effect
Success gains funds for 3D6 Standard
Raising Illicit Reduce each non-Delta Green Bond by 1. Roll
Purchases, double for Critical. Fumble
Cash Accounting/Bureaucracy/Criminology.
faces Firing and Prosecution
Success improves one non-DG Bond
Squandering Equivalent of Major or Extreme expense. Roll by 1D4 or each Bond by 1D6 for
Illicit Cash Accounting or Luck, -20% for Extreme. Extreme. Failure reduces one Bond by
1D6. Fumble faces prosecution.

Firing and Prosecution (Complete during Home Vignettes)


Vignette Roll Effect
Success is reprimand or minor disciplinary action.
Failure leads to being fired: lose 0/1 SAN from
Getting CHA test with Supervisor; Persuade or
Helplessness and make CHA test for each bond
Fired Bureaucracy test for serious offense.
or lose 1D4 points from it (-20% if Bond is
coworker).
Luck roll; -20% for strong case against or Success is acquittal but make CHA test for each
+20% for weak case/DG interference; Bond or lose 1D4 points from it. Failure is
Prosecution may make a Law roll before Luck roll to conviction/plea bargain, loss of job, lose 0/1D4
add +20% on success, +40% on critical, SAN from helplessness, and CHA test for each
-20% on failure, or -40% on fumble. Bond (success loses 1 point, failure loses 1D6).

Delta Green (DG) Bonds


Bond Effect
Whenever a member of the team suffers temporary insanity, gains a new disorder, is
A Special Bond incapacitated by injuries, or dies, Agents present gain a DG Bond. After crisis, make a
SAN test. If it fails, gain new bonds with Agents and/or add to existing ones.
New DG Bond Bonds’ value is half your Agent’s CHA; lose 1D4 points from one other non-DG Bond.
Existing DG Bond Existing Bonds add 1D4 to value and subtract 1 from one other non-DG Bond.

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Delta Green Rules Reference
Vehicle and Weapon Rules
Melee Weapons Small Arms
Sample Weapons Damage Sample Weapons Damage
Bare hands and feet 1D4-1 Small-caliber pistol 1D8
Brass knuckles or steel-toe boot 1D4 Pistol 1D10
Taser Stun Carbine or very large pistol 1D12
Ordinary knife or hatchet 1D4 Rifle 1D12+2
Combat knife or nightstick 1D6 Shotgun blast, close, range 2D8
Tomahawk, machete, or baseball bat 1D8

Automatic and Heavy Weapons


Sample Weapons Skill Lethality Kill Radius
Submachine gun, fully automatic Firearms 10% 1-3m
Assault rifle or carbine, fully automatic Firearms 10% 1-3m
Very heavy sniper rifle Firearms 20% None
Light machine gun Heavy Weapons 10% 3m
Heavy machine gun Heavy Weapons 10% 3m
Hand grenade Athletics (special training) 15% 10m
Improvised explosive device Demolitions 15% 10m
Grenade launcher Heavy Weapons 15% 10m
Rocket-propelled grenade Heavy Weapons 30% 10m

Specific Weapon Rules


Weapon Rules
CONx5 test or stunned and action penalty for 1 hour; on success target not stunned and
Tear Gas and suffers half penalty. Tear gas grenades have +20% to attack roll and gas lingers for 1-2
Pepper Spray minutes. If a pepper spray attack fails, attacker makes CONx5 test at +20% or is stunned
and -20% penalty for 1 hour. Gas mask protects, but -20% to Alertness and Search tests.
+20% to attack roll and automatic success when thrown into closed room by surprise.
Stun Grenades Targets in 10-meter (indoors) or 5-meter (outdoors) radius stunned. After stun ends, target
has -40% to all actions for 1D6 turns (eye or ear protection reduces penalty to -20%).
Shine in target’s eyes up to 10 meters away with DEXx5 Test opposed by target’s DEXx5
Bright Lights
Test. Dazzled target is at -20% penalty to all actions for 1D6 turns.
Electroshock CONx5 test or stunned and suffer -20% to all actions for 1D20 turns after ends.
Firing shot adds +20% to hit at all ranges but target doubles Armor. Firing both barrels
Shotguns
adds +1D8 damage up to base range. Other gauges can modify damage by +2 or -2.
Rifles/Carbines Bolt action rifles attacking two turns in a row have -20% to attack roll.
Heavy Guns Machine guns fired without bipod/tripod/mount halves Base Range.
Unusual Armor Piercing (AP) reduces Armor by 5 (replace weapon’s usual AP rating) but does -1
Ammunition damage, minimum of 1. Hollow point does +1 damage, but Armor is doubled.

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Delta Green Rules Reference
Weapon Concealment
Weapon Concealability
Knives and Pistols Concealed under ordinary clothing; seen with Alertness Test.
Heavy Pistol or Large Knife As above but +20% to Alertness Test; +0% if wearing overcoat.
Submachine Gun or Sawed-off Shotgun Can conceal under overcoat; seen with +0% Alertness Test.
Full-size Rifle or Large Melee Weapon Cannot be concealed.

Vehicle Rules
HP and Armor
Vehicles count as Huge and ignore unarmed and small melee attacks. Driving at half HP or less requires
Drive/Pilot test; vehicle dies on fumble. 0 HP renders permanently inoperable.
Speed (Surface/Air; Air outruns Surface) Effect
Slow -20% to Drive/Pilot to pursue or escape
Fast +20% to Drive/Pilot to pursue or escape
Jet/Special Outruns any non-jet vehicle
Ramming Speed Damage (Count Vehicle Armor as Armor Piercing)
Low 1D6 or 2D6
Moderate (Max speed for Slow Vehicle) Lethality equal to ½ max vehicle HP
High Lethality equal to max vehicle HP
Target is Huge/Vehicle: ramming vehicle takes ½ target’s max HP in damage
Passengers: 2D6 damage to rammed; 1D6 to rammers/0 if target not Huge. Seatbelts/airbags halve.

Vehicles
Sample Vehicles HP Armor Speed
Motorcycle 15 to 20 0 Fast
Sedan 25 to 30 3 Average
Pickup or SUV 30 to 35 3 Average
Armored SUV 35 10 Average
Semi truck 40 3 Slow
Armored personnel carrier 80 20 Slow
River patrol boat 30 0 Slow
Speed boat 25 0 Average
Civilian helicopter 20 0 Average
Commuter plane 25 0 Average
Police helicopter 30 0 Fast

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Delta Green Rules Reference
Equipment Acquisition Rules
General Questions for Acquiring Gear
Do We Have It?
The Agents may already have what they need.
Consider the operation, the Agents, and the item itself.
If it is not obvious, can attempt an INT or Luck roll (Major expense: −20%; Extreme expense: −40%).
Can We Requisition It?
If the answer’s not obvious, roll Bureaucracy or Military Science (Major expense −20%, Extreme expense
−40%, Low priority −20%, High priority +20%).
Risks unwanted oversight and review.
Can Delta Green help? Ask the Handler.
What’s Plan B?
Ask a Bond who has access to get it for you.
Spend your own money.
Abuse your position as a program manager.
Use a stash of illicit cash.
Use Craft and a workshop to make it yourself.

Expense Levels
Level Examples
Incidental A meal, a taxi across town, a rental car for a few days, firearm ammunition,
(Up to $150) shovels and tarps, a burner phone. Assume the Agent has it and move on.
Standard A pistol or rifle, a same-day plane ticket to a major hub, multiple days’ worth of a
($200 to $800) car rental, or a week at a modest hotel or a short-term apartment.
A good-condition rifle with starlight scope, a working but ugly car bought with
Unusual
cash, a powerful computer, a same day ticket to an out-of-the-way location, a week
($1000 to $5000)
at a fine hotel, a forged passport from a developing nation.
Major A heavy weapon, a professional-level forgery, a new vehicle, a stay in a private
($6000 to $30,000) villa for a week, or access to an exclusive charity event.
Extreme Levels of spending only open to the truly wealthy or to black budgets with
($36,000+) astonishingly little oversight. Availability up to the Handler.
Junk Equipment: One expense level lower in cost. Fumbles on any roll of 95 or higher, and/or -20% to use.
Crafting It Yourself: Can use Craft skill to manufacture equipment at one expense level lower (cannot craft
Extreme purchases); usually takes one or two days. Can also modify firing rate on weapons.
Asking Delta Green: Control officer may use their Bureaucracy skill for requisition or operation priority.

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Delta Green Rules Reference
Operational Gear: Do They Have It to Start?
Considerations Details
Consider the Operation Look at the nature of the Operation.
Consider the Agents Look at the skills and background of the agents.
Consider the Item Is it unusually expensive, restricted, or inappropriate?
Relevant Agent rolls INTx5 or Luck to have item before operation begins.
If It Is Not Obvious, Roll
Major Expense at -20%, Extreme Expense at -40%.
>> Agents start with 1-2 Unusual Expenses each, 1-2 Major Expenses per group, and 0 Extreme Expenses.

Official Requisition (Bureaucracy Roll, or Military Science for Military Requisition)


Operational Priority Modifiers
Low Priority: -20% Normal Priority: +0% High Priority: +20%
Requisition Time Time Repercussions for
Modifier Review
Expense (Normal) (Accelerated) Wrongful Use
If restricted; or if
A day or
Standard +0% A few hours* accelerated and a Reprimand
two
CHAx5 test fails
Unusual +0% A few days A day or two* As above. Reprimand
A few Suspension and/or
Major -20% A few days** Always
weeks transfer
A few Firing and/or
Extreme -40% A few days** Always
months prosecution
Official Review: Roll Accounting/Bureaucracy/Law/Military Science/Persuade/Criminology to smooth
over; +20% bonus with time to prepare or +40% with good circumstances. Failure of Standard or Unusual
Expense is a reprimand, Major Expense a severe disciplinary action, and Extreme Expense Firing and/or
Criminal Prosecution.
Avoiding Scrutiny: Establishing pretext for requisition may require Law or Military Science Test. Failure may
lead to investigation requiring Law and/or Bureaucracy rolls.
Covering the Trail: Accounting roll to cover up request. Fumble could result in being Fired or Prosecution.
Supervisory Agents: +20% to Accounting/Law/Bureaucracy/Military Science rolls for Requisition and
Cover-Ups.
Local Support: CHA test to leverage Agency’s name and influence with local authorities, may result in
inquiries with too many requests.
Incidental Expenses: Do not normally require roll unless Handler says otherwise.
*Standard or Unusual delivery can be accelerated by badgering officials
**Major or Extreme delivery can only be accelerated for a high priority operation.

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Delta Green Rules Reference
Calling in a Favor from a Bond
Expense Roll Effects
Standard CHAx5 On success, Bond acquires item; on failure, Bond refuses & reduce by 1.
On success, Bond acquires item and is reduced by 1; on failure, Bond is reduced by
Unusual CHAx5
1.
On success, Bond acquires item and is reduced by 1. On failure, Bond is reduced
Major CHAx5
by 1D4.
CHAx5 On success, Bond acquires item and is reduced by 1D4. On failure, Bond is reduced
Extreme
-20% by 1D6.

Spending Your Own Money


Expense Roll Effect
INTx5 or Accounting; +20% for
Standard Failure can purchase by reducing a non-DG Bond by 1.
wealthy occupation
Success and Failure reduce each non-DG Bond by 1.
Unusual INTx5 or Accounting
Wealthy occupations do not reduce Bonds on a Success.
INTx5 or Accounting; +20% for Success reduces each non-DG Bond by 1. Failure reduces
Major
wealthy occupation 1 non-DG Bond by 1D4 and the others by 1.
Extreme No roll To acquire, reduce each non-Delta Green Bond by 1D4.
Limitations: Some items only available scrutiny/paperwork, from official requisition, or the black market.
Using Illicit Cash: Allows 1 or more Standard Purchases; Unusual counts as 5, Major counts as 25.
The Black Market: Criminology Roll to find a contact, or Computer Science for Dark Web; may have
access to a market through Criminology or CHA. Failure means it cannot be acquired without being
caught. Once found, roll Luck, and on a Failure the item is one expense level greater.

Program Managers (Accounting Roll, Failure inflicts -20% to future rolls during operation.
Acquire Standard Expense with basic Internet; Unusual or Major with agency software)
Expense Accounting Roll Failure Accounting Roll Fumble
The money is not available. Or the Agent can get
The budget dries up for the rest of the
the money anyway but then the budget dries up for
Standard operation. The Agent can cover his or
the rest of the operation. Either way, the Agent can
her tracks enough to avoid trouble.
cover his or her tracks enough to avoid trouble.
As with failure, and a superior or
The budget dries up for the rest of the operation, but
Unusual budget specialist notices the irregularity.
Agent covers their tracks enough to avoid trouble.
Agent risks being fired.
The budget dries up for the rest of the operation and
As with failure, and the Agent faces
Major a superior or budget specialist notices the
prosecution.
irregularity. The Agent risks being fired.
The budget dries up for the rest of the operation and
As with failure, but the Agent is
a superior or budget specialist notices the
Extreme automatically fired and faces
irregularity. The Agent risks being fired and faces
prosecution.
prosecution.

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Delta Green Rules Reference
Tradecraft Rules
Going Unnoticed
Task Skill Required Possible Opposing Skill
Concoct a legal pretext for an operation Law Law
Establish a false identity Bureaucracy Bureaucracy
Create a false online history HUMINT (with Computer Science) HUMINT
Back-date online history data Computer Science Computer Science
Falsify documents Art (Forgery) Art (Forgery)
Secure cooperation or allay suspicions Persuade Persuade
Evade surveillance or sentries Stealth Alertness
Clean a crime scene Forensics Forensics

Surveillance
Task Skill Required Possible Opposing Skill
Plant hidden microphones or cameras Stealth Search
Follow a subject without detection Stealth Alertness
Stealth or Driving,
Follow undetected while driving Alertness
whichever is lower
Enter an office unnoticed Stealth Alertness
Talk your way into an office without suspicion Persuade HUMINT
Plant a virus or Trojan horse Computer Science Computer Science
Use IMSI to track and listen to cell communications SIGINT SIGINT
Decrypt digital interceptions SIGINT SIGINT
Obtain NSA digital or voice intercepts without Bureaucracy or Law,
Bureaucracy
leaving records of the request whichever is lower

Pursuit
Task Skill Required Possible Opposing Skill
Run down a suspect or escape on foot Athletics Athletics
Pursue or escape in a vehicle Driving or Pilot Driving or Pilot

Breaking and Entering


Task Skill Required Possible Opposing Skill
Sneak past guards or cameras Stealth Alertness
Scale a wall Athletics n/a
Special training (lockpicks) or Craft
Pick a lock n/a
(locksmith)
Special training (security systems) or
Defeat a security system n/a
Craft (Electrician)
Obscure signs of entry Forensics Forensics

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Delta Green Rules Reference
Search & Arrest
Task Skill Required Possible Opposing Skill
Make pretext to arrest w/o warrant Law Law

Interrogation
Task Skill Required Possible Opposing Skill
Figure out how to motivate a subject to cooperate HUMINT Persuade
Persuade a subject to divulge information Persuade Persuade
Torture: 0/1D8 SAN violence victim and torturer, 1D4 damage to victim; +20% to Persuade, -20% to resist
Enhanced Interrogation: 0/1D4 SAN violence to victim and interrogator; +20% to Persuade
“Truth” Drugs: Pharmacy skill to administer; -20% to resist; failure or lack of skill acts as poison, lethality 5%
Drunk: Drunk subject has -20% to resist, CON test to withstand alcohol

Medical Treatment
Task Skill Required Possible Opposing Skill
Give a hospital a convincing pretext for your injuries Law/Persuade Law/HUMINT
Give misleading details to throw off possible investigation Bureaucracy Bureaucracy
Convince doctor/nurse to help without calling the authorities Persuade Persuade/HUMINT
Find a doctor/vet to provide illegal, off-book medical care Criminology n/a

Evidence Tampering
Task Skill Required Possible Opposing Skill
Grab evidence before it is collected Stealth Alertness
Get in evidence locker w/o arousing suspicion Bureaucracy/Law Bureaucracy/Law
Alter evidence without arousing suspicion Forensics Forensics
Accounting, Bureaucracy, Accounting, Bureaucracy,
Alter a case file without arousing suspicion
Computer Science, Law Computer Science, Law

Disposing of a Body
Possible Opposing
Task Skill Required
Skill
Carve a corpse up for dispersed burials or
Forensics Search
scavengers (1/1D6+1 SAN violence)
Safely dissolve a body in acid (1/1D6+1 3x DEXx5/Science (Chem) or 1D4
n/a
SAN violence) damage
Dissolve a body with quicklime Forensics Forensics/Search
Incinerate a body w/o identifiable traces Forensics Forensics
Craft (Metalworking) or Heavy
Melt a body in an industrial crucible n/a
Machinery or 1D6+2 damage
Dump at sea/deep waters (1/1D4 SAN
Forensics Forensics
violence)

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Delta Green Rules Reference
Unnatural, Tomes, and Hypergeometry Rules
Unnatural Skill (SAN score can never be higher than 99 minus Unnatural skill rating)
Rating Description
01% to 09% Certain knowledge that nonhuman things and forces exist and threaten humanity.
A basic understanding of what is truly at stake: the existence of the forces of the Great Old
10% to 19%
Ones and their threat to humanity.
A more advanced understanding of the true disposition of the world. The variety of Great
Old Ones, alien intelligences, and inhuman earthly intelligences. Some inklings of pre-
20% to 29%
history, isolated and framed through confusing human occultism, conspiracy theories, and
mythology.
A clearer knowledge of pre-history and the inhuman beings that plied the world before
30% to 39%
man.
40% to 49% A complex knowledge of unnatural books, rituals and items.
50% to 99% A deep understanding of pre-human history, locations, and secrets.
Using Skill: Answer specific question: Critical success, The Agent knows the answer, and gains some extra
tidbit of useful knowledge; Success, The Agent knows the answer; Failure, no knowledge is gleaned or the
Agent gains part of the answer, but it comes with dangerously wrong complications or misinformation;
Fumble, The Agent suffers a terrible, deadly insight. The question goes unanswered or is answered
wrongly; further, the Agent loses 1 SAN for some awful realization, but not the one he or she hoped for.

Insane Insights (suffer temp. insanity from unnatural, may gain 1D6 points in Unnatural Skill)
Description Effect
I Understand! Unnatural bonus only with specific entity/stimulus causing SAN loss.
But Not Me! Agent has false confidence with specific threat causing SAN loss.
I Must Learn More! Must spend 1D4 WP to resist desire to interact with new unnatural sources.

Tomes and Other Sources


Description Effect
Language Must know all languages at 50+% to read
Study Time Weeks or longer requires home pursuit
Unnatural/Other Skills Increases Unnatural and other Skills
SAN loss No roll to resist, can cause Temporary Insanity
Rituals Must be studied separately
Skimming a Tome: May provide clue or allow ritual attempt at severe disadvantage

Learning and Activating a Ritual (Must roll SAN and Fail to learn ritual)
Unnatural
Complexity Study Time SAN Loss for Learning Activation Time
Gain
Simple 0 Hours, days, or longer 1, 1D4, or 1D6 A turn or up to a minute
Complex 0 Days, weeks, or longer 1D6, 1D8, or 1D10 Minutes up to an hour
Elaborate 1 Weeks, months, or years 1D10, 1D12, or 1D20 Hours or a day or more

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Delta Green Rules Reference
Ritual Activation
Rules Effect
99 minus current SAN; detailed notes may add +20%; on Success, Ritual
Activation Rating takes effect and pay costs; on Failure, either no effect occurs and pay ½ cost
and reduced SAN OR succeed by paying costs and 1 POW, permanently.
Duration Lasts a few turns, minutes, or hours; if in doubt, 1D4 turns
Combining Effects WP most costly plus half cost of others, SAN loss based on total WP cost
Witnessing a Ritual Witnesses suffer Rituals listed SAN loss due to exposure.
Using an Object Do not need to know ritual, just how to use object.
Flawed Rituals Activation rolls at -20%, may have increased costs or other effects
Ritual Costs Effect
SAN Loss Operator must always pay SAN cost.
Assistance Each assistant suffers full SAN loss and chooses how much WP/HP to pay.
Paying in POW Operator/assistants may pay permanent POW for WP, gain 10 WP/POW
May require unwilling sacrifice; harming requires additional SAN test for
Sacrifice
violence, sacrifice has SAN tests for ritual AND helplessness
Fixed Costs Each ritual has a fixed cost.
Taking Extra Time Can pay cost over time rather than all at once.
Costs 10 times base WP cost; Part of POW cost is permanent; failure loses
Permanence
half the permanent POW cost.
Hypergeometric Addiction If SAN loss causes Breaking Point, disorder may be Addiction.

Ritual Details
SAN Loss for SAN Loss for
WP
Scope activation or failed Damage Range Summoning
Cost
witnessing attempt
Nearby Up to 8
6 Minor 1 0 1D4
(10m) POW
Local Up to 12
9 Small 1D4 1 1D6
(100m) POW
In sight Up to 16
12 Significant 1D6 1D4 1D10
(1km) POW
Distant Up to 20
15 Substantial 1D8 1D4 1D20
(100km) POW
Anywhere Up to 30
22 Major 1D10 1D6 10% Lethality
on Earth POW
Beyond the Up to 40
30 Vast 1D12 1D6 20% Lethality
Earth POW
Another Up to 60
45 Sweeping 1D20 1D10 40% Lethality
galaxy POW
Another Up to 150
110 Cosmic 1D100 1D20 99% Lethality
dimension POW

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Delta Green Rules Reference
NPCs
Generic NPCs
NPC Most Stat Important Stat Most Skill Important Skill
Type Ratings Ratings Ratings Ratings
Child 5 7 None above 10% 20%
Youth 7 9 None above 30% 30%
Novice 10 12 Base 40%
Ordinary 10 12 Base 50%
Expert 10 14 Base 60%

Skill List and Base Ratings


Combat & Pursuit Investigative Research
Alertness (20%) Alertness (20%) Anthropology (0%)
Artillery (0%) Bureaucracy (10%) Archaeology (0%)
Athletics (30% Criminology (0%) Bureaucracy (10%)
Demolitions (0%) Disguise (10%) Computer Science (0%)
Dodge (30%) Foreign Language (0%) Criminology (10%)
Drive (20%) Forensics (0%) History (10%)
Firearms (20%) HUMINT (10%) Occult (10%)
Heavy Weapons (0%) Persuade (20%) Science (0%)
Melee Weapons (30%) Search (20%) SIGINT (0%)
Navigate (10%) SIGINT (0%)
Pilot (0%) Stealth (10%)
Ride (10%) Survival (10%)
Swim (20%)
Unarmed Combat (40%)
Procurement Professional Medical
Accounting (10%) Art (0%) First Aid (10%)
Bureaucracy (10%) Accounting (10%) Medicine (0%)
Law (0%) Bureaucracy (10%) Pharmacy (0%)
Military Science (0%) Craft (0%) Psychotherapy (10%)
CHAx5% Heavy Machinery (10%) Surgery (0%)
INTx5% Law (0%)
Luck (50%) Military Science (0%)

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Delta Green Rules Reference
Generic NPC Examples
Important
NPC Example Important Skills
Stats
Academic (humanities) INT Anthropology, Archaeology, Foreign Language, Occult
INT, POW, or
Artist, author, or musician Art (choose one), Persuade, any two others
CHA
Bureaucrat INT Accounting, Bureaucracy, Law, Persuade
Computer Science, Craft (electronics), Craft
Computer expert INT
(microelectronics), SIGINT
Cult leader POW, CHA HUMINT, Occult, Persuade
Federal agent or police Alertness, Athletics, Demolitions, First Aid, Heavy
CON, INT
detective Machinery
Alertness, Athletics, Demolitions, First Aid, Heavy
Firefighter STR, CON
Machinery
Alertness, Drive, Firearms, Melee Weapons, Unarmed
Gangster STR
Combat
Journalist INT, CHA Art (Journalism), Bureaucracy, HUMINT, Persuade
Laborer STR Craft (choose one), Drive, Heavy Machinery
Lawyer INT, CHA Bureaucracy, HUMINT, Law, Persuade
Nurse or paramedic INT Alertness, First Aid, HUMINT, Pharmacy, Search
Office worker or student INT Choose any three
First Aid, Forensics, Medicine, Pharmacy, Science
Physician or coroner INT
(Biology), Surgery
Alertness, Craft (choose one), Navigate, Pilot (choose
Pilot DEX, INT
one)
Alertness, Drive, Firearms, HUMINT, Persuade, Unarmed
Police officer STR, CON
Combat
Psychotherapist or social
INT Bureaucracy, HUMINT, Persuade, Psychotherapy
worker
Scientist INT Bureaucracy, Science (choose any three)
Soldier CON Alertness, Athletics, Firearms, any two others
Special operator or police Alertness, Athletics, Firearms, Heavy Weapons, Melee
STR, CON
SWAT team member Weapons, Military Science, Swim, Unarmed Combat
Terrorist CON Alertness, Athletics, Demolitions, Firearms, Persuade

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