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BLOODING

Down and Dirty Violence in Delta Green


Blooding is a streamlined combat system for Delta
Green. It presents an exchange of violence in full rather Attack Options
than turn by turn. What modi ers apply for range, visibility, and other
Successful attacks earn Threats that represent the conditions are up to the Handler.
momentum of violence. The side that has taken more Any effects that would stun a combatant instead
Threats at the end ees or gives up. In a tie, both sides in icts a −20% penalty to their next roll.
withdraw without getting their way. At the Handler’s discretion or with a Luck roll,
success with an explosive or automatic weapon affects
1D4 targets. Only the rst target is subject to a critical
Actions success; it’s an ordinary success against the rest.
Each combatant gets one action in order of DEX,
highest to lowest. That represents the focus of the
combatant’s efforts, usually to attack a designated Combatant Options
target. When all have acted, the blooding is done. A combatant may adopt unusual care or resolve.
• CAUTIOUS: Add +20% to reaction rolls, but
reaction rolls never in ict damage or Threats.
Reactions • AGGRESSIVE: Add +20% to attack and
Each time an attack roll succeeds, the target can counterattack rolls, but take 1D4 extra damage
oppose it with a Dodge or Military Science roll from each hit. Costs the combatant 0/1 SAN from
representing use of cover or tactics, or with a weapon violence.
skill roll as a counterattack. See the REACTION RESULTS • RELENTLESS: Desperate or insane, the combatant
tables for the effects. cannot be overcome by Threats. This costs the
combatant 0/1D4 SAN from violence. It may be
Other Results combined with cautious or aggressive. If the
blooding ends with them not the winner, start
A failed attack roll in icts neither harm nor Threat.
again: all who chose relentless remain relentless.
Any fumbled action or reaction grants the target an
immediate attack against any foe.
A critical success in icts double damage.
A “partial success” is a successful roll that opposes
Unnatural Enemies
Many unnatural enemies withdraw from danger even if
or is opposed by a higher successful roll. A critical they might easily overcome it, preferring to strike from
success that opposes or is opposed by a non-critical the shock of surprise. An unnatural foe that is
success counts as an ordinary success. determined not to withdraw gains the bene t of the
relentless combatant option.
Reaction Results
Dodge or Military Science Damage to Defender Damage to Attacker Threat
Roll

Success none none none

Partial Success half damage none 1 to Defender

Failure full damage none 1 to Defender

Counterattack Roll Damage to Defender Damage to Attacker Threat

Success none full damage 1 to Attacker

Partial Success half damage none none

Failure full damage none 1 to Defender

For playtest © the Delta Green Partnership


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