Delta Green Need To Know (8518298)
Delta Green Need To Know (8518298)
Delta Green Need To Know (8518298)
Who knows the end? What has risen may sink, and what has sunk may rise. Loathsomeness
waits and dreams in the deep, and decay spreads over the tottering cities of men.
H.P. Lovecraft
ISBN 978-1-940410-20-3
Printed in China
// OPEN GAME LICENSE Version 1.0a //
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Open Game Content distributed using this License. Open Game License v. 1.0, 2000, Wizards of the Coast, Inc.
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indicate Your acceptance of the terms of this License. Unearthed Arcana, 2004, Wizards of the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing to use Delta Green: Agents Handbook, 2016, Dennis Detwiller,
this License, the Contributors grant You a perpetual, worldwide, roy- Christopher Gunning, Shane Ivey, and Greg Stolze.
alty-free, non-exclusive license with the exact terms of this License to Delta Green: Need to Know, 2016, Shane Ivey and Bret
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sufficient rights to grant the rights conveyed by this License.
// Contents //
Welcome to Delta Green.................................................................. 4
What You Need........................................................................... 6
How to Be a Player...................................................................... 7
How to Be the Handler................................................................ 8
Example of Play........................................................................... 9
What Is an Agent?.......................................................................... 10
The Character Sheet................................................................... 11
Blank Character Sheet................................................................ 13
Creating an Agent...................................................................... 16
Sample Characters...................................................................... 19
Game System.................................................................................. 32
Combat...................................................................................... 34
Damage And Death.................................................................... 35
Sanity
........................................................................................ 36
Insanity...................................................................................... 37
Preserving Sanity........................................................................ 38
Willpower.................................................................................. 39
Bonding With Delta Green......................................................... 39
Home
........................................................................................ 39
Last Things Last............................................................................. 40
// Welcome to Delta Green //
// Delta Green: Need to Know // // Welcome to Delta Green //
The Handler
The Handler is the emcee, referee, host,
and narrator. If youre the Handler,
your job is to present a mystery to the
players, some terrible event that their
Agents must investigate, a horrific
threat that they must thwart, as well as
the consequences if they fail. You take
the roles of all other characters that
Agents encounter. Its also your job
to present clues that lead the Agents
deeper into the mystery, and to make
sure that overlooking an import-
ant clue doesnt leave the players
stymied.
5
// Welcome to Delta Green // // Delta Green: Need to Know //
6
// Delta Green: Need to Know // // Welcome to Delta Green //
Respond Quickly
Dont let the game bog down while you
decide the best way out of a bad situation.
Act on your Agents instincts. Keep the
game moving.
7
HOW TO BE THE HANDLER
The Handlers job is harder than playing an Agent, but it can be far more rewarding.
The best Handler has an active imagination, good judgment, a willingness to improvise,
and a keen sense of mood and timing. But even if youve never run a role-playing game
before, you can run Delta Green.
Delta Green is a horror game, and not just any kind of horror. Its about Lovecraftian
cosmic terror. Its about confronting threats beyond human comprehension. Its about
the end of humanity and the struggle to keep it at bay just a little longer. The more you
evoke that mood at the table, in large ways and small, the more memorable and thrilling
the game will be. Constantly look for ways to reinforce a sense of the Agents isolation
and vulnerability in a predatory world.
The players Agents act in an imagined world that is, in most respects, like our own. If
you say theyre in a downtown warehouse, the players will already know what you mean.
Be sure to fill in details to help bring that world to life. Is the warehouse dusty from
disuse? Is it stifling hot from the summer heat, or shakily cold from the winter snow?
Is it crowded with pallets and machinery and crates, or is it an empty cavern? Help the
players see the world through their Agents eyes.
Present every non-player character (NPC) as a fully realized human being. Every
character has an agenda that the Agents must try to discern. Even if a character
is featured for only a few minutes, he or she should feel real and interesting. If a
character is dull, take a moment to put yourself in that characters head and figure
out how he or she would respond to the games events and the Agents actions. This
is especially important for characters who are the least sympathetic, such as people
who willingly embrace unnatural horrors to get what they want. Not even the most
murderous cultist sees himself as a villain. If you can make the players sympathize
with their enemies, the terrors of Delta Green become more pronounced.
Sometimes theres disagreement about how a rule should work. When necessary, its the
Handlers job to act as referee. You need to learn the rules, and be willing to make a
judgment call in order to keep things moving. Never forget that you and your friends
are at the table to have a good time playing a scary game. Make sure you hear what
the players have to say. If you overrule someone, be patient and respectful. Earn the
players trust and keep it. But always err on the side of fear.
// Delta Green: Need to Know // // Welcome to Delta Green //
9
// What Is an Agent? //
// Delta Green: Need to Know // // What Is an Agent? //
11
// What Is an Agent? // // Delta Green: Need to Know //
12
PERSONAL DATA 1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
3. EMPLOYER 4. NATIONALITY
Strength (STR)
Constitution (CON)
Dexterity (DEX)
PSYCHOLOGICAL DATA
Intelligence (INT)
Power (POW)
STATISTICAL DATA
Charisma (CHA)
Drive (20%)
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
INJURIES 14. WOUNDS AND AILMENTS
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(a)
(b)
(c)
(d)
(e)
(f)
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
REMARKS
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
// Delta Green: Need to Know // // What Is an Agent? //
Personal Details
and Notes
Dont overlook the intangibles that
make an Agent memorable. Whats
something admirable about your
Agent? Whats something that people
often dislike about your Agent? What
brought your Agent to Delta Green?
Why does Delta Green trust your
Agent? Why does your Agent help
Delta Green despite the terrible risks?
Developments
Which Affect
Home and Family
If your Agent gets in trouble at
Wounds and Ailments work, suffers a reduction in a Bond, gains a new
If your Agent is hurt, make a note here. Describe the disorder, suffers a permanent injury, or undergoes any
repercussions as you play. Give enough details to other major change, make a note of it here. Explore
make it interesting. the details and ramifications between operations.
15
// What Is an Agent? // // Delta Green: Need to Know //
Choose Statistics
Create your Agents stats to suit the profession. If
youre playing a Physician, you probably want a
high INT; a Special Operator needs a high CON. (Of
course, you could make the CON low and say an in-
jury forced your Agent to retire.) Federal Agents need
to be well-rounded. Pick one of the following sets of
numbers and assign each score to one stat.
16
// Delta Green: Need to Know // // What Is an Agent? //
17
// What Is an Agent? // // Delta Green: Need to Know //
18
// Delta Green: Need to Know // // What Is an Agent? //
e)
t to Delta Green (Choose On
>> What Brought Your Agen
SAN Penalty Notes
Traumatic Background Occult Skill
3 CHA.
each Bond.
5 SAN Losing 3 CHA means 3 from
+10% You are Adapted to Vio len ce.
Extreme Violence
ct SAN).
3 POW (this does not affe
ple ssn ess.
+10% 5 SAN You are Adapted to Hel
Captivity or Imprisonment
cept Unnatural).
+10% to any four skills (ex
+10% 5 SAN Remove one Bond.
Hard Experience
+10% Unnatural skill.
minus POW.
et Breaking Point to new SAN
Things Man Was Not +20% Reduce SAN by POW Res sed by the Unn atural.
Gain a disorder cau
Meant to Know
19
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA
PSYCHOLOGICAL DATA
Intelligence (INT) 13 65%
Power (POW) 13 65%
STATISTICAL DATA
Computer Science (0%) Military Science (0%): Unarmed Combat (40%) 60%
Craft (0%): Unnatural (0%)
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
14. WOUNDS AND AILMENTS
INJURIES
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(e)
(f)
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
Despite years of psych training, the research and clinical work
left you cold. It wasn't the kind of problem-solving you craved.
Then you befriended a neighbor who was an FBI agent and
everything clicked. But you took your time. You wanted to be
ready for the fast track. So you went to law school and then
applied. They accepted you right away.
You're one of the Bureau's best interrogators. Nobody reads
people like you do, or is so good at convincing witnesses and
suspects to cooperate, or is as good at unraveling conspiracies
and black markets.
REMARKS
A couple of years ago you spent extensive time undercover 19. SPECIAL TRAINING SKILL OR STAT USED
investigating a dangerous militia group. It was a hard
experience, and it exposed you to something unnatural, Lockpicks DEX
something terrible and supernatural. When it was over your
second marriage was ruined, your SAN was down, and you
knew more about the Occult and a lot more about heavy
weapons. You and the Handler should decide the details.
When it was over, a few fellow agents asked you to join them
in a secret task force. Ostensibly counterterrorism, it is actually
THIS IS A WORK OF FICTION
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA
PSYCHOLOGICAL DATA
Intelligence (INT) 17 85% Endlessly smart
Power (POW) 14 70% Resilient
STATISTICAL DATA
90%
APPLICABLE SKILL SETS
Drive (20%)
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
14. WOUNDS AND AILMENTS
INJURIES
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(b)
(c)
(d)
(e)
(f)
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
After medical school you spent a few years in internal
medicine. You earned great money and made great
contacts, but the challenge wasn't enough. You wanted
something unique. You found it in the FBI. As a forensic
pathologist you study bodies and the things that kill
them, and you're among the best. If you decide you
want a promotion, all that will stop you is politics.
An especially hard case led you to Delta Green. Over
the course of a long investigation you were exposed to
REMARKS
terrible things, unnatural things. By the time it was over, 19. SPECIAL TRAINING SKILL OR STAT USED
so was your marriage (always rocky anyway). You and
the Handler should decide the details.
A couple of the agents in that case (perhaps fellow
Agents now) talked to you afterward. They wanted you
for a secret task force, ostensibly counterterrorism but
really dedicated to stopping unnatural incursions and
saving others from exposure to them. They didn't
THIS IS A WORK OF FICTION
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA
PSYCHOLOGICAL DATA
Intelligence (INT) 17 85% Brilliant
Power (POW) 10 50%
STATISTICAL DATA
Computer Science (0%) 80% Military Science (0%): Unarmed Combat (40%) 60%
Craft (0%): Unnatural (0%)
60%
Microelectronics Navigate (10%) Foreign Languages and Other Skills:
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
14. WOUNDS AND AILMENTS
INJURIES
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(b)
(c)
(d)
(e)
(f)
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You're smart enough to know you're not the best
programmer in the world, but you're far better than
most. To some of your laser-focused peers you're a
dilettante, always dabbling in other technologies, in love
with higher mathematics and the martial arts, always
getting a new advanced degree in something or other. It
was a good life for a while.
You came to Delta Green after an encounter with the
unnatural that subjected you to extended captivity. You
REMARKS
and the Handler should decide the details. The 19. SPECIAL TRAINING SKILL OR STAT USED
experience left you adapted to helplessness. That
means you always succeed at SAN tests triggered by
helplessness. But it broke you a little inside, reducing
your Power by 3.
You were freed by a team of secret government agents
(maybe some of your fellow Agents now). From time to
time they ask for your help in their mission to stop
THIS IS A WORK OF FICTION
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA
PSYCHOLOGICAL DATA
Intelligence (INT) 11 55%
Power (POW) 12 60%
STATISTICAL DATA
Hit Points (HP) 13 Motivation: Getting back to your dog in one piece
Motivation: Protecting your friends
Willpower Points (WP) 12 Motivation: Quiet professionalism
Sanity Points (SAN) 99 55 Motivation: Destroying threats to your people
Motivation: One-night stands
Breaking Point (BP) 48
10. PHYSICAL DESCRIPTION
13. INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
Violence adapted Helplessness adapted
60% 50%
APPLICABLE SKILL SETS
Drive (20%)
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
14. WOUNDS AND AILMENTS
INJURIES
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You retired from the military after years of covertly
pursuing and killing terrorists. A violent encounter with
the unnatural brought you to Delta Green. The
experience increased your Occult skill but reduced your
SAN. When it was over you were glad to retire. You and
the Handler decide the details.
You always succeed at SAN rolls triggered by inflicting
or suffering violence, but adapting to that kind of trauma
deadened your personality and reduced your Charisma.
REMARKS
Recently, three high-ranking U.S. officers called you 19. SPECIAL TRAINING SKILL OR STAT USED
into a private meeting and inducted you into another
program. Ostensibly part of the War on Terror, it's SCUBA gear Swim
dedicated to stopping unnatural incursions and saving Parachuting DEX
people from exposure to them. The dangers are lethal.
Why did you agree to keep fighting? Black markets for weapons CHA
(Note that many countries' armies do not officially allow
women to serve in combat branches, particularly in
THIS IS A WORK OF FICTION
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA
Palmer Anthropologist
3. EMPLOYER 4. NATIONALITY
PSYCHOLOGICAL DATA
Intelligence (INT) 14 70% Quick, perceptive Fellow survivors of a shared trauma 15
Power (POW) 12 60%
STATISTICAL DATA
Drive (20%)
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
14. WOUNDS AND AILMENTS
INJURIES
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(b)
(c)
(d)
(e)
(f)
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You've forged a solid career in anthropology, the field
you love most. Choose foreign languages to reflect your
specialty.
You came to Delta Green after learning Things Man
Was Not Meant to Know. The experience increased
your Occult skill and gave you a little knowledge of the
Unnatural, the inhuman supernatural truths of the
universe. It also cost you a great deal of SAN and left
you with a lingering sleep disorder: You must make a
REMARKS
SAN roll to get a good night's sleep even at the best of 19. SPECIAL TRAINING SKILL OR STAT USED
times.
You helped a small team of other investigators
(perhaps they are your fellow Agents now), agents of a
secret task force dedicated to stopping unnatural threats
and saving others from exposure to them. Afterward
they asked you to help them again. You and the Handler
should determine the detailsand why you agreed to
THIS IS A WORK OF FICTION
come back.
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
1. LAST NAME, FIRST NAME (AND ALIAS OR CODE NAME IF APPLICABLE) 2. PROFESSION (RANK IF APPLICABLE)
PERSONAL DATA
PSYCHOLOGICAL DATA
Intelligence (INT) 15 75% Focused Fellow survivor of a shared trauma 10
Power (POW) 12 60%
STATISTICAL DATA
Computer Science (0%) 40% Military Science (0%): Unarmed Combat (40%)
Drive (20%)
Check a box when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.
14. WOUNDS AND AILMENTS
INJURIES
Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further
Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.
16. WEAPONS SKILL % BASE RANGE DAMAGE ARMOR PIERCING LETHALITY % KILL RADIUS AMMO
(b)
(c)
(d)
(e)
(f)
(g)
17. PERSONAL DETAILS AND NOTES 18. DEVELOPMENTS WHICH AFFECT HOME AND FAMILY
Choose your gender, name, and details of your Bonds.
You were a well-regarded young astronomer on the
way to great things when It happened.
To this day you can't remember the details. You don't
much want to. It cost you a large amount of SAN and
left you shaken and scarred. In fact, any time you lose 1
SAN or more, you must make a Sanity roll to resist
blanking out and forgetting what caused the loss.
But sometimes you have flashes of insight, things you
didn't know you knew. Whatever happened, it boosted
REMARKS
your Occult skill and gave you a little knowledge of the 19. SPECIAL TRAINING SKILL OR STAT USED
Unnatural, the terrible inhuman truths of the universe.
And since then you've been in contact with a few
secret government agents who were there (perhaps
some of your fellow Agents now), who saved your life
and are grateful to you for saving theirs. From time to
time they ask you to help them uncover and stop
unnatural incursions and save others from exposure to
THIS IS A WORK OF FICTION
Please indicate why this agent was recruited and why the agent agreed to be recruited.
UNITED STATES
DD 315 112382
TOP SECRET//ORCON//SPECIAL ACCESS REQUIRED-DELTA GREEN
FORM
AGENT DOCUMENTATION SHEET
// Game System //
// Delta Green: Need to Know // // Game System //
33
// Game System // // Delta Green: Need to Know //
34
// Delta Green: Need to Know // // Game System //
35
// Game System // // Delta Green: Need to Know //
36
// Delta Green: Need to Know // // Game System //
37
// Game System // // Delta Green: Need to Know //
38
// Delta Green: Need to Know // // Game System //
39
// Last Things Last //
// Delta Green: Need to Know // // Last Things Last //
Last Things Last gives the Handler all the But there are some Agents outside that program
necessary details to run a Delta Green operation for who also call themselves Delta Green. They are
one to five players. (Playing with more is a challenge. actually part of a smaller, unofficial conspiracy led by
The more players are talking and making decisions, veterans who refused to come in from the cold when
the harder you have to work to keep things moving Delta Green was reactivated years ago.
and maintain a tense and suspenseful mood.) You and your players decide to which Delta Green
This operation is for the Handlers eyes only. If you their Agents belong. The choice doesnt matter much
expect to play an Agent in Last Things Last, stop for this scenario. Either way, the Agents have day jobs
reading now. and lives at home. They only work on behalf of Delta
Green when the group needs them.
Let the players use the pregenerated characters in
Handlers Information this book or create new Agents. This scenario doesnt
require particular skills, though some are more useful
Clyde Baughman was an active Delta Green agent than others.
from 1967 to 1970, and an infrequent Friendly Needing to move quickly, Delta Green has as-
during the late Nineties. Four days ago he died in his signed these Agents due to their availability and their
apartment of a massive heart attack. Delta Green has proximity to Baughmans apartment. It can be in any
learned of this and has tasked the nearest available large city you choose. The Agents themselves probably
Agents to conduct a sweep of his apartment to remove live in different cities, maybe different states, but they
any evidence of the organization. must gather quickly.
For the most part, Baughman was very cir-
cumspect about keeping his secrets. There was one Getting There
significant, unfortunate exception: his reaction to the Agents who are U.S. government employees in the
death of his wife, Marlene. When cancer took her in official Delta Green program find themselves unex-
2002 he attempted to use certain incantations, discov- pectedly assigned to a joint terrorism task force. Its
ered during his work with Delta Green, to restore her so restricted that their day-to-day supervisors arent
to life. Tragically but unsurprisingly, the spell failed allowed to ask about it. Plane tickets are reserved in
to return her in the condition he wanted. Instead it the Agents names. They are to gather at 2 p.m. the
created an undying monster that spoke with his wifes next day at a conference room in the post office head-
voice. Baughman, distraught and ashamed, told no quarters in Baughmans city. In reality there is nothing
one. He sealed the creature in a septic tank at an iso- to the task force but the Delta Green operation.
lated cabin. He repeatedly tried to work up the nerve Agents who are not government employees, or who
to destroy the thing that had once been his wife, but arent in the official program, are contacted by a Delta
he never could. She waits at his cabin still. Green control officer. The control officer is played by
the Handler, not by one of the players. Each Agent gets
Involving the Agents a message calling for a meeting at a particular time
and place. Maybe the message is a voicemail from a
Many Agents are part of the official Delta Green pro- blocked number. Maybe its an anonymous, encrypted
gram: a top-secret, highly restricted project that draws email. Either way its innocuous, just a time and a place.
elements from the departments of Defense, Justice, It would mean nothing to anyone who happened to in-
Homeland Security, and the Treasury among others. tercept it. If asked, the Agent could easily pass it off as
On paper, its dedicated to counterterrorism. Only a a wrong number or spam. But the Agents all recognize
handful of people know that it really fights and covers a call for a meeting when they see one. They also know
up supernatural threats. that they have to come up with their own excuses to
41
// Overview // // Delta Green: Need to Know //
Directives
The next afternoon at 2 p.m., the Agents meet with
their Delta Green control officer at the post office
headquarters in Baughmans city. Make up the control
officers appearance and personality. The control offi-
cer gives instructions, acts as the Agents go-between
with Delta Green, and provides logistical support, but
never joins the Agents operations.
The control officer gives the Agents the following
instructions:
Baughmans Apartment
Baughmans address is an inconspicuous apartment
building in a declining, working-class neighborhood.
The building is a jarring example of early 1960s
design, blocky and drab. No one takes notice of a
small group of reasonably cautious Agents entering
the building or Baughmans apartment. There are no
surveillance cameras around.
The interior of Baughmans small apartment is
Spartan and grim. Aside from a patina of cigarette
smoke there is scant evidence that anyone actually
lived there.
Just inside the door, a ring of labeled keys hangs
from a hook (including a key to his cabin).
42
// Delta Green: Need to Know // // Last Things Last //
A well-worn couch faces an archaic, squat televi- Janowitz is curious but not immediately suspi-
sion that carries basic cable only. On the adjacent cof- cious. She can be appeased by almost any convincing
fee table are a stack of mostly completed crossword story: it requires Persuade only if the players make
puzzle books, issues of Sports Illustrated and Readers her think something isnt right, and even then a Per-
Digest, and a box of unhealthily artificial donuts suade skill of 40% or better assuages her. It doesnt
(powdered sugar), now crumbling and dry. need a roll. But after that she will keep any eye out
The adjoining kitchen is mostly bare, with a for suspicious activity; and if the police later come
smattering of cans, pans, and boxes. The only hu- asking questions, she will remember the Agents well.
man touch is a crudely drawn human figure entitled
Granpa (signed Cassie and bearing two gold stars The Cabin
from the teacher) hanging on the refrigerator.
Down the hall are a linen closet (of no interest) Clyde Baughmans cabin is a few hours away from his
and a small bathroom. The bathroom is in a disturbed apartment by car. It is not difficult to reach, though
state: a broken towel rack, a cracked shower door, a the last few miles are off the main road and are dan-
few fragments of a broken ceramic toothbrush-holder gerous in poor weather. The cabin itself is one story
swept into a corner. There also persist faint traces of high, with a bedroom, a bathroom, a living room,
the smell of Baughmans corpse; this is where he died. a few closets, and a kitchen. The whole building is
Baughman occupied one of the two bedrooms at constructed of wood with a faux log-cabin exterior. It
the end of the hall. It holds a queen-sized bed and a is connected to the local power grid and is heated by
dresser on top of which rest photographs of Clyde and a large, field-stone chimney. Water is drawn by an old
his late wife Marlene, high school graduation pictures electrical pump attached to a well.
of his two children, a few photos of a grandchild, and The key from Baughmans apartment fits in the
a ceramic paperweight of a childs handprint with the lock. Even a cursory inspection reveals that no one
name Cassie, age 4 crudely painted on it. has been here for at least two months. The cabin
Baughman used the other bedroom as an office interior is quiet and there are more than a few cob-
and for storage. There is no computer. It takes one webs. Aside from second-hand furniture and a rustic
Agent about twelve hours to go through the many dcor there are two items of interest: a footlocker
papers here and systematically examine them. The and the plumbing.
work can be divided between several Agents. Halve Behind the building stand an outhouse and a shed.
the time required if at least one Agent has Account- Studying the outhouse with Forensics 40% or better
ing at 30% or better. finds that it was last used a couple of months ago.
Reviewing the papers reveals that Baughman The shed holds an assortment of tools and twenty
owned a cabin in a rural area, about four hours away one-gallon cans of gasoline, all full.
by car. The papers provide coordinates. Ten yards away from the house, near the edge of
There is nothing else of note in the apartment. the woods, the hatch for a septic tank can be spotted
in a shallow pit, not buried as would be expected.
A Complication: Mrs Janowitz Earth piled around indicates its stood exposed for
Agents making an open or noisy approach to the years. The septic tanks entrance hatch is uncovered
building may encounter Mrs. Janowitz, age 66, out and is padlocked from the outside (an unusual step;
to walk her dog, Mitzi. While Janowitz knew Baugh- the key is another from Baughmans ring) but the
man, the two were not close. She has never met ei- handle and hinge are well oiled. It wont be obvious
ther of Baughmans children. She says in passing, It unless the Agents unearth more of the tank, but in fact
was a terrible shame that poor Mr. Baughman wasnt there are two hatches, one still buried. The septic tank
found for three days. A real pity. is far too large for the cabin.
43
// Last Things Last // // Delta Green: Need to Know //
44
// Delta Green: Need to Know // // Last Things Last //
The Thing In the Tank If Marlene realizes human beings are near,
A wasted corpse, rotten from so many years in the she attempts to get their attention and sympathy by
dank hole (SAN loss: 1/1D8 from the Unnatural), pounding on the inside of the tank and crying for help
Marlene is more than an inexpertly raised zombie. Her in a croaking, pathetic voice.
resurrection was the result of Baughman unwittingly She says that her husband was a sick man, always
imbuing her remains with a unnatural consciousness seeking terrible secrets. She says he did something
we term the Other. strange to her, some kind of awful pagan prayer to
The Other is a formless intelligence from dimen- make her his slave forever. But it didnt work the way
sions outside of our own that can inhabit the corpse he thought, so he locked her in this tank. Whatever he
of any creature that had an INT of 1 or greater in life. did kept her from dying.
The reanimated corpse is unnaturally strong and fast. She begs for air and light. She begs for freedom.
It is more cunning than intelligent, but it can draw Trying to discern anything from her voice with
upon the memories of the corpse it animates. HUMINT is no good with the concrete in between.
The Other knows much of what Marlene knew. An Agent who opens the hatch sees her inside,
While it could not convince Clyde that his wife had huddled weakly in the shallow water, reaching a hand
returned to him, it made it impossible for him to feebly up. On first glance she looks like a small, some-
destroy the body that spoke with his wifes dead voice. what misshapen, nude woman in her fifties. Her flesh
It hopes to manipulate the newcomers with greater is grey-blue and she has torn out most of her hair. Her
effect. hands are blood-stained, the flesh stripped by constant
45
// Last Things Last // // Delta Green: Need to Know //
clawing at the walls. Her feet and lower legs are swol- Destroying Marlene
len from frequent immersion in water, and their skin The decision to attack Marlene should not be easy. Se-
sloughs off with alarming frequency. cretly take stock of the players talk and reactions. Tell
And yet she lives. the players that they each face a SAN loss for violence
She does her best to persuade the Agents to help if they go ahead. For an Agent who thinks Marlene
her. If an Agent reaches down to help her, she takes is just an innocent woman whos been cursed by her
the offered hand. She says that shell recover. She husband, the SAN cost will be 1/1D10. For an Agent
needs only to eat and rest and things will be all right. convinced that shes something worse, the SAN cost
will be 1/1D6.
HUMINT 40% cant tell what to make of her Clyde Baughman has provided one option: the
body language and mannerisms. Theyre all gasoline in the shed. If poured into the tank and ignit-
strange. But if shes been stuck in a septic tank ed, it will eventually destroy the Marlene-thing.
for all these years unable to die, that should be When she sees what theyre up to, she screams in
no surprise. panic and begs for mercy. If they go ahead, the Other
HUMINT 60% senses a strange disconnect panics, leaps out of the open hatch with impossible
between her speech and her facial expressions strength, and attacks the Agent holding the gas-can.
and mannerisms. Its unlike any the Agent has (SAN loss: 0/1D6 from suffering Violence.) If the
encountered. Agents try to block the opening and leave just enough
HUMINT 80% can tell shes in a high state of space to a fuel line, that may call a Strength by Mar-
alert, not quite as defeated as she seems. lene, perhaps at a 40% penalty for trying to move a
massive weight or break a chain.
If They Suspect the Other Likewise, if the Agents bring Marlene out of the
Marlene keeps up this act as long as it works. If the tank but then seem about to kill her or try to bind her,
Other thinks it has been found out, it will attempt to she lashes out with shocking ferocity.
bargain with the Agents, offering the secrets of the Marlene fights for only one or two turns, just long
cosmos in exchange for its freedom. enough to hurt one or two Agents. Then she sprints
What exactly the Other tells the Agents is up to into the woods to escape. The Other hopes to find
you. It knows far less about the cosmos than it claims, another, better corpse to inhabit.
and whatever it says will be four parts nonsense to If the Agents find some way to restrain her in the
one part truth. Make up gibberish names and viola- tank while they light the gasoline, her dying gasps and
tions of physics. pleading shrieks are hideous, horrified and plain-
Talking to it for an hour or two adds +1 percen- tive. And they go on so long. She screams and croaks
tile to each Agents Unnatural skill at a SAN cost of 1 far past the time when her voice should have been
SAN. Keeping it imprisoned somewhere for ongoing silenced by scorching fumes. Gradually the screams
conversations can be a Home pursuit between mis- become a high, strange whine, nothing produced by a
sions, a version of studying the Unnatural. That grants human voicebox. It rises beyond the limits of hearing
+1D10 percentiles to Unnatural at a cost of 1 SAN into silence.
per skill point gained, and it may make the Agent the If the Agents destroy Marlene after she attacks
target of a new Delta Green mission. them, each gains 1D8 SAN instead of losing SAN.
46
// Delta Green: Need to Know // // Last Things Last //
Conclusion or cabin can reveal his work with Delta Green, the
group will be satisfied.
As per their orders from Delta Green, the investiga- If an Agent comes back badly hurt or suffering
tors are to remove any evidence of Clyde Baughmans a new insanity, that may have unhappy effects on
involvement with the organization. It is left to their the Agents career and family. You can resolve that in
discretion if they want to destroy these traces, Home scenes before the next mission.
arrange to turn them over to a Delta Green collection
team at a nearby airport or military base, or hide
them someplace private without telling their control
officer. So long as nothing in Baughmans apartment
ne
Was Marle
T h at W h ic h
ther
something O
, now host to
Beloved wife 11 CHA 10
2 5 D EX 1 7 INT 9 POW
STR 21 CON
atural 44%
HP 23 WP 1
1
rm ed C om bat 75%, Unn
,U na
rsuade 60%
tics 99%, Pe 3)
SKILLS Athle rmor Piercing
te , D am ag e 1D3+2 (A
w or Bi
ATTACKS Cla
ated flesh ith unnatural
O R 3 po ints of desicc at sh e ru ns and climbs w has time to
A RM cts the fact th her or if she
s sk ill re fle ca n t se e
nes high Ath
letic someone pecially
NOTES Marle a st at ap plies only if fe ed on liv ing things, es
hari sm free to
speed. Her C le if shes set
strength and ce of lif e. Thats possib
semblan is thoroughly
de-
recover to a less her body
d. er y tu rn un dy is de st royed,
fresh bloo ng of her turn, ev s to he al. If her bo st. If
s 1 HP at the
be g in ni and be g in ing a ne how
Marlene heal ro , sh e falls twitching dr ift s aw ay unseen, seek co rp se .
ze se and into th at
r HP drop to arlenes corp Other jumps
stroyed. If he an do ns M
out 10 m et er s) th e
found in
e Other ab by (within ab that cannot be
the spirit of th es ne ar se cr et s
g creatu re di
form requ ir es u to create.
another livin th er in its incorporeal . W e le av e them up to yo
the O ions
d destroying other publicat
Catching an
or w ill th ey be defined in
.N
this scenario
47
L ast T hings L ast H andout A