Delta Green GM Screen

Rules Reference

Basic Skill Check

Roll d100 ≤ skill value to succeed. Critical success on roll ≤ skill/5, fumble on 96-100.

Difficulty Modifier
Easy +20%
Normal +0%
Hard -20%
Extreme -40%

Opposed Checks

Both parties roll. The winner is the one who succeeds with the highest roll. If both fail, the lowest roll wins.

Lethality Rating

Roll d100. If ≤ Lethality rating, target dies instantly. Otherwise, damage = tens digit of roll.

Common Skills

Skill Base %
Alertness 20%
Athletics 30%
Bureaucracy 10%
Dodge 30%
Drive 20%
Firearms 20%
First Aid 10%
HUMINT 10%
Melee Weapons 30%
Persuade 20%
Search 20%
Stealth 10%
Unarmed Combat 40%

Character Information

Attributes

Attribute Description Average
STR (Strength) Physical power and muscle 10-11
CON (Constitution) Health and stamina 10-11
DEX (Dexterity) Agility and reflexes 10-11
INT (Intelligence) Reasoning and memory 10-11
POW (Power) Willpower and psychic potential 10-11
CHA (Charisma) Personality and leadership 10-11

Derived Attributes

  • Hit Points (HP) = (STR + CON) ÷ 2
  • Willpower Points (WP) = POW
  • Sanity (SAN) = POW × 5
  • Breaking Point (BP) = SAN ÷ 2

Bonds

Characters can have up to 3 Bonds. Total Bond scores cannot exceed CHA.

  • Bonds provide stability and can be used to reduce SAN loss
  • Bonds can be damaged or destroyed by traumatic events
  • Repairing a Bond requires downtime and a successful roll

Experience Points

Award XP at the end of each operation:

  • 1 XP for participating
  • 1 XP for achieving mission objectives
  • 1 XP for exceptional roleplay

Spend XP to improve skills or attributes:

  • 2 XP to increase a skill by 20%
  • 4 XP to increase an attribute by 1

Combat Section

Combat Round Sequence

  1. Roll initiative (DEX × 5)
  2. Highest initiative acts first
  3. Declare and resolve actions
  4. End of round (resolve ongoing effects)

Combat Actions

  • Attack: Make a skill check to hit target
  • Move: Up to DEX in meters
  • Use Item: Interact with an object
  • Take Cover: Increase defense

Firearms Table

Weapon Damage Range Ammo Lethality Special
Glock 19 (9mm) 1d10 15m 15+1 - -
Beretta 92 (9mm) 1d10 15m 15+1 - -
Remington 870 (12ga) 2d8 50m 7+1 10% Spread
AR-15 1d12 90m 30+1 10% Full Auto
Sniper Rifle 1d12+2 250m 5+1 15% Scope

Vehicle Chase Rules

  1. Determine starting distance between vehicles
  2. Each round, drivers make opposed Drive checks
  3. Success allows closing or widening the gap
  4. Critical success allows an immediate action (ram, force off road, etc.)
  5. Failed check may result in loss of control (GM's discretion)

Sanity and Mental Health

SAN Loss Table

Event SAN Loss
Mildly unnatural 0/1d4
Severely unnatural 1/1d6
Witnessing a murder 1d4/1d10
Encountering a minor Mythos entity 1d6/1d20
Confronting an Elder God 1d100/1d100

Temporary Insanity

When an Agent loses 5 or more SAN points in a single event:

  1. Make a SAN roll
  2. If failed, suffer temporary insanity for 1d10 rounds
  3. Roll 1d100 for type of insanity:
    • 01-20: Helplessness (cower, flee, or freeze)
    • 21-40: Paranoia (trust no one, see threats everywhere)
    • 41-60: Psychosomatic disability (blindness, deafness, paralysis)
    • 61-80: Violence (uncontrolled aggression)
    • 81-00: Emotional shock (uncontrolled crying, laughing, or screaming)

Disorders

When SAN score drops below Breaking Point:

  1. Roll 1d100
  2. Consult the Disorders table in the Agent's Handbook
  3. Apply the disorder's effects

Investigation Tools

Evidence Collection

  • Photograph the scene
  • Collect physical evidence (use gloves)
  • Interview witnesses
  • Document everything

Research Methods

Method Time Skill
Library Use 1d4 hours Library Use
Computer Search 1d4 × 10 minutes Computer Science
Interviewing 1d4 × 10 minutes HUMINT
Forensic Analysis 1d4 hours Forensics

Bureaucracy

Use Bureaucracy skill to navigate red tape, access restricted information, or expedite processes.

Clue Generator

Supernatural Elements

Unnatural Entities

Entity SAN Loss HP Notable Abilities
Deep One 0/1d6 12 Amphibious, superhuman strength
Mi-go 1/1d10 14 Flight, advanced technology
Shoggoth 1d6/1d20 50 Shapeshifting, immense strength
Byakhee 1/1d8 16 Interstellar flight, resilient
Ghoul 0/1d6 10 Burrowing, pack hunters

Spells and Rituals

Casting a spell usually requires:

  • Ritual components
  • Time (often hours or days)
  • SAN cost
  • POW roll or Unnatural skill check

Example: Summon Dimensional Shambler

  • Components: Chalk, candles, blood
  • Time: 1d4 hours
  • SAN cost: 1d6
  • Check: POW × 3 or Unnatural 30%

Ritual Components

Component Symbolic Meaning
Candles Illumination, purification
Blood Life force, sacrifice
Salt Protection, purification
Silver Mystical power, lunar associations
Chalk Drawing symbols, creating boundaries

Combat Tracker

Initiative Order

    Combat Rules Summary

    1. Roll initiative: DEX × 5
    2. Highest initiative goes first
    3. On your turn, choose one action:
      • Attack
      • Move (up to DEX in meters)
      • Use an item
      • Take cover
    4. To attack: Roll under your skill value
    5. Damage: Roll weapon damage, subtract armor
    6. Lethality weapons: Roll under Lethality rating for instant kill

    GM Tools

    NPC Generator

    Random Event Generator

    Equipment List

    Item Cost Effect
    First Aid Kit $50 +20% to First Aid checks
    Flashlight $20 Removes darkness penalty
    Laptop $1000 +20% to Computer Science checks
    Body Armor $500 Reduces damage by 4
    Night Vision Goggles $2000 See in darkness up to 50m

    Dice Roller

    Mission Timer

    00:00:00