A Delta Green agent is created by first choosing a profession and skills; then, by assigning values to the six primary statistics and calculating derived attributes; and finally, by determining bonds and motivations.
Your profession determines your skills, your starting number of bonds, your accessible resources, and what privileges, powers, and responsibilities you have. A handful of core occupations, listed below, are most frequently seen among agents.
Each profession comes with a set of skills. These scores replace the base ratings. In addition to these professional skills, you may choose any eight skills on your character sheet to increase by 20%. You can increase a skill more than once but none can be higher than 80% to start.
An agent's six statics reflect his or her physical and mental abilities. Values range from 3 to 18.
Choose one array (row) of values from the following table to allocate among these statistics.
Stat 1 | Stat 2 | Stat 3 | Stat 4 | Stat 5 | Stat 6 |
---|---|---|---|---|---|
13 | 13 | 12 | 12 | 11 | 11 |
15 | 14 | 12 | 11 | 10 | 10 |
17 | 14 | 13 | 10 | 10 | 8 |
Next to each stat, record its percentile. This is calculated by multiplying its value by 5. Additionally, if the stat is below 9 or above 12, it stands out in some way. Write an adjective or a short description to illustrate it.
An agent's attributes are calculated from their primary statistic scores.
Hit Points (HP) represent physical health. This value is calculated by adding STR and CON and dividing the result by 2 (rounding up).
Willpower Points (WP) represent mental fortitude and drive. This value is the same as POW.
Sanity (SAN) represents a connection with humanity and reality as most people perceive it. This value is calculated by multiplying POW by 5.
The Breaking Point is the exact point of SAN at which your Agent has been worn down enough by trauma to develop a new, long-term mental disorder. This value is calculated by subtracting POW from SAN.
While profession, skills, and stats define what your agent is and what they are capable of, bonds and motivations define who your agent is.
A Bond represents the most important human relationships in your agent's life, either a specific person (spouse; son or daughter; best friend), or a group of people who are tightly enough bound that your relationship with one affects your relationships with the others (the platoon from the war; spouse and kids; support group).
Each Bond has a score that begins equal to your agent’s CHA score. When a Bond's score falls, that relationship suffers. Demanding professions allow fewer Bonds. Consult the list of professions for specific values. Each Bond starts with a score equal to your agent’s CHA. If your Agent’s CHA goes down, each Bond drops the same amount.
At this early stage, Bonds don’t need many details, but each should have a name and specify the relationship: “Ex-husband, Taylor” or “Special Agent Waite, frequent FBI partner.” Some Bond examples include:
Motivations are personal beliefs, drives, or obsessions. What makes you agent tick? Intellectual curiosity? The love of a devoted pet? A passionate hobby? Something else? Record motivations as your agent’s personality emerges during the game. Your agent can start with up to five motivations.
Each time SAN hits the Breaking Point, replace a motivation with your Agent’s new mental disorder.