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Delta Green The Role-Playing Game v.1.2
DELTA GREEN THE ROLE-PLAYING GAME
ARC DREAM PUBLISHING PRESENTS
DELTA GREEN: THE ROLE-PLAYING GAME
BY
DENNIS DETWILLER, ADAM SCOTT GLANCY, KENNETH HITE, SHANE IVEY & GREG
STOLZE with GIL TREVIZO

DEVELOPERS & EDITORS
DENNIS DETWILLER & SHANE IVEY
ART DIRECTOR &
ILLUSTRATOR
DENNIS DETWILLER
GRAPHIC DESIGNER
SIMEON COGSWELL
COPY
EDITOR
LISA PADOL
DELTA GREEN CREATED BY
DENNIS DETWILLER, ADAM SCOTT
GLANCY & JOHN TYNES
“That cult would never die till the stars came right again, and the secret priests would take great
Cthulhu from His tomb to revive His subjects and resume His rule of earth. The time would be
easy to know, for then mankind would have become as the Great Old Ones; free and wild and
beyond good and evil, with laws and morals thrown aside and all men shouting and killing and
reveling in joy.”

—H.P. Lovecraft,
The Call of Cthulhu
"On Edward Teller’s blackboard at Los Alamos I once saw a list of weapons—ideas for weapons
—with their abilities and properties displayed. For the last one on the list, the largest, the
method of delivery was listed as 'Backyard.' Since that particular design would kill everyone on
Earth, there was no use carting it elsewhere."

—Robert Serber, about Edward Teller
“Blessed be the torch.”

—Máximo Gómez
AGENTS READ NO FURTHER
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©2016 The Delta Green Partnership
Delta Green The Role-Playing Game v.1.2
THE FIRST REPORT
When Chilton took his shot, I jumped into the mirror room with the laptop bag, thinking,
anywhere is better than here.
Right at that moment, it seemed like a good play. Guns were out
and people were already dead. What did I have to lose?
Don’t answer yet.
The old McTeague luck is holding up great, pops. Trust me, you’d be proud.
From the lab at San Francisco university, the mirror room inexplicably opened onto a
shallow sea beneath a wall of diamond hard pinpoints of light. I goggled and stumbled and
laughed. I don’t know why. It was so surprising, I guess. The water was tropic, the low rock
islands steaming, and I could taste metal in my mouth. Then the mirror room folded in on itself
like an origami in a way which felt like someone had grabbed both sides of my brain and was
twisting them; pulling them apart…
Before it was gone, I was gone.
I woke sometime later, head in the mud, soaked in warm water, the lone occupant of this
place. World. I stood. I shouted. Knee deep clear water, low rock islands. Nothing. No mirrors.
No people. No life. When I breathed too fast, I began to feel happy and stupid. The computer
was ruined. Shorted out in the water, but there was some damp paper. A pen. Some M&Ms.
I sat for a time trying to catch up with what the world had become, for me. I took off my
shoes and soaked my feet. 
Then, one last indignity. The moon rose; crazy-close. Huge and unblemished as a child’s
face. Its surface white and perfect and empty, like the eons and epochs ahead of me, that will
toil on without me, forward, until my birth again.
I’ll write my last report here. Hell, the first report. I’ll write the first one. I am the first agent,
now. It’s all I have so don’t deny it to me, okay? Hello? 
Dear V-Cell, do not enter the mirror room. Do not let John enter the mirror room. Destroy the
mirror room. Destroy Auroratech. Destroy John. Destroy the world. Dear V-Cell, nothing is real
and everything is alive. The end has come and will come and come again.
Find my bones here and see. Know. Wait for me. I’m coming. But time moves so slowly…
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Delta Green The Role-Playing Game v.1.2
INTRODUCTION
Welcome to Delta Green, a role-playing game of horror, wonder, and conspiracy. By opening
this book, you have chosen to become the
Handler.
It’s the Handler’s job to keep the players—
who take the role of Delta Green Agents—engaged. You are the creator, host, and judge of all
things that occur in the fictional world of Delta Green. You fill it with secrets, take the role of non
player characters (NPCs) the Agents interact with, and create the threats they face. You roll the
dice and make the calls. In Delta Green only the Handler understands the absolute truth.
Delta Green is about truths that
kill.
The ultimate truth is this: mankind was not the first, nor
will it be the last of the Earth’s masters. In remote places, through rends in space/time, and
beyond the veil of our limited, four-dimensional existence,
things
await release. When they are
free, humanity will burn. An isolated few in the know—Delta Green—struggle to resist this final
conflagration.
Being a Handler requires preparation, imagination, and an unwavering vision of where the
game is headed. In Delta Green, it also requires an indifference to outcome. It might seem like a
good idea to alter a die roll to save an Agent, or drop a vital clue when the team is on the wrong
path. Resist these urges. Delta Green is not about victory, it’s about the
fight.
Delta Green is about man’s urge to survive, understand, and overcome, in a universe wholly
antithetical to these concepts. Agents of Delta Green struggle to defeat threats that outstrip
even the human mind, as the world rushes towards inevitable destruction. Agents live their lives
—what of them they can maintain—and keep the ultimate secret from their loved ones. No
matter what they do, they know, eventually, the apocalypse is coming.
Congratulations, Handler; you’ve just been promoted to the apocalypse.
RUNNING DELTA GREEN
To run a Delta Green game as a Handler, gather friends, rulebooks and dice, and describe
what's happening to their Agents. The players react as their Agents might react in the situations
you describe, and attempt to solve the mystery, without losing their Agents to insanity or death.
A single unit of Delta Green play is called a
session.
A single Delta Green mystery is called
an
operation
(some operations take many sessions to resolve). Multiple operations strung
together are called a
campaign.
Delta Green agents sometimes call an operation a “night at the opera,” or a “psychotic
opera”. Operations have code-names for the sake of secrecy, like Operation BLACK FLAG,
Operation PUZZLEBOX, or Operation OBSIDIAN.
Delta Green has existed since 1942 as an arm of the secretive Office of Strategic Services,
exploiting the Nazis’ obsession with the "occult" in the Second World War. In reality, it fought
actual
unnatural horrors uncovered by Nazi research.
Since the Second World War, Delta Green has existed in many forms. First, as a commando
operation, then as a psychological warfare unit, then an investigation service, then a conspiracy
within the federal government.
In 2017, it is both a conspiracy
as well as
a sanctioned program, working independently—
and sometimes at odds—with one another. Most importantly, very few people in either group
understand this schism.
WHAT A DELTA GREEN AGENT DOES
Delta Green agents locate, destroy and keep secret the unnatural forces that threaten American
interests. Of course, unnatural threats exist outside the United States, but Delta Green does not
have the resources or will to police the world. Larger world governments have similar programs,
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Delta Green The Role-Playing Game v.1.2
like Britain’s PISCES, Canada’s M-EPIC and Russia’s GRU SV-8. These groups operate in a
similar manner to Delta Green within their own sovereign territories.
Delta Green agents operate in secret, and often hold a normal Federal job, such as FBI
agent, Postal Inspector or USAMRIID Specialist. Their actual employer—a government agency,
the armed forces or some private company—never understand Delta Green’s
real
mission.
Delta Green operations routinely require agents to lie, cheat, steal, and commit crimes for
the greater good. Violence, insanity and death surround Delta Green operations, and all who
serve the group eventually pay a physical or mental price. But almost any action is justifiable in
the face of human extinction.
The forces of the unnatural they put down are real and relentless. Long ago, the group came
to the conclusion that there is no ultimate solution, only an endless holding action against the
forces from outside. Of course, Delta Green never tells its recruits
that.
If they live long enough,
they’ll find out. They always do.
THE GROUP AND THE PROGRAM
Delta Green has existed in many forms over the decades—and it exists in many forms today.
Like any covert agency, there are parts which operate in the absolute black, just as there are
splinter groups, defectors and worse.
Are your Agents members of the official U.S. government special access program special
access program known colloquially as “the Program”? Or are they in a conspiracy that colludes
to use government resources for unsanctioned missions, known as “the Group”? Or are they
outsiders—canaries in a coal-mine—who have never even
heard
the name Delta Green?
The real nature of Delta Green in the game remains up to the Handler to decide. And it’s a
separate question from what the Agents
believe
they understand. The Agents might think they’re
part of an official program when they work for conspirators. They might think they’re outsiders,
but answer to people in the reactivated program.
The truth is they may never know their position
in the hierarchy of the group and this should be a central theme in the game.
The only thing Delta Green agents should know for certain is that their mission, even at its
most odious, saves lives and can
never
be revealed to the public.
TOOLS PRESENTED WITHIN
You’ll see headings in this book which indicate the
type
of information which might be found in
that section. These are scattered throughout the text as asides, and are there to provide both
experienced and fledgling Handlers a ready set of tools to choose from to make their game run
smoothly.
ASSETS:
A description of a book, item, location or character ready for use in a Delta Green
game.
DISINFORMATION:
A summary of a concept in the world of Delta Green, along with options
on how to use it in your Delta Green campaign. The information presented here is there to
mine, modify or correlate with other contents in any way you wish.
IN THE FIELD:
A summary of a campaign background for a Delta Green game: be it the
Second World War, the Cold War, the “Cowboy Years” or even playing as MAJESTIC
personnel. Along with clear guidelines to get the “feel” right.
OPINT:
Rule modifications, notes on how to run the game mechanically, and other rules-
intensive notes.
THREAT MATRIX:
A summary on
how to portray
a particular threat in-game.
THREAT PROFILE:
A summary of a particular threat in the world of Delta Green.
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DISINFORMATION: “Agent” OR “agent”?
Any time you see the word “Agent” capitalized in this game, it refers to a Delta Green player
character. Delta Green has many agents; the ones sitting at your table are Agents.
DISINFORMATION: EARLIER WORKS
Delta Green has existed since 1992, when it first appeared in issue 7 of
The Unspeakable Oath.
Created by Dennis Detwiller, Adam Scott Glancy and John Tynes, Delta Green has supported a
large number of successful books and supplements which will
all
be useful in running
Delta
Green: The Role-Playing Game.
They are all still available and are highly recommended as a
resource to mine for game material. With very few exceptions, nearly all stats, spells and items
are easily transferred to this rule set.
Delta Green
Delta Green: COUNTDOWN
Delta Green: Alien Intelligence
(fiction)
Delta Green: Dark Theaters
(fiction)
Delta Green: The Rules of Engagement
(fiction)
Delta Green: Denied to the Enemy
(fiction)
Delta Green: EYES ONLY
Delta Green: Through a Glass, Darkly
(fiction)
Delta Green: Targets of Opportunity
Delta Green: Strange Authorities
(fiction)
Delta Green: Tales From Failed Anatomies
(fiction)
Delta Green: Extraordinary Renditions
(fiction)
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©2016 The Delta Green Partnership
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