Delta Green RPG (v2.0).pdf

(3216 KB) Pobierz
DELTA GREEN: THE ROLE-PLAYING GAME v.2.0
© 2017 THE DELTA GREEN PARTNERSHIP
DELTA GREEN:
THE ROLE-PLAYING GAME
ARC DREAM PUBLISHING PRESENTS
DELTA GREEN: THE ROLE-PLAYING GAME
BY
DENNIS DETWILLER, ADAM SCOTT GLANCY, CHRISTOPHER GUNNING,
KENNETH HITE, SHANE IVEY & GREG STOLZE

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 SCOTT TYNES
“The First Report,” “Life in a Box,” “The Key,” “The Last Machines,” “What She Said,”
and “What’s Your Name” © Dennis Detwiller. “Introduction” © Dennis Detwiller and
Shane Ivey. “The Game” © Dennis Detwiller, Christopher Gunning, Shane Ivey, and
Greg Stolze. “The Past” © Dennis Detwiller, Adam Scott Glancy, Kenneth Hite, and
Shane Ivey. “The Unnatural” © Dennis Detwiller, Kenneth Hite, Greg Stolze, and Shane
Ivey. “The Schism” © Dennis Detwiller, Adam Scott Glancy, and Shane Ivey. Special
thanks to Ramsey Campbell and Colin Wilson. “The Opera” © Dennis Detwiller.
Glass
traps open and close on nite flights/Broken necks feather weights press the walls/Be
my love, we will be gods on night flights/With only one promise, only one way to fall.
“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
Pre-Order "Delta Green: The Role-Playing Game" at BackerKit
AGENTS, READ NO FURTHER

FOR PRIVATE REVIEW
1
DO NOT DISTRIBUTE
DELTA GREEN: THE ROLE-PLAYING GAME v.2.0
© 2017 THE DELTA GREEN PARTNERSHIP
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 origami. It 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 with my 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 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 the
face of a child. Its surface white and perfect and empty, like the eons and epochs ahead
that will toil on without me, forward, until my birth comes around 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. OK?
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…
FOR PRIVATE REVIEW
2
DO NOT DISTRIBUTE
DELTA GREEN: THE ROLE-PLAYING GAME v.2.0
© 2017 THE DELTA GREEN PARTNERSHIP
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), and create the threats
that they face. You roll the dice and make the calls. Only you understand 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 rents 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 their lives 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 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
SOUTHERN COMFORT, Operation STATIC, or Operation LIFEGUARD.
Delta Green has existed since 1942, when it was an arm of the secretive Office of
Strategic Services, exploiting the Nazis’ obsession with the occult in World War II. On
paper, it conducted psychological operations. In reality, it fought
actual
unnatural horrors
uncovered by Nazi research.
Since World War II, Delta Green has existed in many forms. First as a commando
operation, then as a psychological warfare unit, then as an investigative group, then as
a conspiracy within the federal government with no official cover.
FOR PRIVATE REVIEW
3
DO NOT DISTRIBUTE
DELTA GREEN: THE ROLE-PLAYING GAME v.2.0
© 2017 THE DELTA GREEN PARTNERSHIP
In 2017, two groups consider themselves Delta Green, an unsanctioned conspiracy
as well as
a program with governmental cover. They work independently from each
other, and sometimes dangerously at odds. 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. A few world
governments have similar programs, 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 sovereign territories.
Delta Green agents operate in secret and often hold a normal job in the U.S.
government, such as FBI agent, postal inspector or USAMRIID specialist. Their actual
employer—a government agency, the armed forces or some private company—never
knows Delta Green’s existence, let alone its
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 OUTLAWS 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 black but official U.S. government organization
known colloquially as “the Program”? Or are they in a conspiracy that colludes to use
government resources for entirely unsanctioned missions, known as “the Outlaws”? 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 but work for conspirators. They might think
they’re outsiders but answer to people in the reactivated Program. They may never
know their position in the hierarchy of the group. 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.
FOR PRIVATE REVIEW
4
DO NOT DISTRIBUTE
DELTA GREEN: THE ROLE-PLAYING GAME v.2.0
© 2017 THE DELTA GREEN PARTNERSHIP
TOOLS PRESENTED WITHIN
Some section headings indicate the type of information which might be found. These
are scattered throughout the text as asides. They are there to provide both experienced
and fledgling Handlers a ready set of tools to choose from to make their game run
smoothly.
ASSET:
A description of a book, item, location or character ready for use in a Delta
Green game.
DISINFORMATION:
A summary of some important concept in the world of Delta
Green, with options on how to use it in your campaign. The information is yours to
mine, modify or correlate with other contents in any way you wish.
IN THE FIELD:
A summary of a style of play, guidelines on how to get the “feel” of
game-play right, or a new campaign background for Delta Green, such as World
War II, the Cold War, or the “Cowboy Years” of the 1970s and 1980s.
OPINT:
Optional rules and tips on how to implement rules.
THREAT MATRIX:
A summary of a particular threat or tips on how to portray it.
DISINFORMATION: WHAT IS THE UNNATURAL?
The unnatural is anything that exists beyond human comprehension.
The danger Delta Green confronts represents something more than a mere physical
threat; the very existence of these things is beyond human understanding, and will
forever will be. What is worse is that this knowledge of the unnatural is so damaging
that it causes insanity or transforms a human into a servant of the darkness. Not just the
physicality of such things must be contained. Their nature, their spoor and their mere
existence must be kept secret, lest they infect the normal, unaware world.
Long-term Delta Green agents learn that the old saying is wrong: knowledge is not
power, knowledge is death.
The threats that Delta Green faces are detailed in PART TWO: THE PAST, beginning
on page XX.
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 resources for game material. Nearly all stats,
rituals, items, and entities from earlier works can be easily used with this book’s rules.
Delta Green
Delta Green: Countdown
5
DO NOT DISTRIBUTE
FOR PRIVATE REVIEW
Zgłoś jeśli naruszono regulamin