PLAYING DELTA GREEN
Rolling Dice
- When the GM asks you to make a skill or ability check, you roll two ten sided dice (one representing the tens place and one representing the units place) to generate a result out of 100. If the result is equal to or less than the target number, you succeed. If it’s greater, you fail.
- Sometimes, you’ll roll dice versus your skill as a target number. Use the value listed on the character sheet in the skills section.
- Sometimes you’ll roll versus a stat. In that case, use the value listed in the “x5” section of the character sheet.
- Sometimes you’ll roll an opposed test versus another character or NPC. In this case, whoever rolls below their skill wins whatever contest you’re engaged in. If you both roll below your skill, whoever rolled higher wins.
- Rolling the same number on both dice is a critical. If you do so and get under or equal to your target number, you critically succeed. If you do so and roll over, you critically fail. A roll of 00 is always a critical failure.
- You can do some things without the need for rolling at all. A 40 in Forensics is enough to find some clues automatically, a character with 50 in Athletics can easily hop a fence in their own time. It’s in edge cases, or when under duress, that the dice come out.
- Put a check next to a skill if you roll it during the game and fail. When the session is over, if you’re still alive, that skill increases by 1 point.
- Some skill rolls may be modified. The GM will tell you when this is the case. Add or subtract the modifier from your target number before you roll.
Sanity
- When something bad happens the GM might tell you to roll sanity. To do this, roll a D100 and compare the result to your current sanity. If the die roll is greater, you lose sanity. The GM will tell you how much, often it will be a die roll. You may also lose sanity even if you pass the sanity check.
- If you lose sanity to either violence or helplessness (the GM will tell you when this happens) put a checkmark by the appropriate adaptation field on your character sheet. When you accumulate 3 checks, tell the GM. If you get a temporary insanity or a disorder, erase all your checks.
- You can ‘project’ onto your bonds to mitigate sanity loss. To do so, roll a D4 when you lose sanity. Subtract that much from your current willpower, subtract that much from one of your bonds, and reduce the sanity loss by that amount. Describe how whatever just happened to you reduced your connection with the people you love.
- If you lose 5 or more sanity in one roll you suffer a temporary insanity. You might run away, violently attack the source of your distress, or go catatonic.
- If your sanity ever reaches or goes below your breaking point, tell the GM. Your new breaking point is your new current sanity minus your power.
Combat
- Characters act in order of Dexterity, from highest to lowest. Characters with the same Dexterity act simultaneously, although the GM may adjust this based on the circumstances at hand.
- You get one action per turn. In addition, you get 3 meters of movement free. Moving farther than that takes your action.