Home - Personal Pursuits
For the vignette, the player chooses one of the following pursuits. Describe how your Agent is pursuing it, and roll the appropriate stat, skill, or SAN test to resolve it. Some pursuits damage non-Delta Green Bonds. This does not apply if an Agent has no Bonds outside of Delta Green.
If your Agent focuses on day-to-day obligations and relationships, describe something the Agent is doing at work or at home to support one Bond other than a Bond for Delta Green.
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family; it’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent.
Your Agent attempts to create a new Bond with a character or group. This is not done lightly. It means this new character or group is developing into an essential, important part of your Agent’s life.
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the therapist attempts to treat your Agent for schizophrenia. Or if the therapist believes your Agent, he or she may lose SAN from the Agent’s stories.
If your Agent shares tales of terrible, illegal violence and it sounds like further violence is imminent, the therapist may report it to the authorities. Whether that happens is entirely up to the Handler. If your Agent doesn’t tell the therapist the truth, healing is limited.
By training or studying extensively, your Agent can try to boost a stat or a skill. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc.
Your Agent can study and practice to gain @special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.
Choose from these pursuits:
Fulfill Responsibilities
If your Agent focuses on day-to-day obligations and relationships, describe something the Agent is doing at work or at home to support one Bond other than a Bond for Delta Green.
Roll a SAN test.
- Success improves - the Bond by 1D6 (up to your Agent’s CHA
- a critical success also adds 1 SAN (up to your POW×5).
- A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1. Describe how the relationship has improved because of your Agent’s efforts or worsened despite them.
Back to Nature
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family; it’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent.
This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.
Roll a SAN test.
- Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5)
- A fumble costs 1D4 SAN.
Establish a New Bond
Your Agent attempts to create a new Bond with a character or group. This is not done lightly. It means this new character or group is developing into an essential, important part of your Agent’s life.
Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, devoting so much attention to the new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1D4 points.
Go to Therapy
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the therapist attempts to treat your Agent for schizophrenia. Or if the therapist believes your Agent, he or she may lose SAN from the Agent’s stories.
If your Agent described unnatural events and the therapist thinks they’re delusions, the roll is at a −20% penalty. If it fumbles, your Agent loses 1 SAN. If it succeeds, your Agent regains 1D6 SAN (or 6 with a critical success), up to his or her POW×5.
If your Agent shares tales of terrible, illegal violence and it sounds like further violence is imminent, the therapist may report it to the authorities. Whether that happens is entirely up to the Handler. If your Agent doesn’t tell the therapist the truth, healing is limited.
Make a Luck Roll. If it fumbles, your Agent loses 1 SAN. If it succeeds, your Agent regains 1D4 SAN (or 4 for a critical success), up to his or her POW×5. If your Agent suffers from a disorder, a critical success with the therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent also develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write a note saying “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.
Show spoiler
Going to therapy reduces one Bond (other than a
Bond for Delta Green) by 1 as you let other responsibilities
lapse.The Handler may substitute the therapist’s Psychotherapy
skill for the therapy’s Luck Roll.
Improve a Skill or Stat
By training or studying extensively, your Agent can try to boost a stat or a skill. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc.
Attempt a test of the stat × 5 or the skill. If the test fails, your Agent has improved. Add 1D10 percentage points to the skill (to a maximum of 99%) or one point to the stat (to a maximum of 18).
Personal Motivation
Your Agent indulges in the things that he or she finds meaningful (see OTHER MOTIVATIONS). This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5). A fumble costs 1 SAN.
Special Training
Your Agent can study and practice to gain @special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.
Stay On the Case
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.
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