Making an Agent
Delta Green revolves around Agents. The
rules define Agents in great detail to help the players
bring them to life.
Name
What’s your Agent’s name? Delta Green games are most effective when they feel grounded in the real world, so make the name sound real. Avoid clichés and silliness.
Profession
This is your biggest decision. Profession determines your Agent’s skills, role in an operation, and sometimes the resources your Agent can bring to bear by requisitioning equipment. A handful of core professions are most frequently seen among Agents: Anthropologist or Historian, Computer Scientist or Engineer, Federal Agent, Physician, Scientist, and Special Operator. Many other professions are described in the Delta Green core rulebook and the Agent’s Handbook.
Employer Which agency or company does your Agent work for? Include your Agent’s job title or rank if appropriate.
Nationality
The Delta Green organization exists within the U.S. government, so most most Agents are American. But if your game is set in another country, your Agents could be local, unofficial “friendlies” who conduct Delta Green operations with the guidance of a Delta Green control officer—someone from the CIA or the military—played by the Handler.
Sex and Age
Delta Green mostly recruits Agents in their thirties, old enough to be established in challenging careers. Most Agents stay in the group until retirement age if they live that long. If your Agent is younger, what special skills or circumstances brought him or her into the group? If older, what causes your Agent to stay? Education and Occupational History Most Agents are in professions that require higher education, a bachelor’s degree or a graduate degree. Describe an education that fits your Agent’s skills.
Statistics
Six statistics (stats) define what your Agent is good or bad at in very broad terms: Strength (STR), Constitution (CON), Dexterity (DEX), Intelligence (INT), Power (POW), and Charisma (CHA). They indicate overall qualities, not specific training. Each has a score from 3 to 18. Most human adults have 10 or 11 in each. Stats lower than 6 or higher than 15 are rare.
Each stat has space for its “×5” rating. Multiply the stat by 5 and fill in that number. That’s the percent chance that your Agent can use the stat successfully in a crisis.
Each stat has a space for “Distinguishing Features.” 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. If INT is 15 you might write “Very clever,” for example.
Derived Attributes
Derived Attributes are point values that change. Hit Points (HP) indicate physical health. Willpower Points (WP) indicate mental fortitude and drive. Sanity Points (SAN) indicate a connection with humanity and reality as most people perceive it. 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. If SAN reaches that point or below, subtract your Agent’s POW from the new SAN. That’s your Agent’s new Breaking Point.
Bonds
A Bond represents the most important human relationships in your Agent’s life. It’s 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 Charisma stat. When a Bond’s score falls, that relationship suffers. Demanding professions allow fewer Bonds.
Motivations and Mental Disorders
Your Agent starts with five motivations: personal beliefs, drives, or obsessions. Motivations aren’t as powerful as Bonds, so they don’t have scores. Bring them up in play to show what motivates and supports your Agent and makes life worth living.
Each time SAN hits the Breaking Point, replace a motivation with your Agent’s new mental disorder.
Skills
A skill is a body of specialized knowledge that takes months or years to learn and decades to master. Each skill has a percentile rating, from zero to 99. That’s your Agent’s percent chance of using the skill in a crisis.
The Character Sheet
Name
What’s your Agent’s name? Delta Green games are most effective when they feel grounded in the real world, so make the name sound real. Avoid clichés and silliness.
Profession
This is your biggest decision. Profession determines your Agent’s skills, role in an operation, and sometimes the resources your Agent can bring to bear by requisitioning equipment. A handful of core professions are most frequently seen among Agents: Anthropologist or Historian, Computer Scientist or Engineer, Federal Agent, Physician, Scientist, and Special Operator. Many other professions are described in the Delta Green core rulebook and the Agent’s Handbook.
Employer Which agency or company does your Agent work for? Include your Agent’s job title or rank if appropriate.
Nationality
The Delta Green organization exists within the U.S. government, so most most Agents are American. But if your game is set in another country, your Agents could be local, unofficial “friendlies” who conduct Delta Green operations with the guidance of a Delta Green control officer—someone from the CIA or the military—played by the Handler.
Sex and Age
Delta Green mostly recruits Agents in their thirties, old enough to be established in challenging careers. Most Agents stay in the group until retirement age if they live that long. If your Agent is younger, what special skills or circumstances brought him or her into the group? If older, what causes your Agent to stay? Education and Occupational History Most Agents are in professions that require higher education, a bachelor’s degree or a graduate degree. Describe an education that fits your Agent’s skills.
Statistics
Six statistics (stats) define what your Agent is good or bad at in very broad terms: Strength (STR), Constitution (CON), Dexterity (DEX), Intelligence (INT), Power (POW), and Charisma (CHA). They indicate overall qualities, not specific training. Each has a score from 3 to 18. Most human adults have 10 or 11 in each. Stats lower than 6 or higher than 15 are rare.
Each stat has space for its “×5” rating. Multiply the stat by 5 and fill in that number. That’s the percent chance that your Agent can use the stat successfully in a crisis.
Each stat has a space for “Distinguishing Features.” 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. If INT is 15 you might write “Very clever,” for example.
Derived Attributes
Derived Attributes are point values that change. Hit Points (HP) indicate physical health. Willpower Points (WP) indicate mental fortitude and drive. Sanity Points (SAN) indicate a connection with humanity and reality as most people perceive it. 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. If SAN reaches that point or below, subtract your Agent’s POW from the new SAN. That’s your Agent’s new Breaking Point.
Bonds
A Bond represents the most important human relationships in your Agent’s life. It’s 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 Charisma stat. When a Bond’s score falls, that relationship suffers. Demanding professions allow fewer Bonds.
Motivations and Mental Disorders
Your Agent starts with five motivations: personal beliefs, drives, or obsessions. Motivations aren’t as powerful as Bonds, so they don’t have scores. Bring them up in play to show what motivates and supports your Agent and makes life worth living.
Each time SAN hits the Breaking Point, replace a motivation with your Agent’s new mental disorder.
Skills
A skill is a body of specialized knowledge that takes months or years to learn and decades to master. Each skill has a percentile rating, from zero to 99. That’s your Agent’s percent chance of using the skill in a crisis.
Skill Rating Amount of Training
1%–19% Dabbler (assuming the skill started at 0%)
20%–29% Hobbyist
30%–39% Basic training or a college minor
40%–59% Years of experience or a college major
60%–79% Decades of experience or a grad degree
80%–99% A lifetime’s mastery
1%–19% Dabbler (assuming the skill started at 0%)
20%–29% Hobbyist
30%–39% Basic training or a college minor
40%–59% Years of experience or a college major
60%–79% Decades of experience or a grad degree
80%–99% A lifetime’s mastery
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