TEXT: Using Skills
  • 
  ROLL DICE: When the situation 
  calls for randomness and 
  things are not in your control; 
  in a crisis; in combat; when it 
  hinges on unpredictable NPC 
  behavior; when there are severe 
  consequences at stake. Roll the 
  skill’s rating or lower on percentile 
  dice to succeed.
  • 
  DON’T ROLL DICE: When things 
  are calm and under control. 
  Instead look to the skill and what 
  the skill rating represents. The 
  better the skill, the more you 
  achieve or discover.
  • 
  USING STATS: If it’s “common 
  knowledge” or something most 
  people might achieve without 
  extensive education or training, it 
  doesn’t require a skill. Instead use 
  a stat × 5 as the rating.
  Modifiers
  Bonuses and penalties are uncommon 
  outside combat. If a modifier does 
  apply, it’s usually ±20% (things are 
  especially in your favor or against you) 
  or, rarely, ±40% (you almost shouldn’t 
  even need to roll).
  Crits and Fumbles
  • 
  CRITICAL SUCCESS: 01 or 
  success with matching dice (11, 
  22, 33, etc.). 
  • 
  FUMBLE: 00 or failure with 
  matching dice (99, 88, 77, etc.)
  Opposed Skills
  If one character actively interferes 
  with another, both roll. A critical beats 
  an ordinary success; otherwise the 
  highest successful roll wins. If no rolls 
  are required, the highest rating wins.
  CORE RULES
  Delta Green: The Role-Playing Game, © 2015
  Combat
  Damage
  At 0 HP you die. HP don’t go below 0.
  • 
  UNARMED: 1D3
  • 
  TASER: Stun (CON test to act), 
  then –20% for 1D20 turns
  • 
  CLUB OR KNIFE: 1D4 or 1D6
  • 
  MACHETE: 1D8
  • 
  PISTOL: 1D8, 1D10, or 1D12
  • 
  RIFLE: 1D12 or 1D12+2
  • 
  SHOTGUN: 2D10, 2D6, or 1D6
  Kill Damage
  A percentile roll for heavy weapons.
  • 
  SUCCESS: Target drops to 0 HP. 
  • 
  FAILURE: Add up the roll’s digits 
  as ordinary damage.
  Kill Radius
  If the weapon has a Kill Radius, 
  choose its center before attacking.
  • 
  HIT: A blast does Kill Damage 
  to everyone inside the radius. A 
  burst of bullets hits half. Everyone 
  who survives is suppressed.
  • 
  MISS: Everyone who would have 
  been in the radius is suppressed.
  • 
  SUPPRESSION: As your next 
  action either hide behind cover or 
  go prone or else lose 1 SAN.
  Armor
  • 
  BODY ARMOR: Reduces damage 
  from any attack except a called 
  shot or successful Kill Damage. 
  • 
  COVER: Makes a Kill Damage 
  roll automatically fail; reduces 
  damage from any attack except a 
  called shot.
  Each turn represents a few seconds 
  of fighting. Combatants act in order 
  of highest DEX to lowest. When your 
  turn comes, pick one action.
  • 
  AIM: +20% to the next roll.
  • 
  ATTACK: Inflict damage. One 
  attack and damage roll with a gun 
  usually represents a few shots.
  • 
  CALLED SHOT: Ignores cover or 
  armor but at a –20% penalty, or 
  –40% for an especially hard shot.
  • 
  DISARM: Roll Unarmed Combat. 
  The target gets a free Melee 
  Weapons roll to oppose it.
  • 
  DODGE: Roll Dodge to oppose 
  an attack, disarm or pin. You can 
  take this action before your turn 
  comes up. Your roll can protect 
  you from more than one attack.
  • 
  ESCAPE: Get out of being 
  pinned. Roll STR, DEX, or 
  Unarmed Combat opposed by a 
  free STR or Unarmed Combat roll 
  by your opponent.
  • 
  FIGHT BACK: You can take this 
  action before your turn comes up. 
  Roll Melee Weapons or Unarmed 
  Combat to oppose an attack. 
  Choose whether you fight back 
  with an attack, a called shot, a 
  disarm, or a pin. Your roll can 
  protect you from more than one 
  attack in a turn but can inflict 
  damage (or pin, etc.) only once.
  • 
  MOVE: Jog 10 m., run 20 m., 
  or sprint 30 m. (Usually you can 
  go up to about 3 m. as part of 
  another action.)
  • 
  PIN: Hold someone down. The 
  target gets a free Unarmed 
  Combat roll to oppose it. You 
  can attack the pinned target in 
  later turns. Unarmed Combat 
  and Melee Weapons attacks on a 
  pinned target are at +20%.
  • 
  WAIT: Wait and act after someone 
  else’s action this turn.
  • 
  ANYTHING ELSE: Anything that 
  takes a moment’s concentration.
  delta-green.com
  updated 25 AUG 2015
  
  Sanity Threats
  The three types of SAN loss are 
  violence, helplessness, and the 
  unnatural. Roll Sanity. Success: Suffer 
  the first listed loss (the minimum 
  possible with a critical). Failure: Suffer 
  the second listed loss (the maximum 
  possible with a fumble).
  SUFFERING VIOLENCE 
  LOSS
  Ambushed or hit by gunfire 
  0/1
  Surprised by a corpse 
  0/1D2
  —It’s someone you love 
  0/1D4
  Unexpectedly stabbed  
  or strangled 
   
  0/1D4
  Reduced to 2 HP or less 
  0/1D6
  Tortured  
   
  0/1D10
  INFLICTING VIOLENCE 
  LOSS
  Seriously harm an innocent 
  0/1D3
  Shove a teammate’s body  
  into an incinerator to 
  thwart investigation* 
  0/1D3
  Kill in self-defense*  
  0/1D4
  Kill a murderous enemy  
  in cold blood* 
   
  0/1D6
  Torture someone 
   
  0/1D8
  Accidentally kill an innocent* 0/1D8
  Kill an innocent in cold blood, 
  even for a good reason* 
  1/1D10
  * For a failed roll add 1 per victim up 
  to the maximum possible roll.
  HELPLESSNESS 
   
  LOSS
  Fired from your job  
  0/1
  Rejected by your spouse 
  0/1D2
  Sentenced to prison 
  0/1D3
  Wake up paralyzed or blind 
  0/1D3
  Find a friend’s remains 
  0/1D3
  Flung into a pit of corpses 
  0/1D4
  A Bond suffers permanent  
  harm or indefinite insanity 
  1/1D4
  See or hear a friend being 
  gruesomely killed  
  0/1D6
  A Bond dies 
   
  1/1D6
  See or hear a Bond being 
  gruesomely killed  
  1/1D8
  SANITY
  Insanity
  • 
  TEMPORARY: If you lose 5 or 
  more SAN from one incident, you 
  go temporarily insane until the 
  Handler says you snap out of it. 
  • 
  INDEFINITE: If your SAN equals 
  your Breaking Point, you gain an 
  indefinite insanity according to 
  the threat (see examples below). 
  Reset your Breaking Point to your 
  new SAN minus your POW.
  • 
  PERMANENT: If your SAN drops 
  to 0, you go irretrievably insane.
  From Violence
  • 
  PTSD
  • 
  Addiction
  • 
  Depression
  • 
  Intermittent explosive disorder
  • 
  Totemic compulsion
  • 
  Ligyrophobia
  • 
  Paranoia
  • 
  Sleep disorder
  From Helplessness
  • 
  Depression
  • 
  Obsessive/compulsive disorder
  • 
  Obsession
  • 
  Addiction
  • 
  Enclosure-related phobia
  • 
  Conversion disorder
  • 
  Dissociative identity disorder
  • 
  Anxiety disorder
  From the Unnatural
  • 
  Fugues
  • 
  Paranoia
  • 
  Amnesia
  • 
  Megalomania
  • 
  Depersonalization disorder
  • 
  Dissociative identity disorder
  • 
  Depression
  • 
  Sleep disorder
  Resistance
  You can resist SAN loss and insanity 
  through adaptation and the strength 
  of Bonds. But there’s always a cost.
  Adaptation
  If you lose SAN from a threat three 
  times without going insane, you 
  become adapted. When adapted 
  to a threat, you always succeed at 
  Sanity tests for it. You cannot adapt to 
  unnatural threats.
  • 
  VIOLENCE: Lose 1D6 CHA and 
  the same amount from each Bond.
  • 
  HELPLESSNESS: Lose 1D6 POW 
  and add the same amount to your 
  Breaking Point.
  Projection
  When you lose SAN, you can spend 
  1D6 WP to reduce the SAN loss by 
  that amount. Reduce one Bond by 
  half that much (round up). The next 
  time you interact with that Bond, 
  describe the deterioration.
  Repressing Insanity
  When you suffer temporary insanity or 
  an acute episode of indefinite insanity, 
  you can try to keep control of your 
  character by focusing on the people 
  who depend on you.
  • 
  Spend 1D6 WP. 
  • 
  Reduce one Bond by half the WP 
  you spent (round up). The next 
  time you interact with that Bond, 
  describe the strain.
  • 
  Attempt a Sanity test, adding 
  the Bond’s value as a bonus, to 
  repress the insanity.
  delta-green.com
  
  1. Statistics
  • 
  ROLLED: 4D6, drop the lowest die. Assign as you like.
  • 
  ASSIGNED: Divide 72 points between the six stats.
  • 
  CHOSEN: Pick one of the following sets.
  STAT 1 
  STAT 2 STAT 3 
  STAT 4 STAT 5 
  STAT 6
  13 
  13 
  12 
  12 
  11 
  11
  15 
  14 
  12 
  11 
  10 
  10
  17 
  14 
  13 
  10 
  10 
  8
  2. Derived Attributes
  • 
  HIT POINTS (HP): Average of STR and CON.
  • 
  WILLPOWER POINTS (WP): POW.
  • 
  SANITY POINTS (SAN): POW × 5.
  • 
  BREAKING POINT: SAN minus POW.
  3. Profession and Skills
  • 
  Choose a profession that suits your stats and interests.
  • 
  Write down starting skills.
  • 
  Note the number of Bonds.
  • 
  Choose any eight skills (except Unnatural). Add 20% 
  to the current or base rating of each. If a skill is not in 
  your profession, you can increase it twice.
  4. Bonds
  Name them. Each starts with a score equal to your CHA.
  AGENT CREATION
  5. Finishing Details
  • 
  Name, age, appearance, personality, motivations.
  • 
  Describe something admirable about your agent.
  • 
  Describe something others dislike about your agent.
  What Kind of Experience 
  Brought You to Delta Green?
  Choose one and apply all the listed modifiers.
  • 
  EXTREME VIOLENCE 
  +10% Occult. 
  –5 SAN. 
  –3 CHA. 
  Losing 3 CHA means –3 from each Bond. 
  You are Adapted to Violence. 
  • 
  CAPTIVITY OR IMPRISONMENT 
  +10% Occult. 
  –5 SAN. 
  –3 POW (this does not affect SAN). 
  Losing 3 POW means +3 to Breaking Point. 
  You are Adapted to Helplessness. 
  • 
  HARD EXPERIENCE 
  +10% Occult. 
  +10% to any four skills (except Unnatural). 
  –5 SAN. 
  Remove one Bond. 
  • 
  THINGS MAN WAS NOT MEANT TO KNOW  
  +10% Unnatural. 
  +20% Occult. 
  Reduce SAN by POW. 
  Reset Breaking Point to new SAN minus POW. 
  Gain an indefinite insanity caused by the unnatural. 
  What Skill Ratings Mean
  1%–19% 
  Dabbler
  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
  Bond Examples
  1. Spouse or ex-spouse
  2. Son or daughter
  3. Favored parent or grandparent
  4. Best friend
  5. Long-time coworker or partner
  6. Psychologist or therapist
  7. Spouse and children
  8. Parents
  9. Siblings
  10. Colleagues in an intense, difficult job or calling
  11. Church or support group
  12. Fellow survivors of a shared trauma 
  delta-green.com
  
  Anthropologist 
  or Historian
  Anthropology or Archaeology 50%
  Bureaucracy 40%
  Foreign Language 50%
  Foreign Language 30%
  History 60%
  Occult 40%
  Persuade 40%
  Choose two from: 
  • 
  Anthropology 40%
  • 
  Archeology 40%
  • 
  HUMINT 50%
  • 
  Navigate 50%
  • 
  Ride 50%
  • 
  Search 60%
  • 
  Survival 50%
  BONDS: 4
  CORE PROFESSIONS
  each skill begins at the listed rating rather than its base
  Other Professions
  Author, Editor or Journalist, Criminal, Firefighter, Foreign Service Officer, Intelligence Analyst, Intelligence Case Officer, 
  Lawyer or Business Executive, Nurse or Paramedic, Pilot or Sailor, Police Officer, Programs Manager, Soldier or Marine, etc.
  Computer Scientist 
  or Engineer
  Computer Science 50%
  Craft (Electrician) 30%
  Craft (Mechanic) 30%
  Craft (Microelectronics) 40%
  Science (Mathematics) 50%
  SIGINT 30%
  Choose four from: 
  • 
  Accounting 50%
  • 
  Bureaucracy 50%
  • 
  Craft (choose) 40%
  • 
  Foreign Language 40%
  • 
  Drive Heavy Machine 50%
  • 
  Law 40%
  • 
  Science (choose) 40%
  BONDS: 3
  Federal Agent
  Alertness 50%
  Bureaucracy 40%
  Criminology 50%
  Drive Auto 40%
  Firearms 50%
  Forensics 30%
  HUMINT 60%
  Law 30%
  Persuade 50%
  Search 50%
  Unarmed Combat 60%
  Choose one from: 
  • 
  Accounting 60%
  • 
  Computer Science 50%
  • 
  Foreign Language 50%
  • 
  Heavy Weapons 50%
  • 
  Pharmacy 50%
  BONDS: 3
  Physician
  Bureaucracy 40%
  First Aid 60%
  Medicine 60%
  Persuade 40%
  Pharmacy 50%
  Science (Biology) 50%
  Search 40%
  Choose one from:
  • 
  Forensics 60%
  • 
  Psychotherapy 60%
  • 
  Surgery 60%
  BONDS: 4
  Scientist
  Bureaucracy 40%
  Computer Science 40%
  Science (choose one) 50%
  Science (choose another) 50%
  Science (choose another) 50%
  Choose three from:
  • 
  Accounting 50%
  • 
  Craft (choose one) 40%
  • 
  Foreign Language (choose) 40%
  • 
  Forensics 40%
  • 
  Law 40%
  • 
  Pharmacy 40%
  BONDS: 4
  Special Forces
  Alertness 50%
  Athletics 60%
  Demolitions 40%
  Firearms 60%
  Heavy Weapons 50%
  Melee Weapons 60%
  Military Science (choose) 60%
  Navigate 50%
  Stealth 50%
  Survival 50%
  Swim 50%
  Unarmed Combat 60% 
  Choose one from:
  • 
  Drive Auto 60%
  • 
  Foreign Language 40%
  • 
  HUMINT 50%
  • 
  Persuade 60%
  • 
  Pilot (Small Boats) 40%
  • 
  Ride 50%
  BONDS: 1
  delta-green.com
  
  ARTIST, ACTOR, OR MUSICIAN: 
  Alertness, Craft (choose one), 
  Disguise, Persuade, Art (choose one), 
  Art (choose another), Art (choose 
  another), HUMINT.
  ATHLETE: Alertness, Athletics, 
  Dodge, First Aid, HUMINT, Persuade, 
  Swim, Unarmed Combat.
  AUTHOR, EDITOR, OR 
  JOURNALIST: Anthropology, Art 
  (Creative Writing, Poetry, Scriptwriting, 
  Journalism, etc.), Bureaucracy, History, 
  Law, Occult, Persuade, HUMINT.
  BLUE-COLLAR WORKER: Alertness, 
  Craft (choose one), Craft (choose 
  another), Drive Auto, Drive Heavy 
  Machine, First Aid, Navigate, Search.
  “BLACK BAG” TRAINING: Alertness, 
  Athletics, Craft (Electrician), Craft 
  (Locksmithing), Criminology, Disguise, 
  Search, Stealth.
  BUREAUCRAT: Accounting, 
  Bureaucracy, Computer Science, 
  Criminology, HUMINT, Law, Persuade; 
  and one other as a personal specialty.
  CLERGY: Foreign Language (choose 
  three), History, HUMINT, Occult, 
  Persuade, Psychotherapy.
  COMBAT VETERAN: Alertness, 
  Athletics, Dodge, Firearms, First Aid, 
  Melee Weapons, Stealth, Unarmed 
  Combat.
  COMPUTER EXPERT: Computer 
  Science, Craft (Microelectronics), 
  Science (Mathematics), SIGINT; and 
  any four others as personal specialties.
  COUNSELOR: Bureaucracy, First 
  Aid, Foreign Language (choose 
  one), HUMINT, Law, Persuade, 
  Psychotherapy, Search.
  AGENT BACKGROUNDS
  an optional way to choose your eight bonus skills
  CRIMINALIST: Accounting, 
  Bureaucracy, Computer Science, 
  Criminology, Forensics, Law, 
  Pharmacy, Search.
  DIVER: Alertness, First Aid, Navigate, 
  Pilot (Small Boat), Search, Science 
  (Biology), Survival, Swim.
  FIREFIGHTER: Alertness, 
  Demolitions, Drive Auto, Drive 
  Heavy Machine, First Aid, Forensics, 
  Navigate, Search.
  GANGSTER OR DEEP COVER: 
  Alertness, Criminology, Dodge, 
  Drive Auto, Persuade, Stealth; and 
  choose two from: Athletics, Foreign 
  Language (choose one), Firearms, 
  HUMINT, Melee Weapons, Pharmacy, 
  or Unarmed Combat.
  INTERROGATOR: Criminology, 
  Foreign Language (choose one), 
  Foreign Language (choose another), 
  HUMINT, Law, Persuade, Pharmacy, 
  Search.
  LIBERAL ARTS DEGREE: 
  Anthropology or Archeology, Art 
  (choose one), Foreign Language 
  (choose one), History, Persuade; 
  and any three others as personal 
  specialties.
  MILITARY OFFICER: Bureaucracy, 
  Firearms, History, Military Science 
  (choose one), Navigate, Persuade, 
  Unarmed Combat; and choose one: 
  Artillery, Drive Heavy Machinery, 
  Heavy Weapons, HUMINT, Pilot 
  (choose one), or SIGINT.
  MBA: Accounting, Bureaucracy, 
  HUMINT, Law, Persuade; and any 
  three others as personal specialties.
  NURSE, PARAMEDIC OR PRE-
  MED: Alertness, First Aid, Medicine, 
  Persuade, Pharmacy, Psychotherapy, 
  Science (Biology), Search.
  OCCULT INVESTIGATOR: 
  Anthropology, Archeology, Computer 
  Science, Criminology, History, Occult, 
  Persuade, Search.
  OUTDOORSMAN: Alertness, 
  Athletics, Craft (choose one), 
  Navigate, Ride, Search, Stealth, 
  Survival.
  PHOTOGRAPHER: Alertness, Art 
  (Photography), Computer Science, 
  Persuade, Search, Stealth; and any 
  two others as personal specialties.
  PILOT OR SAILOR: Alertness, 
  Craft (Mechanic), First Aid, Foreign 
  Language (choose one), Navigate, 
  Pilot (choose one), Survival, Swim.
  POLICE OFFICER: Alertness, 
  Criminology, Drive Auto, Firearms, 
  HUMINT, Law, Melee Weapons, 
  Unarmed Combat.
  SCIENCE GRAD STUDENT: 
  Bureaucracy, Computer Use, Craft 
  (choose one), Foreign Language 
  (choose one), Science (choose three)
  SOCIAL WORKER OR CRIMINAL 
  JUSTICE DEGREE: Bureaucracy, 
  Criminology, Forensics, Foreign 
  Language (choose one), HUMINT, 
  Law, Persuade, Search.
  SOLDIER OR MARINE: Alertness, 
  Artillery, Athletics, Drive Auto, 
  Firearms, Heavy Weapons, Military 
  Science (choose one), Unarmed 
  Combat.
  TRANSLATOR: Anthropology, Foreign 
  Language (choose one), Foreign 
  Language (choose another), Foreign 
  Language (choose another), History, 
  HUMINT, Persuade; and any one other 
  as a personal specialty.
  URBAN EXPLORER: Alertness, 
  Athletics, Craft (choose one), Law, 
  Navigate, Persuade, Search, Stealth.
  delta-green.com
  
  Bonding With 
  Delta Green
  After someone in your Delta Green 
  team undergoes a catastrophic 
  trauma—suffers temporary insanity, 
  gains a new indefinite insanity, is 
  incapacitated by injuries, etc.—you 
  must make a Sanity test. Success has 
  no effect. Failure means you bond 
  with up to five teammates. 
  • 
  If you don’t already have a Bond 
  with the teammate, gain a new 
  Bond equal to half your CHA. 
  Write “Delta Green” next to the 
  new Bond. You immediately lose 
  1D3 points from one other (non-
  Delta Green) Bond. 
  • 
  If you already have a Bond with 
  the teammate, add 1D3 to it (up 
  to your CHA). Subtract 1 from one 
  other (non-Delta Green) Bond.
  More Combat
  • 
  EXPLOSION: An attack with a Kill 
  Radius of 10+ m. is at +20% to hit.
  • 
  SHOTGUN FIRING SHOT: +20% 
  up to base range; double armor.
  • 
  ARMOR-PIERCING AMMO: –5 
  Armor, –1 damage.
  • 
  HOLLOW-POINT AMMO: +1 
  damage; double armor.
  • 
  LASER SIGHT: +20% to hit if you 
  have neither moved nor taken 
  damage since your last action.
  • 
  TELESCOPIC SIGHT: Double 
  base range if you Aim.
  • 
  3-ROUND BURST: Kill damage 
  10%, one target.
  • 
  10-ROUND SPRAY: Kill damage 
  10%, Kill Radius 2 m.
  • 
  FIRST AID: Restores 1D3 HP. At 0 
  HP it helps if the Handler says so.
  • 
  SURGERY OR MEDICINE: 
  Restores 1D4 HP once a week.
  • 
  REST: CON×5 daily to heal 1 HP.
  ADDITIONAL RULES
  Willpower
  Agents require Willpower points to 
  keep going despite exhaustion, to 
  resist interrogation and persuasion, to 
  withstand mental trauma, and to resist 
  or enact unnatural rituals. 
  LOW WILLPOWER: At 1 or 2 WP you 
  have an emotional breakdown. You 
  suffer a –20% penalty to all actions 
  until your WP rise above 2.
  NO WILLPOWER: When Willpower 
  hits 0, you collapse, incapacitated 
  and perhaps unconscious. You cannot 
  succeed at any tests, including Sanity.
  REGAINING WILLPOWER: After a 
  full night’s sleep you regain 1D6 WP. 
  Sleeplessness
  The first time you try to sleep after 
  suffering temporary insanity or gaining 
  a new indefinite insanity you must 
  make a Sanity test to get any rest. 
  SEDATIVES: Drinking or taking 
  sleeping pills gives you a +20% bonus 
  to the Sanity test to get to sleep. If the 
  test fails anyway you’re sick the next 
  day, at a –20% penalty to all tests.
  Exhaustion
  You lose 1D6 WP every CON in 
  hours you work (or less if the work is 
  especially hard). After working CON in 
  hours, you are exhausted. You suffer 
  a –20% penalty to all skills, stat tests, 
  and Sanity tests until you get a full 
  night’s rest.
  STIMULANTS: Stimulants or chain-
  smoking offsets the exhaustion 
  penalty by 10% for 2D6 hours, or 20% 
  for hard drugs. Frequent use makes 
  addiction a likely insanity result.
  Home
  A long-term Delta Green game 
  features occasional scenes that focus 
  on agents’ everyday lives. Use them 
  to explore the things that are most 
  important in your agent’s life and the 
  costs of involvement in Delta Green.
  Personal Pursuits
  Choose one personal pursuits. 
  Describe how your agent is pursuing it 
  and roll the appropriate test to resolve 
  it. Here are some examples.
  • 
  FULFILL RESPONSIBILITIES: Roll 
  Sanity for one Bond, adding its 
  value as a bonus. Success: +1D3 
  to the Bond. Fumble: –1D3 from 
  the Bond and –1 SAN.
  • 
  ESTABLISH A NEW BOND: Roll 
  CHA×5. Success: Gain a new 
  Bond equal to half your CHA; 
  reduce one other Bond by 1D3.
  • 
  GO TO THERAPY BUT LIE 
  ABOUT YOUR TRAUMAS: Make 
  a Luck Roll. Success: +1D3 SAN. 
  Fumble: –1 SAN.
  • 
  GO TO THERAPY AND TELL 
  THE TRUTH: Make a Luck Roll, 
  at a –20% penalty if the therapist 
  thinks your encounters with the 
  unnatural are delusions. Success: 
  +1D6 SAN. Fumble: –1 SAN.
  • 
  IMPROVE A STAT OR SKILL: Test 
  the stat or skill. Failure: +1D10 to 
  a skill or +1 to a stat.
  • 
  STUDY THE UNNATURAL: Ask 
  the Handler what happens.
  The Cost of 
  Dedication
  If you chose any pursuit except “Fulfill 
  Responsibilities,” choose one Bond 
  and roll Sanity. Failure: –1 from the 
  Bond. Describe how you fail to sustain 
  that relationship.
  delta-green.com
  
  Agent Name:                                                               Code Name or Alias: 
  Profession:                                                                   Nationality: 
   
  Sex:              Age:              Education: 
  STATISTICS 
  SCORE 
      ×5 
  WHAT OTHERS NOTICE
  Strength 
                                     
  Constitution 
                                     
  Dexterity 
                                     
  Intelligence 
                                     
  Power 
                                     
  Charisma 
                                     
  DERIVED ATTRIBUTES  
  MAXIMUM 
  CURRENT
  Hit Points (HP) 
                             
   
  Willpower Points (WP) 
                             
   
  Sanity Points (SAN) 
                             
   
  Breaking Point (BP) 
   
   
  INCIDENTS OF SAN LOSS WITHOUT GOING INSANE
  Violence:   o   o   o  adapted       Helplessness:   o   o   o  adapted
  BONDS 
  SCORE
                                                                                
                                                                
                
                                                                
                
                                                                
                
                                                                
                
                                                               
               
                                                               
               
  MOTIVATIONS AND MENTAL DISORDERS
   
   
   
   
   
  o  Accounting (10%) 
            
  o  Alertness (20%) 
          
  o  Anthropology (0%) 
         
  o  Archeology (0%) 
         
  o  Art (0%):                                          
  o  Artillery (0%) 
           
  o  Athletics (30%) 
         
  o  Bureaucracy (10%) 
           
  o  Computer Science (0%) 
           
  o  Craft (0%):                                      
  o  Criminology (10%) 
           
  o  Demolitions (0%) 
           
  o  Disguise (10%) 
           
  o  Dodge (30%) 
           
  o  Drive Auto (20%) 
           
  o  Drive Heavy Machine (10%) 
           
  o  Firearms (20%) 
           
  o  First Aid (10%) 
           
  o  Forensics (0%) 
          
  o  Heavy Weapons (0%) 
          
  o  History (10%) 
          
  o  HUMINT (10%) 
          
  o  Law (0%) 
          
  o  Medicine (0%) 
          
  o  Melee Weapons (30%) 
          
  o  Military Science (0%): 
   
                                                          
  o  Navigate (10%) 
          
  o  Occult (10%) 
          
  o  Persuade (20%) 
          
  o  Pharmacy (0%) 
          
  o  Pilot (0%):                                      
  o  Psychotherapy (10%) 
          
  o  Ride (10%) 
          
  o  Science (0%):                                 
  o  Search (20%) 
         
  o  SIGINT (0%) 
         
  o  Stealth (10%) 
         
  o  Surgery (0%) 
         
  o  Survival (10%) 
         
  o  Swim (20%) 
         
  o  Unarmed Combat (40%) 
         
    Unnatural (0%) 
         
  Foreign Languages and Other Skills:
  o                                                        
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  o                                                       
  SKILLS
  delta-green.com
  Check a box when you attempt to use a skill and fail. After the game add 1 to each checked skill and erase all checks.
  
  PHYSICAL INJURIES AND AILMENTS
  Has First Aid been attempted since your last injury?     o yes: only Medicine, Surgery, or long-term rest can help further
  ARMOR AND EQUIPMENT
  Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.
   
   
  BASE 
   
  ARMOR 
  KILL 
  KILL 
  WEAPON 
  SKILL % 
  RANGE 
  DAMAGE 
  PIERCING 
  DAMAGE 
  RADIUS 
  SHOTS
                                                                                                                                                           
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                                
                                                                                                                            
                               
                                                                                                                            
  PERSONAL DETAILS, WORK PERFORMANCE, SPECIAL TRAINING AND OTHER NOTES
  What brought you to Delta Green? Why do they trust you and ask your help? Why do you agree to it despite the risks?
  delta-green.com
  
SOURCE: textdata/thevault/Delta Green [multi]/Delta Green 2015 RPG cheat sheets.pdf