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The Ennie Award-winning AGENT'S HANDBOOK is a players-only core rulebook of DELTA GREEN: THE ROLE-PLAYING GAME. It includes: Rules for creating agents, with dozens of professions from throughout the U.S. government and the civilian world. Rules for tense, fluid investigations; players who use their agents' skills in clever ways have the best chance to succeed—and survive. Nerve-wracking rules for combat, where random disasters can undo the most careful planning and the human psyche is as vulnerable as the body. Mind-melting Sanity rules, which see agents gradually and inevitably deteriorate from too much exposure to trauma—and sometimes snap in an instant from overwhelming terror. Rules for “home” scenes where players can see what their agents are fighting for Intuitive rules for equipment and assets, which let you determine on the fly whether something is available without having to plan it out ahead of time. Dossiers of the federal agencies most likely to be featured in Delta Green games, focusing on the details players want to know when they play their agents. Terrifying full-color illustrations by co-author Dennis Detwiller.
The HANDLER’S GUIDE is a game moderator’s rulebook for DELTA GREEN: THE ROLE-PLAYING GAME. It includes: A history of the world of Delta Green from prehuman history to the present day, with campaign tips and scenario seeds on every page. Horrifying rituals, unnatural entities, and reality-shattering Great Old Ones. Rules for creating new threats to shock and terrify your agents. The secretive Delta Green organization in deep and disturbing detail—and the other ruthless conspiracy that claims it is the real Delta Green. Guidelines for creating original scenarios and campaigns using the resources in this book. “Operation FULMINATE: The Sentinels of Twilight,” a sample scenario, ready to play.
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