DELTA GREEN: TRAUMA AND COMBAT
Added 2018-10-13 23:57:33 +0000 UTC
There are many mechanical aspects of violence and combat that the Delta Green Role-Playing Game — in a bid to keep combat streamlined and simple — has chosen not to emulate. Blast overpressure, concussions, internal injuries, bleeding out and more have previously been hand- waived. Not anymore. Here are some alternative rules to give the Handler more tools to make combat even more dangerous.
Nasty and dangerous. I like it!
Julio Ángel Escajedo Pastor
2018-10-22 15:37:46 +0000 UTC
These are very good! Easy to apply, straightforward in mechanics. Love to see optional rules like these that are easy to use in grab bag fashion when called for.
scandis
2018-10-15 14:30:22 +0000 UTC
I would allow that, yeah.
Dennis Detwiller
2018-10-14 22:07:20 +0000 UTC
Wow. Can you swap it for medicine instead (as a better first aid)?
Marco Menarini
2018-10-14 22:06:36 +0000 UTC
Hey Marco. P55 of the Agents handbook.
RESUSCITATION: Sometimes it’s possible to resuscitate a dead character. If the Handler says resuscitation is possible, someone must make a First Aid test. This must occur within a number of minutes after death equal to the victim’s CON score. If it succeeds, it restores 1D4 HP (doubled for a critical success) and allows the patient to recover. If First Aid fails, the victim dies and may not be resuscitated.
Dennis Detwiller
2018-10-14 22:03:52 +0000 UTC
How does resuscitation work? I thought that once you failed a lethality you were dead for good
Marco Menarini
2018-10-14 06:09:24 +0000 UTC
I'm going to use these rules next time I get a player who complains that I shouldn't disallow the double tap rule on the grounds that realism something something something number of trigger pulls in five seconds.
Will Roy
2018-10-14 00:46:56 +0000 UTC
Funny how that works!
Dennis Detwiller
2018-10-14 00:01:47 +0000 UTC
You know, I was just thinking that combat isn't lethal enough.
John Eichhorn
2018-10-14 00:01:28 +0000 UTC