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DELTA GREEN: TRAUMA AND COMBAT

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.

DELTA GREEN: TRAUMA AND COMBAT

Comments

Nasty and dangerous. I like it!

Julio Ángel Escajedo Pastor

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

I would allow that, yeah.

Dennis Detwiller

Wow. Can you swap it for medicine instead (as a better first aid)?

Marco Menarini

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

How does resuscitation work? I thought that once you failed a lethality you were dead for good

Marco Menarini

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

Funny how that works!

Dennis Detwiller

You know, I was just thinking that combat isn't lethal enough.

John Eichhorn


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