Delta Green: This Job Hates Me
Campaign Overview[edit]
This is the campaign Wiki for This Job Hates Me, a decidedly down-at-heel Delta Green Outlaws campaign, struggling against bureaucratic oversight, shoestring budgets, decaying support networks, paranoid superiors - and the unspeakable threat of the Unnatural.
Characters[edit]
The player-characters within the Outlaw pack of Agents and Friendlies.
| Player | Character | HP | WP | SAN | BP |
|---|---|---|---|---|---|
| Iustum | Agent McKay Robert B. Westlake: FBI Special Agent | 10 | 12 | 67 | 60 |
| Regular Guy | Dr. Ernst Lustig, Literary Professor, LSU | 12 | 11 | 55 | 44 |
| brahnamin | Agent GREY Carlos Ramirez: Asset Handler | 9 | 13 | 65 | 52 |
| bikewrench | Agent MARINER Det. Trang Tan Galveston PD CID (former CIA Case Officer) | 11 | 12 | 60 | 48 |
| Random Task | Agent TRAPPER Charmichael Hayward, M.D - Special Forces Surgeon | 10 | 14 | 65 | 56 |
| Eplov | Agent Bravo John Doe, Computer Scientist and Occult Enthusiast | 11 | 15 | 58 | 47 |
House Rules[edit]
Spending Willpower to Make Rolls Succeed
You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character knows they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you're running down your Willpower Points, which can be dangerous.
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They're also very important for survival in hostile environments - like the bayous of Louisiana.
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.
Firearms
Burst Fire is -20%; Full Auto is -40% unless you're firing off a bipod or fixed mount. Each turn of Full Auto fire with small arms expends an entire magazine, and the shooter needs to reload. Shooters with SMGs/assault rifles can fire only 3 turns max on Full Auto before exhausting their ammo supply, and that degrades the weapon permanently to -20%. But Terror is strictly applied: Burst Fire with a Kill Zone or Full Auto will suppress any adversary, pinning them down for single shots to take them out. Self-loading weapons don't get the bolt-action penalty.
Burst shooter who hits rolls a d8 with the damage: 1-4 = single damage, 5-7 = double damage, 8 = triple damage. Full auto: roll Lethality.
HMGs always fire at -40% on Firearms; users should opt for Heavy Weapons instead.
Firearm Types and Damage
Firearm types are listed here: https://wiki.rpg.net/index.php/Delta_Green:_This_Job_Hates_Me:_Firearms
Sights
Lasers and red dots / holo sights give +10% rather than +20%. Telescopic sights give +20%, but have to be used from a static aiming stance - and can't be used for snapshots.
Flanking Moves
To successfully flank an opponent, one Agent must pin down the target with suppressing fire, using Burst Fire or Full Auto to keep the target inside a Kill Radius, even if the attacks miss or fail to penetrate cover. Another Agent then can roll Athletics or Stealth to get into a position to shoot past Cover, requiring at least one turn to make the move, and possibly more at the GM's discretion, depending on the situation.