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Fall of Delta Green Cheat Sheet (DRAFT) by

Fall of Delta Green RPG cheat sheet. The GUMCHOE system SRD is available here, which details the rules https://gumshoe-srd.com/3-TheGUMSHOE%20Rules%20System/

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Skill uses

Invest­igative
No need to roll, they succeed. For every point spent, you gain extra info
General
You roll vs a Threshold (usually 3 or 4 on the die). Each point you spend is a +1
Even if you spend all your points in a skill of either type, you still have that skill, you just don't have points to spend on bonus info/roll bonuses

Combat Notes

Initiative
Combatants with drawn or natural weapons always go before unarmed combat­ants. Ranged goes before Melee
 
Combatants act in descending order based on their relevant Combat Ability
Hit Threshold
Normally, you and your targets need a 3 or higher to hit. If you have an Athletics of 8+, targets need a 4 or better to hit you
Cover
Exposed = -1 on hit threshold
 
Partial = no change to threshold
 
Full cover = +1 to Hit Threshold and reduces weapon Lethality by 1 for the Lethality roll and damage calcul­ation
Darkness
Flashl­ights reduce Darkness by 1 level, but remove the Hit Threshold bonus
- Night
+1 Stealth mod, -1 Alertness mod, +1 to Hit Thresh at Near or longer range, +1 to Visual Task Diff rating
- Darkness
+2 Stealth mod, -2 Alertness mod, +1 to Hit Threshold at Close rng, +2 to Hit Thresh at Near or longer range, +2 to Visual Task Diff rating
- Pitch Black
+3 Stealth mod, -3 Alertness mod, +1 to Hit Threshold at Point Blank, +2 to Hit Threshold at Close rng, +3 to Hit Thresh at Near or longer range, +3 to Visual Task Diff rating
Diseng­aging
You can flee a combat by making an Athletics test. Base DN is 3, then +1 per enemy combatant (ex. 2 enemies means the roll DN is a 5)

Ability pool refreshes

General
Pools for the physical abilities of Athletics, Driving, Scuffling, and Shooting are fully restored whenever twenty­-four hours of game-world time elapses since the last expend­iture. The remaining general abilities refresh at the end of each case, like invest­igative abilities.
Health pool
The Health pool refreshes over time, at a rate of 2 points per day of restful activity. (Wounded characters heal at a different rate, over a period of hospit­ali­zat­ion.) Use of the Medic ability can restore a limited number of Health points in the course of a session.
Invest­igative
Usually they only refresh at the end of the invest­iga­tion, though for long campaigns, the GM may determine milestone moments in the campaign where points refresh, such as in-between missions
Refresh Tokens (taken for Swords of the Serpen­tine)
These are specific to Serpen­tine, but are good if you find players hoard their points. At GM's discre­tion, or when player's accomplish certain tasks, the GM puts a Refresh token (usually a poker chip) in the group pool. A player may take a token at any time and refresh ONE general ability pool back up to max
Safe Havens
At a safe haven, where you can rest for an hour, you refresh all points on up to three general abilities EXCEPT Bureau­cracy, Health, Network, Sanity and Stability

PC advanc­ement

At the end of each invest­iga­tion, each player gets 2 build points for each session they partic­ipated in. (This assumes a small number of 3-4 hour sessions; if you play in shorter bursts, modify accord­ingly.) Players who had characters die in the course of the invest­igation only get points for each session involving their current character.
These build points can be spent to increase either invest­igative or general abilities. You may acquire new abilities or bolster existing ones. If necessary to preserve credib­ility, ration­alize new abilities as areas of expertise you’ve had all along, but are only revealing later in the series.
 

Working together

Piggyback
One leads and makes the test. The others spend 1 pt ea to boost the results, but they do not boost the roll!
Cooperate
Each helper spends X points and adds x-1 to leader's roll

Combat Ranges

Shooting at extra long range
Spend 2 points from Firearms pool to shoot at a target one range past weapon's maximum range
 
Scopes reduce this cost to 1 point
Point Blank
All firearms get +2 damage, shotguns get +3 dmg
Close range (same room)
shotguns +1 damage
 
This is the farthest range for thrown weapons like grenades
Sniping
If you have a rifle, and Firearms is 8+, you can spend a round aiming. Reduces Hit Threshold by 1 if target is aware, 2 if not.
Grenades
Throwing is an Athletics test. -2 for PB range, 3 for close, 5 for near
 
Aiming for a specific location is +1 diff for PB and close range, +2 for Near and Long.
 
Make a Diff 6 Athletics test to take 1/2 damage from grenade by diving for cover

Mental Effect­s/H­orror

Stability
Test is a threshold 4 for Ordinary horror, 5 for unnatural events.
 
On a failed Stability check, you lose a stated amount from your Stability pool.
Shaken
Stability at 0 to -5, same penalties as a Hurt PC
Shattered
Stability -6 to -11, fight or flight mode only, lose 1 Stabil perman­ently AND take a mental disorder
 
At -12, perman­ently insane.
Refreshing Stability
A PC can make a Psycho­ana­lysis spend/test to help another. On success, other Pc gains 2 Stability back
 
To refresh your own Stability points by 1d6 by making an approp­riate INVEST­IGATIVE points spend

Injuries, lethality, and death

Normal damage
Subtract from Health pool
0-5 heatlh (Hurt)
Roll to stay conscious with your current Health value as the DN. All diff at +1, invest spends are impossible
 
Test vs diff = value of your health to stay conscious
-6 to -11 (Seriously wounded)
no actions possible, make a 2nd consci­ousness test
-12 (dead)
 
Lethality
 
Compare damage roll results to Lethality rating. Ex. L2 level weapon, on a 1-2 on the dmg die, insta-­death, otherwise 5xL rating + (dmg die roll)
 
If damage roll <= Lethality rating, target goes immedi­ately to -12 health.
 
if damage roll > Lethality, multiply Lethality by 5 and add damage roll to it.
First Aid
1 point of First aid = 2 points Health healed on someone else, or 1 point on yourself.
 
Spend 2 points of First Aid to stabilize someone who is 0 to -11 health
You can spend points from your health pool to boost your chances of staying conscious, but that counts as damage.

Character Elemen­ts/RP

Drives
PCs have a drive pushing them into invest­igating things. Fighting the Drive costs 4 stability or 1/3 their current pool, whichever is worse
 
Following a drive refreshes 1 or 2 points.
Sanity
Losses are permanent when failing Stability tests. At 0, you're out of the game
Bonds
Start with 3 Bonds
 
Spend points from a Bond for a bonus in a Stability check
 
After taking Stability damage, you can burn 2 bond points to gain 1 stability back
Stability
Loss of Stability = in shock, panicked, or gone. Based on level of loss
Sanity
At zero Sanity, you've entirely lost touch with reality and cannot be recovered
 

Contests and special situations

Contested rolls
Each party makes the test. Keep going until someone fails.
Alertness modifier
Add this number to the PCs Stealth Test difficulty rating. Ex. NPC has Alertness of +3 and a base threshold of 4, PC will need to roll a 7 or better on their Stealth roll to sneak by
Stealth Modifier
When an enemy tries to sneak, this comes into play. NPC doesn't make a Stealth roll, instead, PC observing makes a Sense Trouble roll vs. Diff 4, adjusted for the Stealth Modifier
Surprise
Go last in combat. +2 to all General Ability thresholds for any actions they take on the first combat round

Damage

Base
1d6 modified by type of weapon
 
Armor subtracts from total damage
Hand attack
-2 damage
Small and improv. weapons
-1 damage
Bat, machete, pistol
regular 1d6 damage
Axe, heavy gun
+1 dmg
.50 cal or heavy weapon
+2
Point blank weapon
+2
Unskilled shooter
You can still use a gun without the skill, but even on a hit, you do -2 damage to the roll

Sanity and Stability Loss Flow

Stabilty
Measures your resistance to trauma. Like a HP pool for mental and emotional health. Refreshes over time, a short term measure of mental health, eroding over a single mission. — "How close are you to snapping today"
Sanity
Your belief in reality. Sanity erodes over multiple missions. — "How close are you to seeing the Truth foreve­r"
Threats to Stability
Violence
 
Helple­ssness
 
the Unnatural
Checks for Stability (see p. 116)
Most every threat requires a Stability check of DN 4
 
You can spend from the Stability pool to boost roll
 
You can spend into negative amounts, but this also damages your Stability
 
If the cause of the check is based on one of your phobias or mental issues, you make another check if you fail the first to see how how react.
 
If you have succes­sfully avoided becoming Shaken by either Violence or Helple­ssness three times, you are HARDENED against it, and DN checks are a 2
Burning bonds to save Stability
you can spend points from any Bond to boost a Stability check roll
 
If you fail a stability check, you can burn Bond points at a 2:1 ratio to recover Stability
Threats to Sanity
Any time you are Shaken due to loss of Stability by the Unnatu­ral,, you lose 1 pt of Sanity
 
Any time your Stability is Shattered by the Unnatural, you lose 2 Sanity
Gaining Back Sanity
Denial - If, at the end of the operation, you've destroyed all the evidence, you gain 1 Sanity back
 
Fainting - You can delcare the horror you are seeing causes you to pass out, losing only 1 Sanity point. But you cannot do anything else in the scene.
 
Destroy the Unnatural - Get rid of the bad guy/thing perman­ently. Gain 1 Sanity if this is to protect the Innocent, 2 points if you're protecting your entire country (the US)