Creating Agents in Eldritch Horrors | World Anvil

Creating Agents

A new Delta Green Agent takes only a few minutes to create.  

1. Choose a Profession

If you’re interested in figuring out weird manifestations, play a Scientist. If you want to play a soldier with extensive training for the War on Terror, play a Special Operator. Think up the details as you go. Does your Federal Agent work for the FBI, the DEA, the U.S. Marshals, or some other agency? Is your Scientist a university professor or an EPA specialist? Is your Physician a surgeon, a pathologist, or something else? Ask the Handler whether any particular professions are appropriate.  

2. Choose Statistics

Create your Agent’s stats to suit the profession. If you’re playing a Physician, you probably want a high INT; a Special Operator needs a high CON. (Of course, you could make the CON low and say an injury forced your Agent to retire.) Federal Agents need to be well-rounded. Pick one of the following sets of numbers and assign each score to one stat.  
Stat 1Stat 2Stat 3Stat 4Stat 5Stat 6
13 13 12 12 11 11
15 14 12 11 10 10
17 14 13 10 10 8

3. Calculate Derived Attributes

The derived attributes are based on stats, so they’re easy to figure out.
  • Hit Points (HP): The average of STR and CON (round up).
  • Willpower Points (WP): Equal to POW.
  • Sanity Points (SAN): Equal to POW × 5.
  • Breaking Point: Equal to SAN minus POW.
  • Example: An Agent with STR 12, CON 13, and POW 14 would have 13 HP, 14 WP, 70 SAN, and a Breaking Point of 56.  

    4. Name Bonds

    Profession determines how many Bonds your Agent gets. Describe each Bond. At this early stage, Bonds don’t need many details, but each should have a name and specify the relationship: “Ex-husband, Taylor” or “Special Agent Waite, frequent FBI partner.” Each Bond starts with a score equal to your Agent’s CHA. If your Agent’s CHA goes down, each Bond drops the same amount.   Number of Bonds
  • Anthropologist or Historian: 4
  • Computer Scientist or Engineer: 3
  • Federal Agent: 3
  • Physician: 3
  • Scientist: 4
  • Special Operator: 2
  • Bond Examples

    Spouse or ex-spouse, Son or daughter, Favored parent or grandparent, Best friend, Long-time coworker or partner, Psychologist or therapist, Spouse and children, Parents, Siblings, Colleagues in an intense difficult job or calling, Church or support group, Fellow survivors of a shared trauma.  

    Define Motivations

    Other than Bonds, what makes your Agent tick? Intellectual curiosity? The love of a devoted pet? A passionate hobby? Something else? Write down motivations as your Agent’s personality emerges during the game. An Agent can have up to five. Each time your Agent hits the Breaking Point, remove a motivation as a symptom of the trauma.  

    5. Determine Professional Skills

    Each profession comes with a set of skills. Write down their values on the character sheet. These scores replace the base ratings.  

    Anthropologist or Historian

  • Anthropology 50% or Archaeology 50%
  • Bureaucracy 40%
  • Foreign Language (choose one) 50%
  • Foreign Language (choose another) 30%
  • History 60%
  • Occult 40%
  • Persuade 40%
  • Choose any two of these that you don’t already have:
  • Anthropology 40%
  • Archeology 40%
  • HUMINT 50%
  • Navigate 50%
  • Ride 50%
  • Search 60%
  • Survival 50%
  • Computer Scientist or Engineer

  • Computer Science 60%
  • Craft (Electrician) 30%
  • Craft (Mechanic) 30%
  • Craft (Microelectronics) 40%
  • Science (Mathematics) 40%
  • SIGINT 40%
  • Choose any four of these that you don’t already have:
  • Accounting 50%
  • Bureaucracy 50%
  • Craft (choose one) 40%
  • Foreign Language (choose one) 40%
  • Heavy Machinery 50%
  • Law 40%
  • Science (choose one) 40%
  • Federal Agent

  • Alertness 50%
  • Bureaucracy 40%
  • Criminology 50%
  • Drive 50%
  • Firearms 50%
  • Forensics 30%
  • HUMINT 60%
  • Law 30%
  • Persuade 50%
  • Search 50%
  • Unarmed Combat 60%
  • Choose any one of these:
  • Accounting 60%
  • Computer Science 50%
  • Foreign Language (choose one) 50%
  • Heavy Weapons 50%
  • Pharmacy 50%
  • Scientist

  • Bureaucracy 40%
  • Computer Science 40%
  • Science (choose one) 60%
  • Science (choose another) 50%
  • Science (choose another) 50%
  • Choose any three of these:
  • Accounting 50%
  • Craft (choose one) 40%
  • Foreign Language (choose one) 40%
  • Forensics 40%
  • Law 40%
  • Pharmacy 40%
  • Special Operator

  • Alertness 60%
  • Athletics 60%
  • Demolitions 40%
  • Firearms 60%
  • Heavy Weapons 50%
  • Melee Weapons 50%
  • Military Science (Land) 60%
  • Navigate 50%
  • Stealth 50%
  • Survival 50%
  • Swim 50%
  • Unarmed Combat 60%
  • 6. Choose Bonus Skills

    Pick any eight skills and add 20% to each of them. You can increase a skill more than once but none can be higher than 80% to start. Put excess points on another skill.  

    7. What Brought You to Delta Green?

    If your Agent is new to Delta Green, you’re done.   If your Agent is a veteran, pick a traumatic background and modify your Agent’s stats, skills, and SAN accordingly. Work with the Handler to determine the details of what happened and how it brought your Agent to Delta Green.  
    Traumatic BackgroundOccult SkillSAN PenaltyNotes
    Extreme Violence +10% -5 SAN −3 CHA. Losing 3 CHA means −3 from each Bond. You are Adapted to Violence.
    Captivity or Imprisonment +10% -5 SAN -3 POW (this does not affect SAN). You are Adapted to Helplessness.
    Hard Experience +10% -5 SAN +10% to any four skills (except Unnatural). Remove one Bond.
    Things Man Was Not Meant to Know +20% Reduce SAN by POW +10% Unnatural skill. Reset Breaking Point to new SAN minus POW. Gain a disorder caused by the Unnatural.

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