Game Synopsis
Posted: Wed Sep 18, 2024 8:41 pm
Characters will have a singular objective. Find out what on earth is going on at the Bootshaus. If there is a significant threat, like PISCES 'forecasters' seem to think there is, deal with it. The Maquis are on the ground and frequently work hand in hand with the OSS. But other than supply drops, don't expect much help from headquarters. Resources should be procured on sight, and reinforcements must come from the resistance.
- Handler RULE: Unlike later Delta Green operations characters will be in the trench with their 'handler'. That doesn't mean that the handler is going to solve all the character's problems. He'll be handling things in the background. Some days he'll be easier to reach than others.
Be advised:
-This is not the modern era. There are payphones, but they're probably wiretapped. Some people might carry radio arrays, but these things are huge backpacks, and generally short ranged. Communication is slow. What's more, travelling with one means you're obviously a spy. So kill on sight. Also, trust is hard to come by. It's recommended that agents only disclose information to other agents or select friendlies (i.e. players). RULE: Spread of information is person-to-person, and need-to-know.
-Travel is slow, and there are checkpoints and patrols to be wary of. What's more, roads are dangerous so you likely won't be driving unless there's a reason to. It's also ill-advised that you carry weapons that aren't securely hidden (small to medium handguns, and knives). The GM will roll to see if you encounter a patrol, government official, or a checkpoint while travelling. If you do encounter any of these you will likely be scrutinized for anything and everything. If you are injured, or match the description of someone in the resistance that was seen fleeing a scene, you'll be arrested and questioned, possibly shot on the spot. RULE: Travel is five miles per timeslot.
- Trade Product (TP) will be the currency of the game. TP will be everything from money & luxury goods to food surplus & medicines, that you use to barter amongst the locals and bribe the Nazis. You can pool TP or horde it, it's up to the players. Use TP to refill ammo, pay for safe houses, arrange transportation or weapons, or donate to the resistance.
- HEAT/WANTED LEVEL:There is a wanted system for this game. As you complete missions and get your name out amongst the resistance, the Nazis will invariably hear about it. If you gain enough heat the Nazis will start actively hunting you. This can be offset by doing two things: Laying low, or taking steps to actively reduce your heat. Consult the table below for details.
- RESISTANCE READINESS: The day may come when you need to call on the resistance for help. And while they're likely to answer the call, a bunch of farmers with guns does not an army make. You'll need to take the time to recruit, train and equip them. Training can be done by taking a timeslot and some trade product (TP) to actively train them by rolling your skill. If you fail the roll you'll only get half a point of readiness, but you can use this to give yourself a checkmark if you wish. Recruiting, & equipping can be a tad more involved. One way is to donate TP, another way is to actively take on missions to recruit and supply them.
- Handler RULE: Unlike later Delta Green operations characters will be in the trench with their 'handler'. That doesn't mean that the handler is going to solve all the character's problems. He'll be handling things in the background. Some days he'll be easier to reach than others.
Be advised:
-This is not the modern era. There are payphones, but they're probably wiretapped. Some people might carry radio arrays, but these things are huge backpacks, and generally short ranged. Communication is slow. What's more, travelling with one means you're obviously a spy. So kill on sight. Also, trust is hard to come by. It's recommended that agents only disclose information to other agents or select friendlies (i.e. players). RULE: Spread of information is person-to-person, and need-to-know.
-Travel is slow, and there are checkpoints and patrols to be wary of. What's more, roads are dangerous so you likely won't be driving unless there's a reason to. It's also ill-advised that you carry weapons that aren't securely hidden (small to medium handguns, and knives). The GM will roll to see if you encounter a patrol, government official, or a checkpoint while travelling. If you do encounter any of these you will likely be scrutinized for anything and everything. If you are injured, or match the description of someone in the resistance that was seen fleeing a scene, you'll be arrested and questioned, possibly shot on the spot. RULE: Travel is five miles per timeslot.
- Trade Product (TP) will be the currency of the game. TP will be everything from money & luxury goods to food surplus & medicines, that you use to barter amongst the locals and bribe the Nazis. You can pool TP or horde it, it's up to the players. Use TP to refill ammo, pay for safe houses, arrange transportation or weapons, or donate to the resistance.
- HEAT/WANTED LEVEL:There is a wanted system for this game. As you complete missions and get your name out amongst the resistance, the Nazis will invariably hear about it. If you gain enough heat the Nazis will start actively hunting you. This can be offset by doing two things: Laying low, or taking steps to actively reduce your heat. Consult the table below for details.
- RESISTANCE READINESS: The day may come when you need to call on the resistance for help. And while they're likely to answer the call, a bunch of farmers with guns does not an army make. You'll need to take the time to recruit, train and equip them. Training can be done by taking a timeslot and some trade product (TP) to actively train them by rolling your skill. If you fail the roll you'll only get half a point of readiness, but you can use this to give yourself a checkmark if you wish. Recruiting, & equipping can be a tad more involved. One way is to donate TP, another way is to actively take on missions to recruit and supply them.