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Game Synopsis

Posted: Wed Sep 18, 2024 8:41 pm
by Master Grant
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.

Re: Game Synopsis

Posted: Wed Sep 18, 2024 8:51 pm
by Master Grant
Heat Levels Explained

Checkpoints, patrols, and officials will randomly spawn as micro encounters when travelling or going about your business. Until you reach 1 star of notoriety you have a static heat level and all three will leave you alone unless you give them a reason not to. But any time you work with the resistance, or go on a mission you'll gain leveled heat for your trouble.

0 star = Just show them your papers and act casual
1 star = Chance you'll get caught by a checkpoint, but patrols and officials pay you no mind.
2 star = You are further scrutinized at checkpoints, and there's a chance a patrol or an official will stop to question you.
3 stars = You've got a 50/50 chance of making it through a checkpoint, and there's now a good chance a random patrol or official will stop to question you. Further more, you're now hunted (See note). So you'll want to change safe houses periodically.
4 stars = Can't get through a checkpoint. But you still have a small chance if you encounter a patrol or official.
5 stars = Kill on sight, and anyone you are seen with will have their heat rise as well.

Note: Once you become hunted - every time you roll to progress your mission, a dice is rolled by the DM independent of your heat level. You will not know how well or poorly you did. If you are unlucky a Nazi unit will converge on your safehouse, or location, and attempt to arrest/kill you. You will want to change hideouts from time to time.


Self-Roll Table
0-19% = 0 Star: Static Heat Gain.
20% = 1 Star: 1D6 Heat gain
40% = 2 Star: 1D10 Heat gain
60% = 3 Star: 1D20 Heat gain
80% = 4 Star: 1D50 Heat gain
100% = 5 Star: 1D100 Heat gain


At 200% you are captured and the operation may or may not be blown.



Heat degrades every in game day past 1 star by (-1d4), OR whenever a 'heat reduction' operation takes place.

Heat reduction operations include changing the agent's persona, removing wanted posters, feeding false information to the Gestapo, etc. (Feel free to get creative, and these operations are a timeslot.)

Star ranks only degrade if you undertake a 'heat reduction' operation. Further, reduction isn't instant. It only happens at game day flip.


Heat benefits

1 star: --n/a--
2 star: --n/a--
3 star: Partisan respect, roll advantage on Charisma checks
4 star: Maquis Notoriety, roll advantage +20 on Charisma checks
5 star: Heroic Status, your exploits have left the Nazis reeling. Every game day the Maquis tell stories of your accomplishments boosting morale and recruitment.

Re: Game Synopsis

Posted: Wed Sep 18, 2024 8:56 pm
by Master Grant
TP Conversion Table

1 TP = 50$ in todays money

15 TP = Resupply ammo, medicine, etc.

100 TP = Safehouse, without which you will not be able to sleep.

250 TP = 10 Resistance Points

The black Market is run by the Maquis but they can pretty generally get what you need, see them for price details.


Resistance Readiness Table (RP)

-The game will take place over the course of 42 days. In theory five characters should be able to max out the resistance points. In practice that will be a significant challenge given everything set against you.

Daily Training/Recruitment operations = (10 RP for failure, 20 RP for regular success, 30 RP for Critical success)

Daily Heroic Bonus (5 star heat level) = 100 RP

Active missions have much higher rewards. But there is a failure penalty of -10 RP for unsuccessful missions.

Resistance Points MAX = 5000

(There are hidden benefits to overachievers)