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	<id>https://r2dan2.com/pdxwiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GameMaster</id>
	<title>Delta Green - PDX - User contributions [en]</title>
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	<updated>2026-07-07T22:37:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=105</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=105"/>
		<updated>2025-12-14T05:34:20Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* Campaign Journal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== Season1 - OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|S01E01&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|S01E02&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|S01E03&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|S01E04&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown. &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|S01E05&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team finds their way out of the Macallister and their handler tasks them with eliminating the problem.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|S01E06&lt;br /&gt;
|8/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team decides on a plan to burn the Macallister by overloading the boiler in the basement.  While neutralizing the residents, the plan goes south and Mystic is gravely wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interstitial Webisodes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|W01E01&lt;br /&gt;
|11/31/1999&lt;br /&gt;
|The first update from M-Cell after OPERATION: ALICE&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Season 2 - OPERATION INDIA MOON ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|S02E01&lt;br /&gt;
|9/1/2015&lt;br /&gt;
|M-Cell is reactivated 20 years later in Seattle.  They meet a new handler and discover the new operation may be related to Operation: Alice.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|S02E02&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;br /&gt;
&lt;br /&gt;
[[Home Pursuits]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=104</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=104"/>
		<updated>2025-12-01T17:12:41Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a 20-year time skip between Season 1 and Season 2. &lt;br /&gt;
&lt;br /&gt;
This will be handled as three vignettes for each character to tell the story of the passage of time.  During each vignette, you&#039;ll choose one Home Pursuit (see below). &lt;br /&gt;
&lt;br /&gt;
During the course of these vignettes, each player &#039;&#039;must&#039;&#039; permanently lose one bond (total across all three).  The in-campaign rules say that when we pick back up, this bond will have been lost 1d20 years ago from the start of Season 2.  However, the bond loss can happen whenever&#039;s story-appropriate to your vignettes and how you want your character&#039;s story to play out. &lt;br /&gt;
&lt;br /&gt;
== Damaged Veteran ==&lt;br /&gt;
If a player continues to go on Delta Green missions during the time-skip, you may choose one of these options.&lt;br /&gt;
&lt;br /&gt;
* Extreme Violence: Add +10% to your Agent’s Occult skill. Reduce SAN by 5. Subtract 3 from your Agent’s CHA and each Bond. Your Agent is adapted to violence&lt;br /&gt;
* Captivity or Imprisonment: Add +10% to Occult.  Reduce SAN by 5.  Subtract 3 from your Agent&#039;s POW.  Your agent is adapted to helplessness&lt;br /&gt;
* Hard Experience: Add +10% to Occult and +10% to any five skills other than Unnatural.  This can bring no skill above 90%.  Reduce your Agent&#039;s SAN by 5.  Remove one Bond&lt;br /&gt;
* Things Man Was Not Meant to Know: Your Agent gains +10% in the Unnatural skill and adds +20% to Occult.  Reduce your Agent&#039;s SAN by their POW.  Your Agent gains a new disorder caused by the Unnatural.  Reset your Agent&#039;s breaking point to his or her new SAN minus POW.&lt;br /&gt;
NOTE: When an Agent is &amp;quot;adapted to&amp;quot; a particular type of SAN loss, it means they always take the minimum loss for any particular trigger.&lt;br /&gt;
&lt;br /&gt;
== Home Pursuits ==&lt;br /&gt;
These are the options for each available &amp;quot;Home pursuit.&amp;quot; You will choose one of these during each of the three phases of the time skip.&lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Fulfill Responsibilities ===&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
=== Back to Nature ===&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
=== Establish A New Bond ===&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
=== Go to Therapy ===&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
=== Improve Skills or Stats ===&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
=== Personal Motivation ===&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
=== Special Training ===&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existing stat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
=== Stay on the Case ===&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
=== Study the Unnatural ===&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=103</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=103"/>
		<updated>2025-11-30T07:09:36Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* Special Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a 20-year time skip between Season 1 and Season 2. &lt;br /&gt;
&lt;br /&gt;
This will be handled as three vignettes for each character to tell the story of the passage of time.  During each vignette, you&#039;ll choose one Home Pursuit (see below). &lt;br /&gt;
&lt;br /&gt;
During the course of these vignettes, each player &#039;&#039;must&#039;&#039; permanently lose one bond.  The in-campaign rules say that when we pick back up, this bond will have been lost 1d20 years ago from the start of Season 2.  However, the bond loss can happen whenever&#039;s story-appropriate to your vignettes and how you want your character&#039;s story to play out. &lt;br /&gt;
&lt;br /&gt;
== Damaged Veteran ==&lt;br /&gt;
If a player continues to go on Delta Green missions during the time-skip, you may choose one of these options.&lt;br /&gt;
&lt;br /&gt;
* Extreme Violence: Add +10% to your Agent’s Occult skill. Reduce SAN by 5. Subtract 3 from your Agent’s CHA and each Bond. Your Agent is adapted to violence&lt;br /&gt;
* Captivity or Imprisonment: Add +10% to Occult.  Reduce SAN by 5.  Subtract 3 from your Agent&#039;s POW.  Your agent is adapted to helplessness&lt;br /&gt;
* Hard Experience: Add +10% to Occult and +10% to any five skills other than Unnatural.  This can bring no skill above 90%.  Reduce your Agent&#039;s SAN by 5.  Remove one Bond&lt;br /&gt;
* Things Man Was Not Meant to Know: Your Agent gains +10% in the Unnatural skill and adds +20% to Occult.  Reduce your Agent&#039;s SAN by their POW.  Your Agent gains a new disorder caused by the Unnatural.  Reset your Agent&#039;s breaking point to his or her new SAN minus POW.&lt;br /&gt;
NOTE: When an Agent is &amp;quot;adapted to&amp;quot; a particular type of SAN loss, it means they always take the minimum loss for any particular trigger.&lt;br /&gt;
&lt;br /&gt;
== Home Pursuits ==&lt;br /&gt;
These are the options for each available &amp;quot;Home pursuit.&amp;quot; You will choose one of these during each of the three phases of the time skip.&lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Fulfill Responsibilities ===&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
=== Back to Nature ===&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
=== Establish A New Bond ===&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
=== Go to Therapy ===&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
=== Improve Skills or Stats ===&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
=== Personal Motivation ===&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
=== Special Training ===&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existing stat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
=== Stay on the Case ===&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
=== Study the Unnatural ===&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=102</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=102"/>
		<updated>2025-11-30T07:06:56Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a 20-year time skip between Season 1 and Season 2. &lt;br /&gt;
&lt;br /&gt;
This will be handled as three vignettes for each character to tell the story of the passage of time.  During each vignette, you&#039;ll choose one Home Pursuit (see below). &lt;br /&gt;
&lt;br /&gt;
During the course of these vignettes, each player &#039;&#039;must&#039;&#039; permanently lose one bond.  The in-campaign rules say that when we pick back up, this bond will have been lost 1d20 years ago from the start of Season 2.  However, the bond loss can happen whenever&#039;s story-appropriate to your vignettes and how you want your character&#039;s story to play out. &lt;br /&gt;
&lt;br /&gt;
== Damaged Veteran ==&lt;br /&gt;
If a player continues to go on Delta Green missions during the time-skip, you may choose one of these options.&lt;br /&gt;
&lt;br /&gt;
* Extreme Violence: Add +10% to your Agent’s Occult skill. Reduce SAN by 5. Subtract 3 from your Agent’s CHA and each Bond. Your Agent is adapted to violence&lt;br /&gt;
* Captivity or Imprisonment: Add +10% to Occult.  Reduce SAN by 5.  Subtract 3 from your Agent&#039;s POW.  Your agent is adapted to helplessness&lt;br /&gt;
* Hard Experience: Add +10% to Occult and +10% to any five skills other than Unnatural.  This can bring no skill above 90%.  Reduce your Agent&#039;s SAN by 5.  Remove one Bond&lt;br /&gt;
* Things Man Was Not Meant to Know: Your Agent gains +10% in the Unnatural skill and adds +20% to Occult.  Reduce your Agent&#039;s SAN by their POW.  Your Agent gains a new disorder caused by the Unnatural.  Reset your Agent&#039;s breaking point to his or her new SAN minus POW.&lt;br /&gt;
NOTE: When an Agent is &amp;quot;adapted to&amp;quot; a particular type of SAN loss, it means they always take the minimum loss for any particular trigger.&lt;br /&gt;
&lt;br /&gt;
== Home Pursuits ==&lt;br /&gt;
These are the options for each available &amp;quot;Home pursuit.&amp;quot; You will choose one of these during each of the three phases of the time skip.&lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Fulfill Responsibilities ===&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
=== Back to Nature ===&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
=== Establish A New Bond ===&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
=== Go to Therapy ===&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
=== Improve Skills or Stats ===&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
=== Personal Motivation ===&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
=== Special Training ===&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
=== Stay on the Case ===&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
=== Study the Unnatural ===&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=101</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=101"/>
		<updated>2025-11-30T07:04:03Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== Season1 - OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|S01E01&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|S01E02&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|S01E03&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|S01E04&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown. &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|S01E05&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team finds their way out of the Macallister and their handler tasks them with eliminating the problem.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|S01E06&lt;br /&gt;
|8/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team decides on a plan to burn the Macallister by overloading the boiler in the basement.  While neutralizing the residents, the plan goes south and Mystic is gravely wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interstitial Webisodes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|W01E01&lt;br /&gt;
|11/31/1999&lt;br /&gt;
|The first update from M-Cell after OPERATION: ALICE&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;br /&gt;
&lt;br /&gt;
[[Home Pursuits]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=100</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=100"/>
		<updated>2025-11-30T07:00:20Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
&lt;br /&gt;
== Historical Events ==&lt;br /&gt;
Events that occurred prior to M-Cell&#039;s involvement in the Abigail Wright investigation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Year&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948&lt;br /&gt;
|April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950&lt;br /&gt;
|August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953&lt;br /&gt;
|February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960&lt;br /&gt;
|September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|-&lt;br /&gt;
|1967&lt;br /&gt;
|May 6th&lt;br /&gt;
|[[ARTLIFE]] purchases the [[Macallister Building]] from the [[The Star Corporation|Star Corporation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OPERATION: ALICE Events ==&lt;br /&gt;
Events that occurred around the time of the agents&#039; involvement in OPERATION: ALICE.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|1995&lt;br /&gt;
|April 19th&lt;br /&gt;
|[[Roger Carun]] leaves a voice message for his editor, [[Carmen Wagner]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th&lt;br /&gt;
|[[Thomas Wright]] reports Abigail as missing to the Portland Police&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th - June 10th&lt;br /&gt;
|[[Graham Giuradanda|Detective Giuradanda]] is assigned to the [[Abigail Wright|Wright]] case and investigates the apartment, residents of the [[Macallister building]] and Wright&#039;s friends and associates.  Nothing useful comes of the investigation and the PPD puts the case on the back burner.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 4th&lt;br /&gt;
|Abigail&#039;s credit card is used to buy a pack of cigarettes in Kennewick, Washington.  The case is flagged as a possible interstate kidnapping case and the FBI is involved.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 6th&lt;br /&gt;
|FBI agents interview residents, inspect Wright&#039;s apartment and travel to Kennewick to investigate the credit card usage.  No new information is found from the investigation.  However, a Delta Green friendly recognizes a possible occult symbol in the apartment and notifies Delta Green.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 9th&lt;br /&gt;
|Lack of new evidence brings the FBI investigation to an end&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 10th&lt;br /&gt;
|Delta Green M-Cell activates OPERATION ALICE and agents are inserted into the FBI investigation and sent to Wright&#039;s apartment to investigate.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 15th&lt;br /&gt;
|Delta Green M-Cell confirms the Unnatural and after a visit to the Night Floors, destroys the Macallister.  OPERATION ALICE ends.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=99</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=99"/>
		<updated>2025-11-30T06:59:26Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|S01E01&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|S01E02&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|S01E03&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|S01E04&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown. &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|S01E05&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team finds their way out of the Macallister and their handler tasks them with eliminating the problem.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|S01E06&lt;br /&gt;
|8/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team decides on a plan to burn the Macallister by overloading the boiler in the basement.  While neutralizing the residents, the plan goes south and Mystic is gravely wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interstitial Webisodes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|W01E01&lt;br /&gt;
|11/31/1999&lt;br /&gt;
|The first update from M-Cell after OPERATION: ALICE&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;br /&gt;
&lt;br /&gt;
[[Home Pursuits]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=98</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=98"/>
		<updated>2025-11-30T06:58:27Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|S01E01&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|S01E02&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|S01E03&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|S01E04&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown. &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|S01E05&lt;br /&gt;
|5/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team finds their way out of the Macallister and their handler tasks them with eliminating the problem.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|S01E06&lt;br /&gt;
|5/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team decides on a plan to burn the Macallister by overloading the boiler in the basement.  While neutralizing the residents, the plan goes south and Mystic is gravely wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interstitial Webisodes ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Episode&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|W01E01&lt;br /&gt;
|11/31/1999&lt;br /&gt;
|The first update from M-Cell after OPERATION: ALICE&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;br /&gt;
&lt;br /&gt;
[[Home Pursuits]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=97</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=97"/>
		<updated>2025-11-30T06:53:14Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown. &lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|5/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team finds their way out of the Macallister and their handler tasks them with eliminating the problem.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|5/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team decides on a plan to burn the Macallister by overloading the boiler in the basement.  While neutralizing the residents, the plan goes south and Mystic is gravely wounded.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;br /&gt;
&lt;br /&gt;
[[Home Pursuits]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=96</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=96"/>
		<updated>2025-11-30T06:50:21Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a 20-year time skip between Season 1 and Season 2. &lt;br /&gt;
&lt;br /&gt;
This will be handled as three vignettes for each character to tell the story of the passage of time.  During each vignette, you&#039;ll choose one Home Pursuit (see below). &lt;br /&gt;
&lt;br /&gt;
During the course of these vignettes, each player &#039;&#039;must&#039;&#039; permanently lose one bond.  The in-campaign rules say that when we pick back up, this bond will have been lost 1d20 years ago from the start of Season 2.  However, the bond loss can happen whenever&#039;s story-appropriate to your vignettes and how you want your character&#039;s story to play out. &lt;br /&gt;
&lt;br /&gt;
== Damaged Veteran ==&lt;br /&gt;
If a player continues to go on Delta Green missions during the time-skip, you may choose one of these options.&lt;br /&gt;
&lt;br /&gt;
* Extreme Violence: Add +10% to your Agent’s Occult skill. Reduce SAN by 5. Subtract 3 from your Agent’s CHA and each Bond. Your Agent is adapted to violence&lt;br /&gt;
* Captivity or Imprisonment: Add +10% to Occult.  Reduce SAN by 5.  Subtract 3 from your Agent&#039;s POW.  Your agent is adapted to helplessness&lt;br /&gt;
* Hard Experience: Add +10% to Occult and +10% to any five skills other than Unnatural.  This can bring no skill above 90%.  Reduce your Agent&#039;s SAN by 5.  Remove one Bond&lt;br /&gt;
* Things Man Was Not Meant to Know: Your Agent gains +10% in the Unnatural skill and adds +20% to Occult.  Reduce your Agent&#039;s SAN by their POW.  Your Agent gains a new disorder caused by the Unnatural.  Reset your Agent&#039;s breaking point to his or her new SAN minus POW.&lt;br /&gt;
&lt;br /&gt;
== Home Pursuits ==&lt;br /&gt;
These are the options for each available &amp;quot;Home pursuit.&amp;quot; You will choose one of these during each of the three phases of the time skip.&lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Fulfill Responsibilities ===&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
=== Back to Nature ===&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
=== Establish A New Bond ===&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
=== Go to Therapy ===&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
=== Improve Skills or Stats ===&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
=== Personal Motivation ===&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
=== Special Training ===&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
=== Stay on the Case ===&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
=== Study the Unnatural ===&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=95</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=95"/>
		<updated>2025-11-30T06:29:47Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the options for each available &amp;quot;Home pursuit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each agent can take a damaged veteran choice if they continued doing DG missions.&lt;br /&gt;
&lt;br /&gt;
* Extreme Violence: Add +10% to your Agent’s Occult skill. Reduce SAN by 5. Subtract 3 from your Agent’s CHA and each Bond. Your Agent is adapted to violence&lt;br /&gt;
* Captivity or Imprisonment: Add +10% to Occult.  Reduce SAN by 5.  Subtract 3 from your Agent&#039;s POW.  Your agent is adapted to helplessness&lt;br /&gt;
* Hard Experience: Add +10% to Occult and +10% to any five skills other than Unnatural.  This can bring no skill above 90%.  Reduce your Agent&#039;s SAN by 5.  Remove one Bond&lt;br /&gt;
* Things Man Was Not Meant to Know: Your Agent gains +10% in the Unnatural skill and adds +20% to Occult.  Reduce your Agent&#039;s SAN by their POW.  Your Agent gains a new disorder caused by the Unnatural.  Reset your Agent&#039;s breaking point to his or her new SAN minus POW.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fulfill Responsibilities ==&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
== Back to Nature ==&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
== Establish A New Bond ==&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
== Go to Therapy ==&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
== Improve Skills or Stats ==&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
== Personal Motivation ==&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
== Special Training ==&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
== Stay on the Case ==&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
== Study the Unnatural ==&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=94</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=94"/>
		<updated>2025-11-30T06:28:59Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the options for each available &amp;quot;Home pursuit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each agent can take a damaged veteran choice if they continued doing DG missions.&lt;br /&gt;
&lt;br /&gt;
* Extreme Violence: Add +10% to your Agent’s Occult skill. Reduce SAN by 5. Subtract 3 from your Agent’s CHA and each Bond. Your Agent is adapted to violence&lt;br /&gt;
* Captivity or Imprisonment: Add +10% to Occult.  Reduce SAN by 5.  Subtract 3 from your Agent&#039;s POW.  Your agent is adapted to helplessness&lt;br /&gt;
* Hard Experience: Add +10% to Occult and +10% to any five skills other than Unnatural.  This can bring no skill above 90%.  Reduce your Agent&#039;s SAN by 5.  Remove one Bond&lt;br /&gt;
* Things Man Was Not Meant to Know: Your Agent gains +10% in the Unnatural skill and adds +20% to Occult.  Reduce your Agent&#039;s SAN by their POW.  Your Agent gains a new disorder caused by the Unnatural.  Reset your Agent&#039;s breaking point to his or her new SAN minus POW.&lt;br /&gt;
&lt;br /&gt;
== Fulfill Responsibilities ==&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
== Back to Nature ==&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
== Establish A New Bond ==&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
== Go to Therapy ==&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
== Improve Skills or Stats ==&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
== Personal Motivation ==&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
== Special Training ==&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
== Stay on the Case ==&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
== Study the Unnatural ==&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=93</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=93"/>
		<updated>2025-11-30T06:25:52Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the options for each available &amp;quot;Home pursuit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus     to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional     positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional     negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a     skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at     zero, it changes to a rating of 20% instead of adding 2D10. A failed roll     still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects     for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Fulfill Responsibilities ==&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
== Back to Nature ==&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
== Establish A New Bond ==&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
== Go to Therapy ==&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
== Improve Skills or Stats ==&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
== Personal Motivation ==&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
== Special Training ==&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
== Stay on the Case ==&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
== Study the Unnatural ==&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=92</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=92"/>
		<updated>2025-11-29T05:12:33Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the options for each available &amp;quot;Home pursuit.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Fulfill Responsibilities ==&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
== Back to Nature ==&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
== Establish A New Bond ==&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
== Go to Therapy ==&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
== Improve Skills or Stats ==&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
== Personal Motivation ==&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
== Special Training ==&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
== Stay on the Case ==&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
== Study the Unnatural ==&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=91</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=91"/>
		<updated>2025-11-29T05:11:47Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the options for each available &amp;quot;Home pursuit.&amp;quot;  Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at zero, it changes to a rating of 20% instead of adding 2D10. A failed roll still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Fulfill Responsibilities ==&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
== Back to Nature ==&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
== Establish A New Bond ==&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
== Go to Therapy ==&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
== Improve Skills or Stats ==&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
== Personal Motivation ==&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
== Special Training ==&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
== Stay on the Case ==&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
== Study the Unnatural ==&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=90</id>
		<title>Home Pursuits</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Home_Pursuits&amp;diff=90"/>
		<updated>2025-11-29T05:11:32Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Created page with &amp;quot;These are the options for each available &amp;quot;Home pursuit.  Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.  * The Agent gains a +20% bonus to each roll. Double the gains and losses in Bonds and SAN * There is an additional positive effect to gaining SAN and increasing Bond scores * There is an additional negative effect for an Agent or their Bonds when fumbling a roll * Successfully improving a skill or stat adds 2D10...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the options for each available &amp;quot;Home pursuit.  Note that during the &amp;quot;intervening time skip&amp;quot; between Season 1 and 2, there are some additional effects.&lt;br /&gt;
&lt;br /&gt;
* The Agent gains a +20% bonus to each roll. Double the gains and losses in Bonds and SAN&lt;br /&gt;
* There is an additional positive effect to gaining SAN and increasing Bond scores&lt;br /&gt;
* There is an additional negative effect for an Agent or their Bonds when fumbling a roll&lt;br /&gt;
* Successfully improving a skill or stat adds 2D10 to the skill or +2 to the stat. If a skill was at zero, it changes to a rating of 20% instead of adding 2D10. A failed roll still adds 1D10 to the skill or +1 to the stat.&lt;br /&gt;
* There are additional effects for &amp;quot;Stay on the Case&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Fulfill Responsibilities ==&lt;br /&gt;
If your Agent focuses on ordinary obligations and relationships, describe something the Agent is doing at work or at home to support one Bond (other than a Bond for Delta Green). Roll a SAN test. Success im- proves the Bond by 1D6 (up to your Agent’s CHA). A critical success also adds 1 SAN (up to your POW×5). Failure adds 1 to the Bond. A fumble means some disastrous conflict—probably related to your Agent’s involvement with Delta Green—reduces the Bond by 1D4 and your SAN by 1&lt;br /&gt;
&lt;br /&gt;
== Back to Nature ==&lt;br /&gt;
Your Agent can spend time in seclusion, minimizing stress, distractions, and obligations. This isn’t a vacation with the family. It’s extended time alone, or mostly alone, in an environment that’s physically active but places few other demands on the Agent. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. Roll a SAN test. Success adds 1D4 SAN, or 4 for a critical (up to your Agent’s POW×5). Failure adds 1 SAN. A fumble costs 1D4 SAN. Describe the impact of this time alone.&lt;br /&gt;
&lt;br /&gt;
== Establish A New Bond ==&lt;br /&gt;
Your Agent attempts to create a new Bond. This means that character or group is developing into an essential, important part of your Agent’s life. Attempt a CHA×5 test. Success establishes a new Bond with a score equal to half your Agent’s CHA (round up). Unfortunately, the attention required to successfully establish a new Bond reduces the value of one other Bond (other than a Bond for Delta Green) by 1&lt;br /&gt;
&lt;br /&gt;
== Go to Therapy ==&lt;br /&gt;
Therapy is a systematic deconstruction of mental trauma. It is an ongoing process requiring honesty and commitment. Going to therapy reduces a Bond (other than one for Delta Green) by 1 as you let responsibilities lapse. Therapy requires a Luck roll or a roll of thetherapist’s Psychotherapy skill.&lt;br /&gt;
&lt;br /&gt;
Your Agent must decide whether to truthfully tell the therapist what caused the SAN loss. If your Agent tells the truth, there are risks. If the SAN loss came from confronting the unnatural, the Handler decides whether the therapist believes what your Agent says.&lt;br /&gt;
&lt;br /&gt;
The therapist may in turn lose SAN from the Agent’s stories. If the therapist thinks the Agent’s stories are lies or delusions, make the Luck roll at −20%. If the Luck roll fails, your Agent gains 1 SAN, or loses 1 with a fumble. If the Luck roll succeeds, your Agent gains 1D6 SAN (or 6 with a critical success). If your Agent describes illegal violence and it sounds like further violence is imminent, the Handler may decide the therapist reports it to the authorities.&lt;br /&gt;
&lt;br /&gt;
If your Agent does not tell the therapist the truth, healing is limited. If the Luck roll fails, your Agent gains no SAN, and loses 1 on a fumble. If it succeeds, your Agent gains 1D4 SAN (or 4 for a critical success).&lt;br /&gt;
&lt;br /&gt;
If your Agent suffers from a disorder, a critical success with therapy’s Luck roll cures it (whether your Agent told the truth or not). Your Agent develops a Bond with the therapist equal to half your Agent’s CHA (or add 1D4 to it if your Agent already has that Bond), and loses 1D4 from one other Bond of your choice. Write “cured” next to the disorder on the character sheet—but do not erase it. The next time you gain a disorder, you must roll another SAN test. If that fails, the “cured” disorder returns in full force alongside the new one.&lt;br /&gt;
&lt;br /&gt;
Therapy cannot increase SAN beyond the Agent’s POW×5.&lt;br /&gt;
&lt;br /&gt;
== Improve Skills or Stats ==&lt;br /&gt;
By training or studying extensively, your Agent can try to boost any two separate skills or stats, or one stat and one skill. Describe what your Agent is doing to improve the stat or skill: taking night classes for INT or a skill, lifting weights for STR, meditating to strengthen self-discipline for POW, socializing or taking leadership courses for CHA, going to physical therapy to regain stat points permanently lost from an injury, etc. Attempt a test of the stat × 5 or of the skill. If the test fails, add 3D6 percentage points to the skill (to a maximum of 99%), or one point to the stat (to a maximum of 18). Each increase to a stat or skill reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
== Personal Motivation ==&lt;br /&gt;
Your Agent indulges in the things that he or she finds meaningful. Roll a SAN test. Success adds 1 SAN, or 1D4 for a critical (up to your Agent’s POW×5), and reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. A fumble costs 1 SAN&lt;br /&gt;
&lt;br /&gt;
== Special Training ==&lt;br /&gt;
Your Agent can study and practice to gain special training. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse.&lt;br /&gt;
&lt;br /&gt;
With special training, your Agent can use an existin gstat or skill in a new way. It may allow use of one function of a skill without mastering the skill itself.&lt;br /&gt;
&lt;br /&gt;
Examples of Special Training&lt;br /&gt;
&lt;br /&gt;
* Parachuting (Athletics or DEX)&lt;br /&gt;
* Skiing (Athletics)&lt;br /&gt;
* SCUBA gear (Swim)&lt;br /&gt;
* An exotic hand weapon (Melee Weapons)&lt;br /&gt;
* An exotic pistol or rifle (Firearms)&lt;br /&gt;
* Hand grenades (Athletics)&lt;br /&gt;
* Deep knowledge of a subculture (INT)&lt;br /&gt;
* Lockpicks (DEX)&lt;br /&gt;
* Electronic security systems (INT)&lt;br /&gt;
* Inside knowledge of a conspiracy (Criminology)&lt;br /&gt;
* Fluency in a rare dialect (Foreign Language)&lt;br /&gt;
* Black markets (Criminology or CHA)&lt;br /&gt;
&lt;br /&gt;
== Stay on the Case ==&lt;br /&gt;
Your Agent can spend nights and weekends poring over an old operation’s evidence and case files. This reduces one Bond (other than a Bond for Delta Green) by 1 as you let other responsibilities lapse. The Handler secretly rolls Criminology or Occult for your Agent. Success means you uncover some pertinent clue of the Handler’s devising, an especially valuable one with a critical. Failure means you find nothing. A fumble means you think you find a valuable clue but it will turn out to be dangerously wrong. Either way, your Agent gains 1D6–3 SAN in coming to terms with what happened—or in obsessing over it self-destructively if the roll means a loss of SAN.&lt;br /&gt;
&lt;br /&gt;
== Study the Unnatural ==&lt;br /&gt;
Your Agent can spend the vignette studying a forbidden tome, a decrypted flash drive full of shocking data, case reports from a prior Delta Green op, or some other source of unnatural knowledge. This raises your Agent’s Unnatural skill. The Handler describes the results of the study. You must choose one Bond which loses 1D4 points as your Agent spends more and more time on awful things&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=89</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=89"/>
		<updated>2025-11-29T04:48:19Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* Delta Green System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown.&lt;br /&gt;
|-&lt;br /&gt;
|5-6&lt;br /&gt;
|5/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team leaves the Night Floors and discovers some strange things are happening outside the Macallister.  Their handler tasks them with &amp;quot;dealing with&amp;quot; the Macallister.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;br /&gt;
&lt;br /&gt;
[[Home Pursuits]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=88</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=88"/>
		<updated>2025-11-29T04:47:07Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|Portland&#039;s Delta Green M-Cell is activated when a mysterious disappearance appears linked to the Unnatural.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The team investigates Wright&#039;s apartment, as well as the history of the Macallister Building.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|The team discovers the strange otherworldly Night Floors on the 4th floor of the Macallister Building.  Agent Mayonnaise disappears and Agent Molotov tries to track him down.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|The team continues to explore the Night Floors, meeting an elderly woman.  Agent Mayonnaise and Molotov reunite with the group.  Agent Morgana sees a disturbing, dancing marionette.  Agent Magicman discovers a crown.&lt;br /&gt;
|-&lt;br /&gt;
|5-6&lt;br /&gt;
|5/14/1995&lt;br /&gt;
(Monday)&lt;br /&gt;
|The team leaves the Night Floors and discovers some strange things are happening outside the Macallister.  Their handler tasks them with &amp;quot;dealing with&amp;quot; the Macallister.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=87</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=87"/>
		<updated>2025-11-09T11:46:14Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and tinkerer who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Russell Orson]] - Secret Service agent&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Tobias Ripley]] - Starbucks Barista by day, hired hitman by night (or anytime, really)&lt;br /&gt;
== Player Bonds ==&lt;br /&gt;
[[Alicia Mansfield]] - 13 year old niece of [[Russell Orson]]&lt;br /&gt;
&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Basil Basingstoke]] - a Portland gun store owner and friend of [[Eloise Prior]]&lt;br /&gt;
&lt;br /&gt;
[[Cheddar]] - a plant of great importance&lt;br /&gt;
&lt;br /&gt;
[[Derek Smalls]] - a banker and longtime friend of Tobias Ripley&lt;br /&gt;
&lt;br /&gt;
[[Estelle Carmine]] - computer science major at Portland State University and roommate of [[Lyra Laverna]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Horman]] - Lyra Laverna&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Ollie]] - Lyra&#039;s dog&lt;br /&gt;
&lt;br /&gt;
[[Richard Wake]] - Russel Orson&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Sarah Rowley]] - a nurse at OHSU&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
[[Vincent Oretga]] - barista and struggling actor.&lt;br /&gt;
&lt;br /&gt;
== McCallister Residents ==&lt;br /&gt;
[[Abigail Wright]] - Missing person, main focus of OPERATION: ALICE&lt;br /&gt;
&lt;br /&gt;
[[Encyclopedia Salesman]] - Man who wears white.&lt;br /&gt;
&lt;br /&gt;
[[Louis Post]] - Guy who quit his job and went radio silent&lt;br /&gt;
&lt;br /&gt;
[[Michelle Vanfitz]] - &amp;quot;Taco Lady&amp;quot; and author&lt;br /&gt;
&lt;br /&gt;
[[Roger Carun]] - Author&lt;br /&gt;
&lt;br /&gt;
[[Thomas Manuel]] - Artist whose paintings were in the basement of the Macallister.&lt;br /&gt;
&lt;br /&gt;
== Other NPCs ==&lt;br /&gt;
[[Asa Daribondi]] -  architect and child murderer&lt;br /&gt;
&lt;br /&gt;
[[Carmen Wagner]] - Roger Carun&#039;s editor&lt;br /&gt;
&lt;br /&gt;
[[Cynthia LeChance]] - Portland Administrator of [[ARTLIFE]]&lt;br /&gt;
&lt;br /&gt;
[[Henri de Calvados Castaigne]] - The night manager of the McCallister Building&lt;br /&gt;
&lt;br /&gt;
[[Superintendent]] - Takes care of the night manager&#039;s pay&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Roark]] - a charismatic man from the 1920s that seemed to know [[Tobias Ripley]] from some previous escape.&lt;br /&gt;
&lt;br /&gt;
[[Agatha]] - a nice old lady whose apartment wall was brutally mangled by the investigators.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=86</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=86"/>
		<updated>2025-11-09T11:34:38Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and tinkerer who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Russell Orson]] - Secret Service agent&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Tobias Ripley]] - Starbucks Barista by day, hired hitman by night (or anytime, really)&lt;br /&gt;
== Player Bonds ==&lt;br /&gt;
[[Alicia Mansfield]] - 13 year old niece of [[Russell Orson]]&lt;br /&gt;
&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Basil Basingstoke]] - a Portland gun store owner and friend of [[Eloise Prior]]&lt;br /&gt;
&lt;br /&gt;
[[Cheddar]] - a plant of great importance&lt;br /&gt;
&lt;br /&gt;
[[Derek Smalls]] - a banker and longtime friend of Tobias Ripley&lt;br /&gt;
&lt;br /&gt;
[[Estelle Carmine]] - computer science major at Portland State University and roommate of [[Lyra Laverna]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Horman]] - Lyra Laverna&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Ollie]] - Lyra&#039;s dog&lt;br /&gt;
&lt;br /&gt;
[[Richard Wake]] - Russel Orson&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Sarah Rowley]] - a nurse at OHSU&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
[[Vincent Oretga]] - barista and struggling actor.&lt;br /&gt;
&lt;br /&gt;
== McCallister Residents ==&lt;br /&gt;
[[Abigail Wright]] - Missing person, main focus of OPERATION: ALICE&lt;br /&gt;
&lt;br /&gt;
[[Encyclopedia Salesman]] - Man who wears white.&lt;br /&gt;
&lt;br /&gt;
[[Louis Post]] - Guy who quit his job and went radio silent&lt;br /&gt;
&lt;br /&gt;
[[Michelle Vanfitz]] - &amp;quot;Taco Lady&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Roger Carun]] - Author&lt;br /&gt;
&lt;br /&gt;
[[Thomas Manuel]] - Artist&lt;br /&gt;
&lt;br /&gt;
== Other NPCs ==&lt;br /&gt;
[[Asa Daribondi]] -  architect and child murderer&lt;br /&gt;
&lt;br /&gt;
[[Carmen Wagner]] - Roger Carun&#039;s editor&lt;br /&gt;
&lt;br /&gt;
[[Cynthia LeChance]] - Portland Administrator of [[ARTLIFE]]&lt;br /&gt;
&lt;br /&gt;
[[Henri de Calvados Castane]] - The night manager of the McCallister Building&lt;br /&gt;
&lt;br /&gt;
[[Superintendent]] - Takes care of the night manager&#039;s pay&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Roark]] - a charismatic man from the 1920s that seemed to know [[Tobias Ripley]] from some previous escape.&lt;br /&gt;
&lt;br /&gt;
[[Agatha]] - a nice old lady whose apartment wall was brutally mangled by the investigators.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=85</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=85"/>
		<updated>2025-11-09T11:31:09Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and tinkerer who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Russell Orson]] - Secret Service agent&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Tobias Ripley]] - Starbucks Barista by day, hired hitman by night (or anytime, really)&lt;br /&gt;
== Player Bonds ==&lt;br /&gt;
[[Alicia Mansfield]] - 13 year old niece of [[Russell Orson]]&lt;br /&gt;
&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Basil Basingstoke]] - a Portland gun store owner and friend of [[Eloise Prior]]&lt;br /&gt;
&lt;br /&gt;
[[Cheddar]] - a plant of great importance&lt;br /&gt;
&lt;br /&gt;
[[Derek Smalls]] - a banker and longtime friend of Tobias Ripley&lt;br /&gt;
&lt;br /&gt;
[[Estelle Carmine]] - computer science major at Portland State University and roommate of [[Lyra Laverna]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Horman]] - Lyra Laverna&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Ollie]] - Lyra&#039;s dog&lt;br /&gt;
&lt;br /&gt;
[[Richard Wake]] - Russel Orson&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Sarah Rowley]] - a nurse at OHSU&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
[[Vincent Oretga]] - barista and struggling actor.&lt;br /&gt;
&lt;br /&gt;
== McCallister Residents ==&lt;br /&gt;
[[Abigail Wright]] - Missing person, main focus of OPERATION: ALICE&lt;br /&gt;
&lt;br /&gt;
[[Encyclopedia Salesman]] - Man who wears white.&lt;br /&gt;
&lt;br /&gt;
[[Louis Post]] - Guy who quit his job and went radio silent&lt;br /&gt;
&lt;br /&gt;
[[Michelle Vanfitz]] - &amp;quot;Taco Lady&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Roger Carun]] - Author&lt;br /&gt;
&lt;br /&gt;
[[Thomas Manuel]] - Artist&lt;br /&gt;
&lt;br /&gt;
== Other NPCs ==&lt;br /&gt;
[[Asa Daribondi]] -  architect and child murderer&lt;br /&gt;
&lt;br /&gt;
[[Carmen Wagner]] - Roger Carun&#039;s editor&lt;br /&gt;
&lt;br /&gt;
[[Cynthia LeChance]] - Portland Administrator of [[ARTLIFE]]&lt;br /&gt;
&lt;br /&gt;
[[Henri de Calvados Castane]] - The night manager of the McCallister Building&lt;br /&gt;
&lt;br /&gt;
[[Superintendent]] - Takes care of the night manager&#039;s pay&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Roark]] - a charismatic man from the 1920s that seemed to know [[Tobias Ripley]] from some previous escape.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=84</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=84"/>
		<updated>2025-11-09T11:27:27Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
(Thursday)&lt;br /&gt;
|M-Cell is activated, the agents meet their handler &amp;quot;Agent Marcus,&amp;quot; and commence their initial investigation in Abigail&#039;s apartment.  During the briefing, a very late-to-arrive Mystic sees a clown in Pioneer Courthouse Square that draws a ș̴̾̂͛̋̒̑t̴̨̰̬͈̘̖͓̎͒̄̈́̄̕r̸̛͎̤͕͕̗͙̯̆̽̀̓̈́a̸͙͓̤̬̣͒̒͌̿n̶̮̬̳̘̈́͑͊̕ͅg̶͔͖̪̖̀̎͠e̴̥͉̥̤̠̬͆̾̑͐̾̚͜͝ ̴̧̲͕̫͌͝s̸̱̰̼̣͕̞͇͂ŷ̴̡̼̳͓̝̝̘͌̈́̃̀̕m̸̢̢̙̣̄̈̀̎̈́͝b̴̖̅̐͠o̸̧̯̯͍͙͍̗̐̄̓̊͒̀͠l̵̢̼̥͍̓͊ͅ in the air.  She shows it to the other agents and asks if they&#039;ve seen it before.  They find a slip of paper that sounds a horn; a man with a snake appears, hobbling toward a cab.  The agents find a radio which plays strange &amp;quot;numbers stations&amp;quot; type audio.  Mystic and Morgana interview Roger Carun and discover his food is all months past its expiration date.  They fail to hack into his PC, but walk away with a copy of his book, &amp;quot;Earthsea.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995&lt;br /&gt;
(Friday)&lt;br /&gt;
|The agents continue their investigation in Wright&#039;s apartment.  They find a strange napkin from a &amp;quot;Hotel Broadalbin&amp;quot; that has a sketch on it with some writing, including &amp;quot;W.L.&amp;quot; and &amp;quot;JL Bottle.&amp;quot;  They also find a page from a play, and then hear what appears to be the audio from that play out of the radio they found the first day.  Molotov and Mayonnaise leave for the day to attend a work function where Mayonnaise nearly shows the ș̴̾̂͛̋̒̑t̴̨̰̬͈̘̖͓̎͒̄̈́̄̕r̸̛͎̤͕͕̗͙̯̆̽̀̓̈́a̸͙͓̤̬̣͒̒͌̿n̶̮̬̳̘̈́͑͊̕ͅg̶͔͖̪̖̀̎͠e̴̥͉̥̤̠̬͆̾̑͐̾̚͜͝ ̴̧̲͕̫͌͝s̸̱̰̼̣͕̞͇͂ŷ̴̡̼̳͓̝̝̘͌̈́̃̀̕m̸̢̢̙̣̄̈̀̎̈́͝b̴̖̅̐͠o̸̧̯̯͍͙͍̗̐̄̓̊͒̀͠l̵̢̼̥͍̓͊ͅ to the Board of Directors, hoping they may know what it is.  Meanwhile, Mystic and Morgana investigate the basement and find Thomas Manuel&#039;s paintings, including one called &amp;quot;My Masterpiece&amp;quot; which appears blank, but affects Mystic strangely when she examines it closely.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
(Saturday)&lt;br /&gt;
|Mayonnaise appears to have disappeared.  Assuming it&#039;s regular ADHD issues, Molotov meets the rest of the agents at the apartment at the agreed-upon time (Magicman brings Starbucks coffee and muffins).  The agents find the blueprints to the building, and interview all the residents who seem never to leave their apartments.  They&#039;re told Abby went upstairs to the sixth floor with the Encyclopedia Salesman, but can&#039;t get any more information about what that means.  Mystic and Morgana expand their search to local records offices, where they find the history of ownership of the Macallister Building, and learn about its architect: Asa Daribondi, who allegedly murdered a great many children before disappearing.  The radio in the apartment plays a song &amp;quot;Whatever Happened to Abby,&amp;quot; followed by some strange speaking, prompting Molotov to switch it off.  Once Mystic and Morgana return, Mystic turns on the radio, hoping to hear the song again, only to hear herself from moments earlier.  Molotov leaves to go investigate Mayonnaise&#039;s disappearance.  While questioning Louis Post, Magicman is given a copy of a p̶̖̭̅̿́́͌͌l̵̢̈̃̀͠a̴̗̗̰̳̗̯̓̿̍̊ͅy̶͗͂̉́͜͠͠ in a r̸̳̊̃e̶̡̹̩̲̎̽̽͜͝ͅd̸̠̦͔̙̹͂ ̶̢̢͉̠̀͊̑b̴̝̳̹̮͓͙̤͑̄̀o̵̬͎̬͖̺̬̹͛̈́̀͝͠o̷̘̹͎̼̓̓͠ķ̶̡͕̤͚͇̫̌ and studies it while the other agents investigate the outside of the building and discuss what to do next.  They decide to go up to the roof to investigate.  When they open the door, they&#039;re greeted by the Smoking Lounge, and a man.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8/13/1995&lt;br /&gt;
(Sunday)&lt;br /&gt;
|Molotov continues her quest to track down Mayonnaise, and while driving to meet [[Walter Ableman]] hears a weird radio transmission and then seemingly appears in the Smoking Lounge in the Night Floors, right as Mystic, Magicman, and Morgana opened the door from the stairwell.  The group meets Mark Roark, who seems to know Magicman from an escape they were a part of years ago.  When Magicman doesn&#039;t remember the details, he decides the party are imposters and leaves to &amp;quot;go tell the [[Night Manager]].&amp;quot;  The party high-tails it out of the lounge and encounters a number of weird happenings around the Night Floors, which shifts around them.  Mystic gets stuck in a closet with a growling creature, then finds herself on a stage where marionettes watch her perform.  Morgana and Magicman find a room of books and a story that seems to recount a dream of Morgana&#039;s before meeting back up with Mystic.  Molotov steals a bottle of tequila, then staunchly refuses to engage with any unnatural occurrences, while attempting unsuccessfully to figure out how the shifting floors work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=83</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=83"/>
		<updated>2025-11-09T11:23:17Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* OPERATION: ALICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
|M-Cell is activated, the agents meet their handler &amp;quot;Agent Marcus,&amp;quot; and commence their initial investigation in Abigail&#039;s apartment.  During the briefing, a very late-to-arrive Mystic sees a clown in Pioneer Courthouse Square that draws a ș̴̾̂͛̋̒̑t̴̨̰̬͈̘̖͓̎͒̄̈́̄̕r̸̛͎̤͕͕̗͙̯̆̽̀̓̈́a̸͙͓̤̬̣͒̒͌̿n̶̮̬̳̘̈́͑͊̕ͅg̶͔͖̪̖̀̎͠e̴̥͉̥̤̠̬͆̾̑͐̾̚͜͝ ̴̧̲͕̫͌͝s̸̱̰̼̣͕̞͇͂ŷ̴̡̼̳͓̝̝̘͌̈́̃̀̕m̸̢̢̙̣̄̈̀̎̈́͝b̴̖̅̐͠o̸̧̯̯͍͙͍̗̐̄̓̊͒̀͠l̵̢̼̥͍̓͊ͅ in the air.  She shows it to the other agents and asks if they&#039;ve seen it before.  They find a slip of paper that sounds a horn; a man with a snake appears, hobbling toward a cab.  The agents find a radio which plays strange &amp;quot;numbers stations&amp;quot; type audio.  Mystic and Morgana interview Roger Carun and discover his food is all months past its expiration date.  They fail to hack into his PC, but walk away with a copy of his book, &amp;quot;Earthsea.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995 &lt;br /&gt;
|The agents continue their investigation in Wright&#039;s apartment.  They find a strange napkin from a &amp;quot;Hotel Broadalbin&amp;quot; that has a sketch on it with some writing, including &amp;quot;W.L.&amp;quot; and &amp;quot;JL Bottle.&amp;quot;  They also find a page from a play, and then hear what appears to be the audio from that play out of the radio they found the first day.  Molotov and Mayonnaise leave for the day to attend a work function where Mayonnaise nearly shows the ș̴̾̂͛̋̒̑t̴̨̰̬͈̘̖͓̎͒̄̈́̄̕r̸̛͎̤͕͕̗͙̯̆̽̀̓̈́a̸͙͓̤̬̣͒̒͌̿n̶̮̬̳̘̈́͑͊̕ͅg̶͔͖̪̖̀̎͠e̴̥͉̥̤̠̬͆̾̑͐̾̚͜͝ ̴̧̲͕̫͌͝s̸̱̰̼̣͕̞͇͂ŷ̴̡̼̳͓̝̝̘͌̈́̃̀̕m̸̢̢̙̣̄̈̀̎̈́͝b̴̖̅̐͠o̸̧̯̯͍͙͍̗̐̄̓̊͒̀͠l̵̢̼̥͍̓͊ͅ to the Board of Directors, hoping they may know what it is.  Meanwhile, Mystic and Morgana investigate the basement and find Thomas Manuel&#039;s paintings, including one called &amp;quot;My Masterpiece&amp;quot; which appears blank, but affects Mystic strangely when she examines it closely.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
|Mayonnaise appears to have disappeared.  Assuming it&#039;s regular ADHD issues, Molotov meets the rest of the agents at the apartment at the agreed-upon time (Magicman brings Starbucks coffee and muffins).  The agents find the blueprints to the building, and interview all the residents who seem never to leave their apartments.  They&#039;re told Abby went upstairs to the sixth floor with the Encyclopedia Salesman, but can&#039;t get any more information about what that means.  Mystic and Morgana expand their search to local records offices, where they find the history of ownership of the Macallister Building, and learn about its architect: Asa Daribondi, who allegedly murdered a great many children before disappearing.  The radio in the apartment plays a song &amp;quot;Whatever Happened to Abby,&amp;quot; followed by some strange speaking, prompting Molotov to switch it off.  Once Mystic and Morgana return, Mystic turns on the radio, hoping to hear the song again, only to hear herself from moments earlier.  Molotov leaves to go investigate Mayonnaise&#039;s disappearance.  While questioning Louis Post, Magicman is given a copy of a p̶̖̭̅̿́́͌͌l̵̢̈̃̀͠a̴̗̗̰̳̗̯̓̿̍̊ͅy̶͗͂̉́͜͠͠ in a r̸̳̊̃e̶̡̹̩̲̎̽̽͜͝ͅd̸̠̦͔̙̹͂ ̶̢̢͉̠̀͊̑b̴̝̳̹̮͓͙̤͑̄̀o̵̬͎̬͖̺̬̹͛̈́̀͝͠o̷̘̹͎̼̓̓͠ķ̶̡͕̤͚͇̫̌ and studies it while the other agents investigate the outside of the building and discuss what to do next.  They decide to go up to the roof to investigate.  When they open the door, they&#039;re greeted by the Smoking Lounge, and a man.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8/13/1995&lt;br /&gt;
|Molotov continues her quest to track down Mayonnaise, and while driving to meet [[Walter Ableman]] hears a weird radio transmission and then seemingly appears in the Smoking Lounge in the Night Floors, right as Mystic, Magicman, and Morgana opened the door from the stairwell.  The group meets Mark Roark, who seems to know Magicman from an escape they were a part of years ago.  When Magicman doesn&#039;t remember the details, he decides the party are imposters and leaves to &amp;quot;go tell the [[Night Manager]].&amp;quot;  The party high-tails it out of the lounge and encounters a number of weird happenings around the Night Floors, which shifts around them.  Mystic gets stuck in a closet with a growling creature, then finds herself on a stage where marionettes watch her perform.  Morgana and Magicman find a room of books and a story that seems to recount a dream of Morgana&#039;s before meeting back up with Mystic.  Molotov steals a bottle of tequila, then staunchly refuses to engage with any unnatural occurrences, while attempting unsuccessfully to figure out how the shifting floors work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Saidin_Dynamics&amp;diff=77</id>
		<title>Saidin Dynamics</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Saidin_Dynamics&amp;diff=77"/>
		<updated>2025-11-03T15:12:34Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Saidin dnyamics logo.png|thumb|The Saidin Dynamics logo]]&lt;br /&gt;
&lt;br /&gt;
=== PAGE NOTE: the dates and timeline of this page need to be updated.  This was originally written for the campaign set in 2025. ===&lt;br /&gt;
&#039;&#039;&#039;Saidin Dynamics&#039;&#039;&#039; is an American-based defense contractor headquartered in Portland, Oregon.  It is famous for highly experimental weapons systems, though it deals in more traditional platforms as well.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Roots ===&lt;br /&gt;
Saidin Dynamics can trace its roots back to a partnership between inventor and wealthy heiress Aimée Dubois and engineer Hans Schmidt.  Schmidt had fled Germany in early 1924 in the wake of the [[wikipedia:Beer_Hall_Putsch|Beer Hall Putsch]], fearing his specialization in weapons would soon be put to use by increasingly powerful forces in Germany with which he did not align.&lt;br /&gt;
&lt;br /&gt;
Het met Dubois at a cafe in Paris when he noticed schematics she was drawing while drinking at a street cafe.  The two quickly became friends.&lt;br /&gt;
&lt;br /&gt;
Aimée was developing a specialized rifling system, but Hans saw her expertise and wealth as an opportunity to manufacture and distribute weaponry in what he predicted would be a major upcoming conflict in Europe.&lt;br /&gt;
&lt;br /&gt;
Together, the two established Manufacture d&#039;Biche Blanche (White Doe Manufacturing, a reference to a French folktale used as propaganda in World War I).  They used Aimée&#039;s considerable fortune to establish a manufacturing plant in [[wikipedia:Rouen|Rouen, France]].  This plant was completed in July of 1937.&lt;br /&gt;
&lt;br /&gt;
=== Involvement in World War II ===&lt;br /&gt;
When France entered World War II in 1939, Manufacture d&#039;Biche Blanche was well-positioned to provide weaponry to the French and British military.  The company&#039;s plant was relatively unscathed by the capture of Rouen by the Germans and its subsequent Ally liberation.&lt;br /&gt;
&lt;br /&gt;
=== In America ===&lt;br /&gt;
Following World War II, Dubois shifted her focus back to R&amp;amp;D, allowing Schmidt to run the company and its manufacturing.&lt;br /&gt;
&lt;br /&gt;
In early 1953, Dubois met American engineer Alex MacArthur and the two began working together.  Eventually, the two also entered a romantic relationship.  In 1954, Dubois moved to America and the two were married, leaving Manufacture d&#039;Biche Blanche to be run solely by her old business partner, Schmidt.  Dubois and MacArther established &amp;quot;Lazarus Dynamics,&amp;quot; in New York.  Their focus was on newly discovered laser technology with the intent to implement military applications for the emergent field.  They worked closely with Columbia University and pioneers in the field of lasers.&lt;br /&gt;
&lt;br /&gt;
In 1961, Schmidt died of pancreatic cancer and Dubois became sole owner of Manufacture d&#039;Biche Blanche and their French manufacturing plant.  She quickly closed down the plant and moved its manufacturing to America, establishing a new plant in Spokane, WA.&lt;br /&gt;
&lt;br /&gt;
== Founder Death and Consolidation in America ==&lt;br /&gt;
In 1973, Dubois and MacArthur died in an explosion caused by a failed experiment in their lab.  Lazarus Dynamics and Manufacture d&#039;Biche Blanche both passed to their son, Isaac MacArthur.  Despite his young age (19) and lack of experience, Isaac decided to take an active role in leadership, and moved quickly to consolidate the two companies into a single one: &amp;quot;Auspice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He took the company public in 1975 as &amp;quot;Auspice Systems&amp;quot; (AUS), with an IPO of $7.1m.&lt;br /&gt;
&lt;br /&gt;
Isaac was aggressive in contract-seeking, and Auspice supplied weapons to world governments and terrorist organizations alike throughout the 1980s.&lt;br /&gt;
&lt;br /&gt;
== Prosecution and Rebranding ==&lt;br /&gt;
[[File:Saidin.png|alt=|left|thumb|Saidin Dynamics&#039; Portland factory.]]&lt;br /&gt;
In 2003 in an investigation by Homeland Security, it was discovered that Auspice Systems was selling arms to Saddam Hussein and his Ba&#039;athist government.  The company was quick to shift blame to senior executives, who were fired, and subsequently tried and convicted by US authorities.&lt;br /&gt;
&lt;br /&gt;
Following the scandal, Auspice&#039;s board of directors initiated a rebranding of the company, with Isaac renaming it to &amp;quot;Saidin Dynamics,&amp;quot; a reference to [[wikipedia:The_Wheel_of_Time|The Wheel of Time]] novels. Isaac took a more silent role in the company after the rebranding.&lt;br /&gt;
&lt;br /&gt;
== Modern Day ==&lt;br /&gt;
Though he generally kept out of the public eye after the Iraq scandal, Isaac continued to play a role in dealmaking for the company&#039;s contracts, especially overseas.&lt;br /&gt;
&lt;br /&gt;
In 2022, while on a trip to Iran, Isaac was murdered by Al&#039;qaeda militants in what appeared to be a deal gone wrong.  The company passed to his estranged son, [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
Wagstaff is a reclusive owner who appears to mostly have distanced himself from the company.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=75</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=75"/>
		<updated>2025-11-03T03:14:54Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
|M-Cell is activated, the agents meet their handler &amp;quot;Agent Marcus,&amp;quot; and commence their initial investigation in Abigail&#039;s apartment.  During the briefing, a very late-to-arrive Mystic sees a clown in Pioneer Courthouse Square that draws a ș̴̾̂͛̋̒̑t̴̨̰̬͈̘̖͓̎͒̄̈́̄̕r̸̛͎̤͕͕̗͙̯̆̽̀̓̈́a̸͙͓̤̬̣͒̒͌̿n̶̮̬̳̘̈́͑͊̕ͅg̶͔͖̪̖̀̎͠e̴̥͉̥̤̠̬͆̾̑͐̾̚͜͝ ̴̧̲͕̫͌͝s̸̱̰̼̣͕̞͇͂ŷ̴̡̼̳͓̝̝̘͌̈́̃̀̕m̸̢̢̙̣̄̈̀̎̈́͝b̴̖̅̐͠o̸̧̯̯͍͙͍̗̐̄̓̊͒̀͠l̵̢̼̥͍̓͊ͅ in the air.  She shows it to the other agents and asks if they&#039;ve seen it before.  They find a slip of paper that sounds a horn; a man with a snake appears, hobbling toward a cab.  The agents find a radio which plays strange &amp;quot;numbers stations&amp;quot; type audio.  Mystic and Morgana interview Roger Carun and discover his food is all months past its expiration date.  They fail to hack into his PC, but walk away with a copy of his book, &amp;quot;Earthsea.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995 &lt;br /&gt;
|The agents continue their investigation in Wright&#039;s apartment.  They find a strange napkin from a &amp;quot;Hotel Broadalbin&amp;quot; that has a sketch on it with some writing, including &amp;quot;W.L.&amp;quot; and &amp;quot;JL Bottle.&amp;quot;  They also find a page from a play, and then hear what appears to be the audio from that play out of the radio they found the first day.  Molotov and Mayonnaise leave for the day to attend a work function where Mayonnaise nearly shows the ș̴̾̂͛̋̒̑t̴̨̰̬͈̘̖͓̎͒̄̈́̄̕r̸̛͎̤͕͕̗͙̯̆̽̀̓̈́a̸͙͓̤̬̣͒̒͌̿n̶̮̬̳̘̈́͑͊̕ͅg̶͔͖̪̖̀̎͠e̴̥͉̥̤̠̬͆̾̑͐̾̚͜͝ ̴̧̲͕̫͌͝s̸̱̰̼̣͕̞͇͂ŷ̴̡̼̳͓̝̝̘͌̈́̃̀̕m̸̢̢̙̣̄̈̀̎̈́͝b̴̖̅̐͠o̸̧̯̯͍͙͍̗̐̄̓̊͒̀͠l̵̢̼̥͍̓͊ͅ to the Board of Directors, hoping they may know what it is.  Meanwhile, Mystic and Morgana investigate the basement and find Thomas Manuel&#039;s paintings, including one called &amp;quot;My Masterpiece&amp;quot; which appears blank, but affects Mystic strangely when she examines it closely.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
|Mayonnaise appears to have disappeared.  Assuming it&#039;s regular ADHD issues, Molotov meets the rest of the agents at the apartment at the agreed-upon time (Magicman brings Starbucks coffee and muffins).  The agents find the blueprints to the building, and interview all the residents who seem never to leave their apartments.  They&#039;re told Abby went upstairs to the sixth floor with the Encyclopedia Salesman, but can&#039;t get any more information about what that means.  Mystic and Morgana expand their search to local records offices, where they find the history of ownership of the Macallister Building, and learn about its architect: Asa Daribondi, who allegedly murdered a great many children before disappearing.  The radio in the apartment plays a song &amp;quot;Whatever Happened to Abby,&amp;quot; followed by some strange speaking, prompting Molotov to switch it off.  Once Mystic and Morgana return, Mystic turns on the radio, hoping to hear the song again, only to hear herself from moments earlier.  Molotov leaves to go investigate Mayonnaise&#039;s disappearance.  While questioning Louis Post, Magicman is given a copy of a play in a Red Book and studies it while the other agents investigate the outside of the building and discuss what to do next.  They decide to go up to the roof to investigate.  When they open the door, they&#039;re greeted by the Smoking Lounge, and a man.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=73</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=73"/>
		<updated>2025-11-03T03:10:53Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and tinkerer who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Russell Orson]] - Secret Service agent&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Tobias Ripley]] - Starbucks Barista by day, hired hitman by night (or anytime, really)&lt;br /&gt;
== Player Bonds ==&lt;br /&gt;
[[Alicia Mansfield]] - 13 year old niece of [[Russell Orson]]&lt;br /&gt;
&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Basil Basingstoke]] - a Portland gun store owner and friend of [[Eloise Prior]]&lt;br /&gt;
&lt;br /&gt;
[[Cheddar]] - a plant of great importance&lt;br /&gt;
&lt;br /&gt;
[[Derek Smalls]] - a banker and longtime friend of Tobias Ripley&lt;br /&gt;
&lt;br /&gt;
[[Estelle Carmine]] - computer science major at Portland State University and roommate of [[Lyra Laverna]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Horman]] - Lyra Laverna&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Ollie]] - Lyra&#039;s dog&lt;br /&gt;
&lt;br /&gt;
[[Richard Wake]] - Russel Orson&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Sarah Rowley]] - a nurse at OHSU&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
[[Vincent Oretga]] - barista and struggling actor.&lt;br /&gt;
&lt;br /&gt;
== McCallister Residents ==&lt;br /&gt;
[[Abigail Wright]] - Missing person, main focus of OPERATION: ALICE&lt;br /&gt;
&lt;br /&gt;
[[Encyclopedia Salesman]] - Man who wears white.&lt;br /&gt;
&lt;br /&gt;
[[Louis Post]] - Guy who quit his job and went radio silent&lt;br /&gt;
&lt;br /&gt;
[[Michelle Vanfitz]] - &amp;quot;Taco Lady&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Roger Carun]] - Author&lt;br /&gt;
&lt;br /&gt;
[[Thomas Manuel]] - Artist&lt;br /&gt;
&lt;br /&gt;
== Other NPCs ==&lt;br /&gt;
[[Asa Daribondi]] -  architect and child murderer&lt;br /&gt;
&lt;br /&gt;
[[Carmen Wagner]] - Roger Carun&#039;s editor&lt;br /&gt;
&lt;br /&gt;
[[Cynthia LeChance]] - Portland Administrator of [[ARTLIFE]]&lt;br /&gt;
&lt;br /&gt;
[[Henri de Calvados Castane]] - The night manager of the McCallister Building&lt;br /&gt;
&lt;br /&gt;
[[Superintendent]] - Takes care of the night manager&#039;s pay&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=72</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=72"/>
		<updated>2025-11-03T03:07:18Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
The people, places, things, and artifacts related to campaign.&lt;br /&gt;
&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Journal ==&lt;br /&gt;
A record of the happenings of the PCs adventure-to-adventure&lt;br /&gt;
&lt;br /&gt;
=== OPERATION: ALICE ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Session&lt;br /&gt;
!Date&lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|8/10/1995&lt;br /&gt;
|M-Cell is activated, the agents meet their handler &amp;quot;Agent Marcus,&amp;quot; and commence their initial investigation in Abigail&#039;s apartment.  During the briefing, a very late-to-arrive Mystic sees a clown in Pioneer Courthouse Square that draws a strange symbol in the air.  She shows it to the other agents and asks if they&#039;ve seen it before.  They find a slip of paper that sounds a horn; a man with a snake appears, hobbling toward a cab.  The agents find a radio which plays strange &amp;quot;numbers stations&amp;quot; type audio.  Mystic and Morgana interview Roger Carun and discover his food is all months past its expiration date.  They fail to hack into his PC, but walk away with a copy of his book, &amp;quot;Earthsea.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|8/11/1995 &lt;br /&gt;
|The agents continue their investigation in Wright&#039;s apartment.  They find a strange napkin from a &amp;quot;Hotel Broadalbin&amp;quot; that has a sketch on it with some writing, including &amp;quot;W.L.&amp;quot; and &amp;quot;JL Bottle.&amp;quot;  They also find a page from a play, and then hear what appears to be the audio from that play out of the radio they found the first day.  Molotov and Mayonnaise leave for the day to attend a work function where Mayonnaise nearly shows the strange symbol to the Board of Directors, hoping they may know what it is.  Meanwhile, Mystic and Morgana investigate the basement and find Thomas Manuel&#039;s paintings, including one called &amp;quot;My Masterpiece&amp;quot; which appears blank, but affects Mystic strangely when she examines it closely.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|8/12/1995&lt;br /&gt;
|Mayonnaise appears to have disappeared.  Assuming it&#039;s regular ADHD issues, Molotov meets the rest of the agents at the apartment at the agreed-upon time (Magicman brings Starbucks coffee and muffins).  The agents find the blueprints to the building, and interview all the residents who seem never to leave their apartments.  They&#039;re told Abby went upstairs to the sixth floor with the Encyclopedia Salesman, but can&#039;t get any more information about what that means.  Mystic and Morgana expand their search to local records offices, where they find the history of ownership of the Macallister Building, and learn about its architect: Asa Daribondi, who allegedly murdered a great many children before disappearing.  The radio in the apartment plays a song &amp;quot;Whatever Happened to Abby,&amp;quot; followed by some strange speaking, prompting Molotov to switch it off.  Once Mystic and Morgana return, Mystic turns on the radio, hoping to hear the song again, only to hear herself from moments earlier.  Molotov leaves to go investigate Mayonnaise&#039;s disappearance, and the remaining agents go up to the roof to investigate.  When they open the door, they&#039;re greeted by the Smoking Lounge, and a man.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
Ruies and other crunchy buts.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=71</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=71"/>
		<updated>2025-11-03T02:46:06Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
&lt;br /&gt;
== Historical Events ==&lt;br /&gt;
Events that occurred prior to M-Cell&#039;s involvement in the Abigail Wright investigation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Year&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948&lt;br /&gt;
|April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950&lt;br /&gt;
|August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953&lt;br /&gt;
|February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960&lt;br /&gt;
|September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|-&lt;br /&gt;
|1967&lt;br /&gt;
|May 6th&lt;br /&gt;
|[[ARTLIFE]] purchases the [[Macallister Building]] from the [[The Star Corporation|Star Corporation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OPERATION: ALICE Events ==&lt;br /&gt;
Events that occurred around the time of the agents&#039; involvement in OPERATION: ALICE.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|1995&lt;br /&gt;
|April 19th&lt;br /&gt;
|[[Roger Carun]] leaves a voice message for his editor, [[Carmen Wagner]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th&lt;br /&gt;
|[[Thomas Wright]] reports Abigail as missing to the Portland Police&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th - June 10th&lt;br /&gt;
|[[Graham Giuradanda|Detective Giuradanda]] is assigned to the [[Abigail Wright|Wright]] case and investigates the apartment, residents of the [[Macallister building]] and Wright&#039;s friends and associates.  Nothing useful comes of the investigation and the PPD puts the case on the back burner.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 4th&lt;br /&gt;
|Abigail&#039;s credit card is used to buy a pack of cigarettes in Kennewick, Washington.  The case is flagged as a possible interstate kidnapping case and the FBI is involved.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 6th&lt;br /&gt;
|FBI agents interview residents, inspect Wright&#039;s apartment and travel to Kennewick to investigate the credit card usage.  No new information is found from the investigation.  However, a Delta Green friendly recognizes a possible occult symbol in the apartment and notifies Delta Green.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 9th&lt;br /&gt;
|Lack of new evidence brings the FBI investigation to an end&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 10th&lt;br /&gt;
|Delta Green M-Cell activates OPERATION ALICE and agents are inserted into the FBI investigation and sent to Wright&#039;s apartment to investigate.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=70</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=70"/>
		<updated>2025-11-03T02:44:13Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
&lt;br /&gt;
== Historical Events ==&lt;br /&gt;
Events that occurred prior to M-Cell&#039;s involvement in the Abigail Wright investigation.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Year&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948&lt;br /&gt;
|April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950&lt;br /&gt;
|August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953&lt;br /&gt;
|February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960&lt;br /&gt;
|September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|-&lt;br /&gt;
|1967&lt;br /&gt;
|May 6th&lt;br /&gt;
|[[ARTLIFE]] purchases the [[Macallister Building]] from the [[The Star Corporation|Star Corporation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== OPERATION: ALICE Events ==&lt;br /&gt;
Events that occurred around the time of the agents&#039; involvement in OPERATION: ALICE.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|1995&lt;br /&gt;
|April 19th&lt;br /&gt;
|[[Roger Carun]] leaves a voice message for his editor, [[Carmen Wagner]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th&lt;br /&gt;
|[[Thomas Wright]] reports Abigail as missing to the Portland Police&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th - June 10th&lt;br /&gt;
|[[Graham Giuradanda|Detective Giuradanda]] is assigned to the [[Abigail Wright|Wright]] case and investigates the apartment, residents of the [[Macallister building]] and Wright&#039;s friends and associates.  Nothing useful comes of the investigation and the PPD puts the case on the back burner.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 4th&lt;br /&gt;
|Abigail&#039;s credit card is used to buy a pack of cigarettes in Kennewick, Washington.  The case is flagged as an possible interstate kidnapping case and the FBI is involved.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 6th&lt;br /&gt;
|FBI agents interview residents, inspect Wright&#039;s apartment and travel to Kennewick to investigate the credit card usage.  No new information is found from the investigation.  However, a Delta Green friendly recognizes a possible occult symbol in the apartment and notifies Delta Green.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 9th&lt;br /&gt;
|Lack of new evidence brings the FBI investigation to an end&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 10th&lt;br /&gt;
|Delta Green M-Cell activates OPERATION ALICE and agents are inserted into the FBI investigation and sent to Wright&#039;s apartment to investigate.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=64</id>
		<title>User:GameMaster</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=64"/>
		<updated>2025-11-02T21:54:35Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Jeremy_Wagstaff&amp;diff=63</id>
		<title>Jeremy Wagstaff</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Jeremy_Wagstaff&amp;diff=63"/>
		<updated>2025-11-02T21:32:48Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This is a current player character controlled by Archer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jeremy Wagstaff&#039;&#039;&#039; (born August 17th, 1973) is the owner of [[Saidin Dynamics]] and inventor.  He is mostly uninvolved in the running of his company, and instead works at a small repair shop called &amp;quot;Just Right Repairs&amp;quot; at 505 SW Taylor in downtown Portland.&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
Wagstaff spent the majority of his childhood in the [[wikipedia:Bellevue,_Washington|Bellevue, Washington]] area.  &lt;br /&gt;
&lt;br /&gt;
As early as six, he was already taking an interest in engineering.  As the son of a famous engineer and CEO, he was featured in the May &amp;quot;Young Geniuse&#039; issue of &amp;quot;Kidgeneers.&amp;quot; a technology-focused magazine aimed at a younger audience.&lt;br /&gt;
&lt;br /&gt;
Wagstaff&#039;s education was handled by a private tutor, which allowed him a great deal of self-paced learning.  Because of this, he obtained his GED at 12 years of age.  He moved quickly to college-level engineering, though he was required to audit classes at Oregon State University, as their rules required applicants be at least 16 years old.  This restriction soured his attitude for formal education, and he began experimenting on his own in a lab beneath his father&#039;s house in the hills in Bellevue.&lt;br /&gt;
&lt;br /&gt;
At 16, he applied for the doctorate program at OSU, and was accepted based on his experience and knowledge.  He obtained his Doctorate of Mechanical Engineering in June of 1989.&lt;br /&gt;
&lt;br /&gt;
== Saidin Dynamics and Personal Business ==&lt;br /&gt;
Wagstaff is the owner of [[Saidin Dynamics]], a defense contractor based out of Portland, Oregon.  He has made a concerted effort to stay totally uninvolved in the workings of the company.&lt;br /&gt;
&lt;br /&gt;
Instead, Wagstaff owns a small repair shop called &amp;quot;Just Right Repairs,&amp;quot; where he performs repairs on various electronics, or anything else mechanical.  Though his shop is not widely known, for those who go to him, he&#039;s known as someone who can fix nearly anything.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Eloise_Prior&amp;diff=62</id>
		<title>Eloise Prior</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Eloise_Prior&amp;diff=62"/>
		<updated>2025-11-02T21:31:49Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This character is a current PC played by Erica.&#039;&#039;&lt;br /&gt;
[[File:U3357165971 female bodyguard driver in car --v 6.1 17d98d33-579e-460a-88b3-12cf687cf56d 0.png|thumb|Eloise Prior]]&lt;br /&gt;
Eloise Prior (born November 12th, 1961) is the personal Security Protection for [[Jeremy Wagstaff]], CEO of [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
== Private Investigator ==&lt;br /&gt;
In 1983, Prior began work as an independent investigator operating out of Vancouver, WA.  &lt;br /&gt;
&lt;br /&gt;
In 1985, while investigating a missing persons case, she was caught breaking and entering by Vancouver PD while gathering evidence from someone she suspected was involved in the kidnapping.&lt;br /&gt;
&lt;br /&gt;
Between her contacts in the police department and an extremely vigorous legal defense, Prior managed to plea down to Criminal Trespass in the Second Degree (a misdemeanor), and a fine.&lt;br /&gt;
&lt;br /&gt;
While this avoided jail time, Prior was forced to abandon her Private Investigation business and relocated to Oregon soon after.&lt;br /&gt;
&lt;br /&gt;
== Saidin Dynamics ==&lt;br /&gt;
In 1990, Prior answered an ad in The Oregonian for civilian defense contract work with [[Saidin Dynamics]].  During basic training, she was identified as a highly skilled negotiator and rifleman.  [[Walter Ableman]] (head of research and development at the company) took notice, and convinced [[Jeremy Wagstaff]] to hire her as his personal bodyguard.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=61</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=61"/>
		<updated>2025-11-02T21:29:59Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and tinkerer who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Russell Orson]] - Secret Service agent&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Tobias Ripley]] - Starbucks Barista by day, hired hitman by night (or anytime, really)&lt;br /&gt;
== Player Bonds ==&lt;br /&gt;
[[Alicia Mansfield]] - 13 year old niece of [[Russell Orson]]&lt;br /&gt;
&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Basil Basingstoke]] - a Portland gun store owner and friend of [[Eloise Prior]]&lt;br /&gt;
&lt;br /&gt;
[[Cheddar]] - a plant of great importance&lt;br /&gt;
&lt;br /&gt;
[[Derek Smalls]] - a banker and longtime friend of Tobias Ripley&lt;br /&gt;
&lt;br /&gt;
[[Estelle Carmine]] - computer science major at Portland State University and roommate of [[Lyra Laverna]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Horman]] - Lyra Laverna&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Ollie]] - Lyra&#039;s dog&lt;br /&gt;
&lt;br /&gt;
[[Richard Wake]] - Russel Orson&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Sarah Rowley]] - a nurse at OHSU&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
[[Vincent Oretga]] - barista and struggling actor.&lt;br /&gt;
&lt;br /&gt;
== McCallister Residents ==&lt;br /&gt;
[[Abigail Wright]] - Missing person, main focus of OPERATION: ALICE&lt;br /&gt;
&lt;br /&gt;
[[Encyclopedia Salesman]] - Man who wears white.&lt;br /&gt;
&lt;br /&gt;
[[Louis Post]] - Guy who quit his job and went radio silent&lt;br /&gt;
&lt;br /&gt;
[[Michelle Vanfitz]] - &amp;quot;Taco Lady&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Roger Carun]] - Author&lt;br /&gt;
&lt;br /&gt;
[[Thomas Manuel]] - Artist&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
[[Asa Daribondi]] -  architect and child murderer&lt;br /&gt;
&lt;br /&gt;
[[Carmen Wagner]] - Roger Carun&#039;s editor&lt;br /&gt;
&lt;br /&gt;
[[Cynthia LeChance]] - Founder of [[ARTLIFE]]&lt;br /&gt;
&lt;br /&gt;
[[Henri de Calvados Castane]] - The night manager of the McCallister Building&lt;br /&gt;
&lt;br /&gt;
[[Superintendent]] - Takes care of the night manager&#039;s pay&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Asa_Daribondi&amp;diff=60</id>
		<title>Asa Daribondi</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Asa_Daribondi&amp;diff=60"/>
		<updated>2025-11-02T21:29:19Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Created page with &amp;quot;An infamous architect mostly active in the Portland and Seattle area.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An infamous architect mostly active in the Portland and Seattle area.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=59</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Timeline&amp;diff=59"/>
		<updated>2025-11-02T21:27:58Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Created page with &amp;quot;This page contains events related to the campaign in chronological order. {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 85%;&amp;quot; |+ !Year !Date !Event |- |1944 |September |Pvt Rouvin G Labolas logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence |- |1944 |December |Private Labolas is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge |- |1948 |April |Damien LeChance is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Year&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948&lt;br /&gt;
|April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950&lt;br /&gt;
|August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953&lt;br /&gt;
|February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960&lt;br /&gt;
|September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|-&lt;br /&gt;
|1967&lt;br /&gt;
|May 6th&lt;br /&gt;
|[[ARTLIFE]] purchases the [[Macallister Building]] from the [[The Star Corporation|Star Corporation]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|April 19th&lt;br /&gt;
|[[Roger Carun]] leaves a voice message for his editor, [[Carmen Wagner]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th&lt;br /&gt;
|[[Thomas Wright]] reports Abigail as missing to the Portland Police&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th - June 10th&lt;br /&gt;
|[[Graham Giuradanda|Detective Giuradanda]] is assigned to the [[Abigail Wright|Wright]] case and investigates the apartment, residents of the [[Macallister building]] and Wright&#039;s friends and associates.  Nothing useful comes of the investigation and the PPD puts the case on the back burner.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 4th&lt;br /&gt;
|Abigail&#039;s credit card is used to buy a pack of cigarettes in Kennewick, Washington.  The case is flagged as an possible interstate kidnapping case and the FBI is involved.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 6th&lt;br /&gt;
|FBI agents interview residents, inspect Wright&#039;s apartment and travel to Kennewick to investigate the credit card usage.  No new information is found from the investigation.  However, a Delta Green friendly recognizes a possible occult symbol in the apartment and notifies Delta Green.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 9th&lt;br /&gt;
|Lack of new evidence brings the FBI investigation to an end&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 10th&lt;br /&gt;
|Delta Green M-Cell activates OPERATION ALICE and agents are inserted into the FBI investigation and sent to Wright&#039;s apartment to investigate.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Rouvin_Labolas&amp;diff=58</id>
		<title>Rouvin Labolas</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Rouvin_Labolas&amp;diff=58"/>
		<updated>2025-11-02T21:21:59Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Created page with &amp;quot;Private Rouvin G Labolas was a signals operator in the European detachment of the US ground forces during WW2.  He intercepted a strange message on his radio, which he manually recorded and then reported to US Army Intelligence.  He was killed in action (KIA) on December 17th, 1944 at Château des Portes in Reims, France.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Private Rouvin G Labolas was a signals operator in the European detachment of the US ground forces during WW2.&lt;br /&gt;
&lt;br /&gt;
He intercepted a strange message on his radio, which he manually recorded and then reported to US Army Intelligence.&lt;br /&gt;
&lt;br /&gt;
He was killed in action (KIA) on December 17th, 1944 at [[Château des Portes]] in Reims, France.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=57</id>
		<title>User:GameMaster</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=57"/>
		<updated>2025-11-02T21:19:55Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Year&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944&lt;br /&gt;
|December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948&lt;br /&gt;
|April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950&lt;br /&gt;
|August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953&lt;br /&gt;
|February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960&lt;br /&gt;
|September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|-&lt;br /&gt;
|1967&lt;br /&gt;
|May 6th&lt;br /&gt;
|[[ARTLIFE]] purchases the [[Macallister Building]] from the [[The Star Corporation|Star Corporation]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|April 19th&lt;br /&gt;
|[[Roger Carun]] leaves a voice message for his editor, [[Carmen Wagner]]&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th&lt;br /&gt;
|[[Thomas Wright]] reports Abigail as missing to the Portland Police&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|June 6th - June 10th&lt;br /&gt;
|[[Graham Giuradanda|Detective Giuradanda]] is assigned to the [[Abigail Wright|Wright]] case and investigates the apartment, residents of the [[Macallister building]] and Wright&#039;s friends and associates.  Nothing useful comes of the investigation and the PPD puts the case on the back burner.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 4th&lt;br /&gt;
|Abigail&#039;s credit card is used to buy a pack of cigarettes in Kennewick, Washington.  The case is flagged as an possible interstate kidnapping case and the FBI is involved.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 6th&lt;br /&gt;
|FBI agents interview residents, inspect Wright&#039;s apartment and travel to Kennewick to investigate the credit card usage.  No new information is found from the investigation.  However, a Delta Green friendly recognizes a possible occult symbol in the apartment and notifies Delta Green.&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 9th&lt;br /&gt;
|Lack of new evidence brings the FBI investigation to an end&lt;br /&gt;
|-&lt;br /&gt;
|1995&lt;br /&gt;
|August 10th&lt;br /&gt;
|Delta Green M-Cell activates OPERATION ALICE and agents are inserted into the FBI investigation and sent to Wright&#039;s apartment to investigate.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=56</id>
		<title>User:GameMaster</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=56"/>
		<updated>2025-11-02T21:07:35Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 85%;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944 - September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944 - December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948 - April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950 - August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953 - February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960 - September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=55</id>
		<title>User:GameMaster</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=User:GameMaster&amp;diff=55"/>
		<updated>2025-11-02T21:04:13Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Created page with &amp;quot;This page contains events related to the campaign in chronological order.  {| class=&amp;quot;wikitable&amp;quot; |+ !Date !Event |- |1944 - September |Pvt Rouvin G Labolas logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence |- |1944 - December |Private Labolas is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge |- |1948 - April |Damien LeChance is allegedly killed by ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains events related to the campaign in chronological order.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|1944 - September&lt;br /&gt;
|[[Rouvin Labolas|Pvt Rouvin G Labolas]] logs (by hand) a strange transmission he received on his radio and reports it to US Army Intelligence&lt;br /&gt;
|-&lt;br /&gt;
|1944 - December&lt;br /&gt;
|[[Rouvin Labolas|Private Labolas]] is KIA at the Chateau De Portes in Reims, France during the Battle of the Bulge&lt;br /&gt;
|-&lt;br /&gt;
|1948 - April&lt;br /&gt;
|[[Damien LeChance]] is allegedly killed by [[Asa Daribondi]]&lt;br /&gt;
|-&lt;br /&gt;
|1950 - August&lt;br /&gt;
|A fire breaks out in [[Asa Darabondi]]&#039;s office on 3rd street in Portland, OR. Once extinguished, the body of [[Isabelle Sauer]] is found, dead from drowning next to a washtub filled with water.&lt;br /&gt;
|-&lt;br /&gt;
|1953 - February&lt;br /&gt;
|[[The Star Corporation]] purchases the Lundine estate (including the [[Macallister Building]])&lt;br /&gt;
|-&lt;br /&gt;
|1960 - September&lt;br /&gt;
|[[Asa Daribondi]] is declared legally dead by his mother, [[Miriam Daribondi]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=54</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=54"/>
		<updated>2025-11-02T20:44:17Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Abigail_Wright&amp;diff=52</id>
		<title>Abigail Wright</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Abigail_Wright&amp;diff=52"/>
		<updated>2025-11-02T20:34:12Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:68.Wright.png|thumb]]&lt;br /&gt;
Abigail Laura Wright is a 26-year-old resident of the [[McCallister Building]] who went missing around June 4, 1995. Before she went missing, she created many paintings of Portland, especially the Pioneer Courthouse Square. From December 1994 to January 1994, she had an art show at the [[Russo Lee Gallery]].&lt;br /&gt;
&lt;br /&gt;
== Investigation Prior to Operation: Alice ==&lt;br /&gt;
The Portland Police Department forced entry into Wright&#039;s apartment on June 4, 1995. Various odd objects were strewn about her apartment, including: artificial limbs, clothing, papers in various languages, and small electronics affixed to the walls and ceiling.&lt;br /&gt;
&lt;br /&gt;
In the Oregonian article from July 10,1995, Chief Detective [[Graham Giuradanda]] said that the PPD was no closer to locating Wright.&lt;br /&gt;
&lt;br /&gt;
On August 4, 1995, Wright&#039;s credit card was used at a gas station in Kennewick, Washington. Wright was unidentifiable from photographs, and they lacked surveillance footage. The investigation was reclassified as possible interstate abduction.&lt;br /&gt;
[[File:FBI Case File Wright.png|thumb|329x329px|FBI Case file on Wright.]]&lt;br /&gt;
[[File:68.NY-Post-Article.png|thumb|222x222px|The Oregonian article on Wright&#039;s disappearance.]]&lt;br /&gt;
The PPD also found a piece of paper with an õ̴̧̼̭͕͆̉̎̓̃͑͆̊͘̚̚ḑ̵͎̟̰͕̖͖̠͚̤̏͛̀̀̿̔̑̅͂͆̅͋̚͝͝d̸͔̫̼̣̟̜͌̒̓̂͆̊̏͛̓̓ ̵͓͆̂̉̓́̚ṡ̶̥̰̙̲͓̓̒̿͗̓̀̋̓̋̽̈́͘͠y̴̨̯̣͎͈̱̩̯̠͕̬͓̙͕̐͂̉́͂̐̚ͅm̶̧̬̘͓̭̃̕͘b̸͔̭͉͛̅͗̓̈͗̈́͆̀̒̈́̚͘o̴͈̟̹̓́̐̆̅͊̾̿̽͗̋l̴̨̹̻̫͉̼̦̝͍͍̮̘̈́͐̂͜ͅͅ drawn in gold ink.&lt;br /&gt;
&lt;br /&gt;
== First Interview with Thomas Manuel ==&lt;br /&gt;
According to resident [[Thomas Manuel]], Abigail moved to the sixth floor of the McCallister Building in May of 1995. To celebrate, she hosted a celebration in the smoking lounge on the fourth floor. Manuel reported that she had &amp;quot;moved on.&amp;quot; When questioned, Manuel reported that she was not missing.&lt;br /&gt;
&lt;br /&gt;
Manuel also reported that Wright had moved into the building in October of 1994.&lt;br /&gt;
&lt;br /&gt;
== Other Things Relevant to the Case ==&lt;br /&gt;
A receipt was found that said Abigail had paid her rent on July 3, 1995, nearly a whole month after her disappearance.&lt;br /&gt;
&lt;br /&gt;
Wright&#039;s apartment contains a radio that seems to work despite not being plugged in. It has played a section of a [[play]] that mentions Wright, various messages filled with static, the list of [[Asa Darabondi|Asa Darabondi&#039;s]] victims, and a clip of [[Lyra Laverna|Mystic&#039;s]] voice.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:67.Wright.png|A photo of Wright.&lt;br /&gt;
File:81.The-Receipt.png|Receipt of Wright&#039;s rent payment&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=36</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=36"/>
		<updated>2025-11-02T07:56:06Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and tinkerer who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Russell Orson]] - Secret Service agent&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Tobias Ripley]] - Starbucks Barista by day, hired hitman by night (or anytime, really)&lt;br /&gt;
== Player Bonds ==&lt;br /&gt;
[[Alicia Mansfield]] - 13 year old niece of [[Russell Orson]]&lt;br /&gt;
&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Basil Basingstoke]] - a Portland gun store owner and friend of [[Eloise Prior]]&lt;br /&gt;
&lt;br /&gt;
[[Cheddar]] - a plant of great importance&lt;br /&gt;
&lt;br /&gt;
[[Derek Smalls]] - a banker and longtime friend of Tobias Ripley&lt;br /&gt;
&lt;br /&gt;
[[Estelle Carmine]] - computer science major at Portland State University and roommate of [[Lyra Laverna]]&lt;br /&gt;
&lt;br /&gt;
[[Mark Horman]] - Lyra Laverna&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Ollie]] - Lyra&#039;s dog&lt;br /&gt;
&lt;br /&gt;
[[Richard Wake]] - Russel Orson&#039;s therapist&lt;br /&gt;
&lt;br /&gt;
[[Sarah Rowley]] - a nurse at OHSU&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
[[Vincent Oretga]] - barista and struggling actor.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
[[Asa Darabondi]] -  architect and child murderer&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Groups&amp;diff=35</id>
		<title>Groups</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Groups&amp;diff=35"/>
		<updated>2025-11-02T07:46:03Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[ARTLIFE]]&lt;br /&gt;
&lt;br /&gt;
[[Delta Green]]&lt;br /&gt;
&lt;br /&gt;
[[Saidin Dynamics]]&lt;br /&gt;
&lt;br /&gt;
[[SEER Corporation]]&lt;br /&gt;
&lt;br /&gt;
[[Star Corporation]]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=34</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Main_Page&amp;diff=34"/>
		<updated>2025-11-02T07:44:22Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Delta Green PDX Wiki&lt;br /&gt;
&lt;br /&gt;
== Encyclopedia ==&lt;br /&gt;
[[People]]&lt;br /&gt;
&lt;br /&gt;
[[Places]]&lt;br /&gt;
&lt;br /&gt;
[[Groups]]&lt;br /&gt;
&lt;br /&gt;
== Delta Green System ==&lt;br /&gt;
[https://drive.google.com/file/d/1CuqPxBf-F-3LTuJ-9GT8DBngMlbywgpL/view Rules Basics]&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=33</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=33"/>
		<updated>2025-05-29T04:04:52Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and gadgeteer / inventor who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Johnathan Doe]] - a mysterious lanky man befriended by [[Saxton Hale]].&lt;br /&gt;
&lt;br /&gt;
[[Lyra Laverna]] - an extremely intelligent computer science student at Portland State University.&lt;br /&gt;
&lt;br /&gt;
[[Saxton Hale]] - world renowned surgeon and teacher at OHSU whose magical abilities have given him a miraculous patient recovery rate.  Oh, he&#039;s also cursed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Characters ==&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=32</id>
		<title>People</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=People&amp;diff=32"/>
		<updated>2025-05-29T01:55:19Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Characters ==&lt;br /&gt;
[[Eloise Prior]] - ex-Private Investigator, [[Saidin Dynamics]] contractor, and current bodyguard and assistant to [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Jeremy Wagstaff]] - secretive billionaire owner of [[Saidin Dynamics]] (SaiDyn) and gadgeteer / inventor who runs a small shop on the first floor if the building he owns in downtown Portland instead of running his company.&lt;br /&gt;
&lt;br /&gt;
[[Johnathan Doe]] - a mysterious lanky man befriended by [[Saxton Hale]].&lt;br /&gt;
&lt;br /&gt;
[[Saxton Hale]] - world renowned surgeon and teacher at OHSU whose magical abilities have given him a miraculous patient recovery rate.  Oh, he&#039;s also cursed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Characters ==&lt;br /&gt;
[[Barbara MacArthur]] - elderly mother of [[Jeremy Wagstaff]].&lt;br /&gt;
&lt;br /&gt;
[[Isaac MacArthur]] - [DECEASED] ex-owner of [[Saidin Dynamics]] and father of [[Jeremy Wagstaff|Jeremy Wagstaff.]]&lt;br /&gt;
&lt;br /&gt;
[[Walter Ableman]] - Head of the research division at [[Saidin Dynamics]].&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Eloise_Prior&amp;diff=31</id>
		<title>Eloise Prior</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Eloise_Prior&amp;diff=31"/>
		<updated>2025-05-26T05:36:59Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This character is a current PC played by Erica.&#039;&#039;&lt;br /&gt;
[[File:U3357165971 female bodyguard driver in car --v 6.1 17d98d33-579e-460a-88b3-12cf687cf56d 0.png|thumb|Eloise Prior]]&lt;br /&gt;
Eloise Prior (born October 12th, 1991) is the Head of Security for [[Jeremy Wagstaff]], CEO of [[Saidin Dynamics]].&lt;br /&gt;
&lt;br /&gt;
== Private Investigator ==&lt;br /&gt;
In 2013, Prior began work as an independent investigator operating out of Vancouver, WA.  &lt;br /&gt;
&lt;br /&gt;
In 2019, while investigating a missing persons case, she was caught breaking and entering by Vancouver PD while gathering evidence from someone she suspected was involved in the kidnapping.&lt;br /&gt;
&lt;br /&gt;
Between her contacts in the police department and an extremely vigorous legal defense, Prior managed to plea down to Criminal Trespass in the Second Degree (a misdemeanor), and a fine.&lt;br /&gt;
&lt;br /&gt;
While this avoided jail time, Prior was forced to abandon her Private Investigation business and relocated to Oregon soon after.&lt;br /&gt;
&lt;br /&gt;
== Saidin Dynamics ==&lt;br /&gt;
In 2020, Prior answered an ad in The Oregonian for civilian defense contract work with [[Saidin Dynamics]].  During basic training, she was identified as a highly skilled negotiator and rifleman.  [[Walter Ableman]] (head of research and development at the company) took notice, and convinced [[Jeremy Wagstaff]] to hire her as his personal bodyguard.&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Rules_Basics&amp;diff=30</id>
		<title>Rules Basics</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Rules_Basics&amp;diff=30"/>
		<updated>2025-05-26T01:50:21Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference section for both the basic rules as well as house rules.&lt;br /&gt;
&lt;br /&gt;
== Success Rolls ==&lt;br /&gt;
A success roll means to roll 3d6 against a particular target, be it skill value, stat, or other special value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: to stop a heavy door, you might need to make a &#039;&#039;success roll&#039;&#039; against strength (ST). If your character has a strength of 12, any roll on 3d6 of 12 or less would be considered a success.&lt;br /&gt;
&lt;br /&gt;
Note that some difficult tasks may impose a penalty (e.g. -2) and some easy tasks may grant a bonus (e.g. +2).  These apply to the target of the roll.  Stopping a particularly heavy door may require a success roll against ST-2.  If your ST was 12, then the target would be 12 - 2 = 10.  Any roll of 10 or less would be a success.&lt;br /&gt;
&lt;br /&gt;
== Contest Rolls ==&lt;br /&gt;
When two people are in conflict, a Contest Roll is used.  In this case, each person makes a roll against a skill, and then the two &amp;quot;levels of success&amp;quot; are compared.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: &#039;&#039;a thief is attempting to sneak past a guard.  The two must roll a Contest between the thief&#039;s Sneak and the Guard&#039;s Perception.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In this case, the thief&#039;s Sneak is 14, and he rolls a 12.  A success by 2pts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The guard rolls a 14 against his 15 perception. A success by 1pt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The thief wins the contest (he succeeded by more than the guard), so he wins the contest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
=== The Combat Round ===&lt;br /&gt;
Combat rounds are one second and proceed in &amp;quot;initiative&amp;quot; order.  Each character chooses one maneuver to perform.&lt;br /&gt;
&lt;br /&gt;
=== Turn Sequence ===&lt;br /&gt;
This is determined by the &amp;quot;Speed&amp;quot; stat of each character and does not change during combat.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
These are the actions you can perform each round of combat.&lt;br /&gt;
&lt;br /&gt;
=== Do Nothing ===&lt;br /&gt;
The character sits around, stands still, or otherwise does nothing for a round.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
The character moves a number of yards up to your &amp;quot;Move&amp;quot; stat.&lt;br /&gt;
&lt;br /&gt;
=== Aim ===&lt;br /&gt;
&#039;&#039;This is a full-turn maneuver&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a weapon and a target and spend the entire turn aiming the weapon at that target.  At the end of your turn, you can add the weapon&#039;s Acc to your skill to hit the specified enemy.  Bracing the weapon gives an additional +1 to hit.&lt;br /&gt;
&lt;br /&gt;
If you Aim for more than one second (round), you get a bonus to your Aim.  +1 for two seconds, +2 for three (or more) seconds.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
This is the basic attack maneuver for melee, ranged, and other basic attacks.  You make make one square of movement during an attack action (a &amp;quot;step&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Feint ===&lt;br /&gt;
Spend your turn and make a &amp;quot;false&amp;quot; attack with the intent to trick the opponent.  This maneuver can only be performed with a melee weapon, and the target must be in range.&lt;br /&gt;
&lt;br /&gt;
Roll a Contest of melee weapon skills with the target.  If you win the contest, add the difference in win margins to your next attack roll against the target.&lt;br /&gt;
&lt;br /&gt;
=== All-Out Attack ===&lt;br /&gt;
Make an attack against a foe foregoing all efforts to defend yourself.  When you make this maneuver, you must choose which version you are using:&lt;br /&gt;
&lt;br /&gt;
* Determined: one attack at +4 to hit&lt;br /&gt;
* Double: make two attacks if you have two readied weapons or one that does not require readying after an attack.  Note that off-hand weapons take a -4 penalty to hit unless you&#039;ve got Ambidexterity&lt;br /&gt;
* Feint: Make a feint and then an attack&lt;br /&gt;
* Strong: make a single attack and get +2 to damage, or +1 damage per die (whichever is better)&lt;br /&gt;
* Determined (Ranged): a single attack at +1 to hit&lt;br /&gt;
&lt;br /&gt;
=== Charge (Move and Attack) ===&lt;br /&gt;
Move as per the &amp;quot;Move&amp;quot; maneuver above, and then make a poorly aimed, wild swing.  For ranged, this means you lose all aim bonuses and take -2 to your skill.  For melee, any attack other than a Slam gets a -4 to effective skill, and the total cannot exceed 9.&lt;br /&gt;
&lt;br /&gt;
=== All-Out Defense ===&lt;br /&gt;
Forego all attacks and focus solely on defending yourself.  You must choose one:&lt;br /&gt;
&lt;br /&gt;
* Increased Defense: +2 to one active defense of your choice until your next turn&lt;br /&gt;
* Double Defense: allows you to use two active defenses against a single attack (e.g. if you fail to block an attack, you can attempt to dodge)&lt;br /&gt;
&lt;br /&gt;
=== Concentrate ===&lt;br /&gt;
Focus on one mental task that may have some small physical component.  Operating a computer, commanding and leading an army, casting a spell, etc.&lt;br /&gt;
&lt;br /&gt;
=== Ready ===&lt;br /&gt;
This maneuver is a catch-all for small thing you may want to do on your turn:&lt;br /&gt;
&lt;br /&gt;
* Draw a weapon from a scabbard or holster&lt;br /&gt;
* Grab a potion from a belt&lt;br /&gt;
* Drink a potion&lt;br /&gt;
* Flip a switch&lt;br /&gt;
* Other, long-term actions: pick a lock, hack a computer, etc&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Rules_Basics&amp;diff=29</id>
		<title>Rules Basics</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Rules_Basics&amp;diff=29"/>
		<updated>2025-05-25T10:50:42Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: Created page with &amp;quot;This is a reference section for both the basic rules as well as house rules.  == GURPS Official Rules / Reference ==  === Success Rolls === A success roll means to roll 3d6 against a particular target, be it skill value, stat, or other special value.  &amp;#039;&amp;#039;Example&amp;#039;&amp;#039;: to stop a heavy door, you might need to make a &amp;#039;&amp;#039;success roll&amp;#039;&amp;#039; against strength (ST). If your character has a strength of 12, any roll on 3d6 of 12 or less would be considered a success.  Note that some diffic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a reference section for both the basic rules as well as house rules.&lt;br /&gt;
&lt;br /&gt;
== GURPS Official Rules / Reference ==&lt;br /&gt;
&lt;br /&gt;
=== Success Rolls ===&lt;br /&gt;
A success roll means to roll 3d6 against a particular target, be it skill value, stat, or other special value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example&#039;&#039;: to stop a heavy door, you might need to make a &#039;&#039;success roll&#039;&#039; against strength (ST). If your character has a strength of 12, any roll on 3d6 of 12 or less would be considered a success.&lt;br /&gt;
&lt;br /&gt;
Note that some difficult tasks may impose a penalty (e.g. -2) and some easy tasks may grant a bonus (e.g. +2).  These apply to the target of the roll.  Stopping a particularly heavy door may require a success roll against ST-2.  If your ST was 12, then the target would be 12 - 2 = 10.  Any roll of 10 or less would be a success.&lt;br /&gt;
&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
	<entry>
		<id>https://r2dan2.com/pdxwiki/index.php?title=Probability_Table&amp;diff=28</id>
		<title>Probability Table</title>
		<link rel="alternate" type="text/html" href="https://r2dan2.com/pdxwiki/index.php?title=Probability_Table&amp;diff=28"/>
		<updated>2025-05-25T10:30:55Z</updated>

		<summary type="html">&lt;p&gt;GameMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because GURPS uses 3d6, understanding the probability of rolling under a target can be non-intuitive, especially when coming from other RPG systems.&lt;br /&gt;
&lt;br /&gt;
To that end, here is a table showing you the likelihood of rolling &#039;&#039;at or below&#039;&#039; a target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!#&lt;br /&gt;
!Success&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|0.46%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|1.85%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|4.62%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|9.25%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|16.2%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|25.92%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|37.5%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|62.5%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|74.07%&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|83.79%&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|90.74%&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|95.37%&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|98.14%&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|99.53%&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|100%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GameMaster</name></author>
	</entry>
</feed>