Home Pursuits
These are the options for each available "Home pursuit. Note that during the "intervening time skip" 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 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.
- There are additional effects for "Stay on the Case"
Fulfill Responsibilities
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
Back to Nature
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.
Establish A New Bond
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
Go to Therapy
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.
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.
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.
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).
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.
Therapy cannot increase SAN beyond the Agent’s POW×5.
Improve Skills or Stats
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.
Personal Motivation
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
Special Training
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.
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.
Examples of Special Training
- Parachuting (Athletics or DEX)
- Skiing (Athletics)
- SCUBA gear (Swim)
- An exotic hand weapon (Melee Weapons)
- An exotic pistol or rifle (Firearms)
- Hand grenades (Athletics)
- Deep knowledge of a subculture (INT)
- Lockpicks (DEX)
- Electronic security systems (INT)
- Inside knowledge of a conspiracy (Criminology)
- Fluency in a rare dialect (Foreign Language)
- Black markets (Criminology or CHA)
Stay on the Case
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.
Study the Unnatural
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