GM Whisper
Global Modifier
general
agent NPC Handler
Character creation bonds
breaking point stats skills equipment reset all
Modifiers
none low willpower zero willpower
Aim
<_modifierFlag> Shift Key Ctrl Key Alt Key Meta Key No Key Global Modifier
Automations
Allow Reaction
Track Bullets
Track Disorder Triggers
Track Breaking Points
Experimental
Use New Motivation
Use Advanced Weapons

name and description

name:

description:

/

sources of information

HP

WP

BP

/
/
/
/

"armor, skills, abilities, and other notes

skills.inner-main

general

extra

all skills

foriegn languages and other skills:

equipment

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

abilities

weapons

skill %

base range

damage

armor piercing

lethality %

kill radius

ammo

rituals

skill %

sanity cost

HP cost

WP cost

POW cost

complexity

activation time

extra

/ /

remarks

personal data

1. last name, first name (and alias or code name if applicable)

2. profession (rank if applicable)

3. employer

4. nationality and residence

5. sex

6. age and d.o.b.

7. education and occupational history

statistical data

8. statistics

score

×5

distinguishing features

9. derived attributes

maximum

current

hit points

HP
?

Dead (0HP):An Agent at 0 HP is dead. Sometimes it’s possible to resuscitate a dead character. If the Handler says resuscitation is possible, someone must make a First Aid test.

Unconscious (1HP-2HP):An Agent whose HP hits 1 or 2 falls unconscious. An unconscious Agent is helpless and can be killed with a single attack without having to roll. At 3 HP or more (or after an hour passes), the Agent regains consciousness.

Any time your Agent is reduced to 2 or fewer HP, make a CON×5 test. Failure indicates permanent injury.

Normal (3HP-MaxHP)

Extra Point (> MaxHP):An Agent can more than the maximum HP through unnatural means.

willpower points

WP
?

Lose Control (0 WP):An Agent at 0 WP cannot succeed at any tests, including SAN tests. Sooner or later the Agent falls asleep, regardless of any disorders or stimulants, long enough to regain WP.

Emotional Breakdown (1WP-2WP):An Agent whose WP hits 1 or 2 has an emotional breakdown. The Agent suffers a −20% penalty to all actions until WP rises above 2.

Normal (3WP-MaxWP)

Extra Point (> MaxWP):An Agent can get more than the maximum WP through unnatural means.

breaking point

BP
%

10. physical description

psychological data

11. bonds

score

Check a damaged Bond’s box until the next Home scene ends.

12. motivations and mental disorders

13. incidents of san loss without going insane

violence

adapted

helplessness

adapted

applicable skill sets

foriegn languages and other skills:

Check a box when you attempt to use a skill and fail. After the session, add 1d4 to each checked skill and erase all checks.
→

injuries

14. wounds and ailments

Has First Aid been attempted since the last injury? yes: only Medicine, Surgery, or long-term rest can help further.

equipment

15. armor and gear

Body armor reduces the damage of all attacks except Called Shots and successful Lethality rolls.

16. weapons

skill %

base range

damage

armor piercing

lethality %

kill radius

ammo

16b. rituals

skill %

sanity cost

HP cost

WP cost

POW cost

complexity

activation time

extra

/ /

remarks

17. personal details and notes

18. developments which affect home and family

19. special training

skill or stat used

Please indicate why this agent was recruited and why the agent agreed to be recruited.

20. authorizing officer

21. agent signature

DDunited states form315top secret//orcon//special access required delta green agent documenation sheet 112382

Agents Summary

Agent

HP

WP

SAN

STR

CON

DEX

INT

POW

CHA

BP

Violence

Helplessness

{{#^rollTotal() local_wp 0}}{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}){{/subheader}}

{{/header}} {{/^rollTotal() local_wp 0}} {{#rollTotal() local_wp 0}}{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{/header}}{{/rollTotal() local_wp 0}}
{{#^rollTotal() local_wp 0}}
{{score}}→ {{computed::score}}
willpower:{{local_wp}}→ {{computed::local_wp}}
{{#projection}}
{{#^rollGreater() dice local_wp}}{{dice}} SAN{{/^rollGreater() dice local_wp}} {{#rollGreater() dice local_wp}}{{local_wp}} SAN{{/rollGreater() dice local_wp}}
{{/projection}} {{#rollTotal() computed::zerowp 1}}
repression automatically fail at 0 willpower.
{{/rollTotal() computed::zerowp 1}} {{/^rollTotal() local_wp 0}} {{#rollTotal() local_wp 0}}
projection fails at 0 willpower.
{{/rollTotal() local_wp 0}}
{{#^rollTotal() computed::zerowp 1}} {{#repression}}
{{repress}}
{{/repression}} {{/^rollTotal() computed::zerowp 1}}
{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}){{/subheader}}

{{/header}}
{{#has_strength_score}}

{{strength_score_cost}}STR
{{strength_score}}→ {{computed::strength_score_cost}}
{{/has_strength_score}} {{#has_constitution_score}}

{{constitution_score_cost}}CON
{{constitution_score}}→ {{computed::constitution_score_cost}}
{{/has_constitution_score}} {{#has_dexterity_score}}

{{dexterity_score_cost}}DEX
{{dexterity_score}}→ {{computed::dexterity_score_cost}}
{{/has_dexterity_score}} {{#has_intelligence_score}}

{{intelligence_score_cost}}INT
{{intelligence_score}}→ {{computed::intelligence_score_cost}}
{{/has_intelligence_score}} {{#has_charisma_score}}

{{charisma_score_cost}}CHA
{{charisma_score}}→ {{computed::charisma_score_cost}}
{{/has_charisma_score}} {{#has_power_score}}

{{power_score_cost}}POW
{{power_score}}→ {{computed::power_score_cost}}
{{/has_power_score}} {{#has_hit_points}}

{{hit_points_cost}}HP
{{hit_points}}→ {{computed::hit_points_cost}}
{{/has_hit_points}} {{#has_willpower_points}}

{{willpower_points_cost}}WP
{{willpower_points}}→ {{computed::willpower_points_cost}}
{{/has_willpower_points}} {{#has_sanity_points}}

{{sanity_points_cost}}SAN
{{sanity_points}}→ {{computed::sanity_points_cost}}
{{/has_sanity_points}}
{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}%){{/subheader}}

{{/header}} {{#description}}
{{description}}

.

{{/description}}
{{#rollTotal() flawed_ritual 1}}
-20%
modifier: {{computed::modifier}}%
{{/rollTotal() flawed_ritual 1}} {{#^rollTotal() flawed_ritual 1}} {{#^rollTotal() modifier 0}}
modifier: {{modifier}}%
{{/^rollTotal() modifier 0}} {{/^rollTotal() flawed_ritual 1}}
{{dice}}

ritual cost

{{#willpower_points_cost}}
{{willpower_points_cost}}
{{/willpower_points_cost}} {{#hit_points_cost}}
{{hit_points_cost}}
{{/hit_points_cost}} {{#strength_score_cost}}
{{strength_score_cost}}
{{/strength_score_cost}} {{#constitution_score_cost}}
{{constitution_score_cost}}
{{/constitution_score_cost}} {{#dexterity_score_cost}}
{{dexterity_score_cost}}
{{/dexterity_score_cost}} {{#intelligence_score_cost}}
{{intelligence_score_cost}}
{{/intelligence_score_cost}} {{#charisma_score_cost}}
{{charisma_score_cost}}
{{/charisma_score_cost}} {{#power_score_cost}}
{{power_score_cost}}
{{/power_score_cost}} {{#rollTotal() computed::isSuccess 1}}
:{{sanity_loss_failure}}
{{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 0}}
:{{sanity_loss_success}}/{{sanity_loss_failure}}
{{/rollTotal() computed::isSuccess 0}}

outcome

{{#rollTotal() computed::isSuccess 1}}
success
{{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 0}}
failure
{{/rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isSuccess 1}}
{{pay_cost}}
{{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 0}}
{{accept_failure}}
{{reject_failure}}
{{/rollTotal() computed::isSuccess 0}}{{#attack_button}}

{{attack_button}}
{{/attack_button}}{{#heal_button}}

{{heal_button}}
{{/heal_button}}
{{#power_button}}
{{power_button}}
{{/power_button}}
{{#damage}}{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}){{/subheader}}

{{/header}} {{/damage}} {{#lethality_percent}}{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}%){{/subheader}}

{{/header}} {{/lethality_percent}}
{{#damage}}
{{#^rollTotal() isHealing 0}} {{target_stat}}:{{/^rollTotal() isHealing 0}} {{#rollTotal() isHealing 0}}damage:{{/rollTotal() isHealing 0}}{{damage}}
{{/damage}} {{#lethality_percent}}
{{roll}}%
{{#^rollTotal() isHealing 1}}
{{#^rollGreater() roll lethality_percent}}kill{{/^rollGreater() roll lethality_percent}} {{#rollGreater() roll lethality_percent}}damage {{/rollGreater() roll lethality_percent}}
{{/^rollTotal() isHealing 1}} {{#rollTotal() isHealing 1}} {{#^rollGreater() roll lethality_percent}}
{{target_stat}}:{{lethality_percent}}
{{/^rollGreater() roll lethality_percent}} {{/rollTotal() isHealing 1}} {{#rollGreater() roll lethality_percent}}
{{#^rollTotal() isHealing 0}} {{target_stat}}:{{/^rollTotal() isHealing 0}} {{#rollTotal() isHealing 0}}damage:{{/rollTotal() isHealing 0}}{{computed::roll}}
{{/rollGreater() roll lethality_percent}}{{#rollTotal() isHealing 0}}
huge target:{{lethality_percent}}
{{/rollTotal() isHealing 0}}{{/lethality_percent}}{{#rollTotal() trackbullets 1}}
{{current_ammo}}→ {{computed::current_ammo}}
{{/rollTotal() trackbullets 1}}
{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}){{/subheader}}

{{/header}}
{{#description}}
{{description}}
{{/description}}
success:
{{success_roll}}
failure:
{{failure_roll}}

{{sanity_type}}

{{#name}}

{{name}}

{{/name}} {{#header}}

{{header}}

{{#target_unit}}

{{target_unit}}

{{/target_unit}}

{{#subheader}}({{subheader}}%){{/subheader}}

{{/header}} {{#rollTotal() computed::zero_willpower 1}}
Actions automatically fail at 0 willpower.
failure
{{/rollTotal() computed::zero_willpower 1}} {{#rollTotal() computed::low_willpower 1}}
{{#^rollTotal() computed::modifier 0}}{{#rollTotal() computed::blast_radius 1}}
blast radius: +20%
{{/rollTotal() computed::blast_radius 1}} {{#rollTotal() computed::isShotgun 1}}
shotgun: +20%
{{/rollTotal() computed::isShotgun 1}} {{#rollTotal() computed::accessories 1}}
{{accessory_name}}:{{#rollGreater() computed::accessory_modifier 0}} {{accessory_modifier}}{{/rollGreater() computed::accessory_modifier 0}} {{#rollLess() computed::accessory_modifier 0}}{{accessory_modifier}}{{/rollLess() computed::accessory_modifier 0}}
{{/rollTotal() computed::accessories 1}}
modifier:{{#rollGreater() computed::modifier 0}}{{computed::modifier}}{{/rollGreater() computed::modifier 0}} {{#rollLess() computed::modifier 0}}{{computed::modifier}}{{/rollLess() computed::modifier 0}}
{{/^rollTotal() computed::modifier 0}}{{#base_range}}
base range: {{base_range}}
{{/base_range}} {{#armor_piercing}}
armor piercing:{{armor_piercing}}
{{/armor_piercing}} {{#kill_radius}}
armor piercing:{{kill_radius}}
{{/kill_radius}}
{{dice}}
{{#rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isCritical 1}}
critical
{{/rollTotal() computed::isCritical 1}} {{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isCritical 0}}
success
{{/rollTotal() computed::isCritical 0}} {{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isCritical 1}}
fumble
{{/rollTotal() computed::isCritical 1}} {{/rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isCritical 0}}
failure
{{/rollTotal() computed::isCritical 0}} {{/rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isSuccess 1}}{{#wammo}}{{#damage}}
{{#rollTotal() computed::isCritical 0}}
{{damage}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{damage_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/damage}}{{#double_barrel}}
{{#rollTotal() computed::isCritical 0}}
{{double_barrel}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{double_barrel_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/double_barrel}}{{#lethality_percent}}
{{#rollTotal() computed::isCritical 0}}
{{lethality_percent}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{lethality_percent_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/lethality_percent}}{{/wammo}} {{#noammo}} {{#damage}}
{{#rollTotal() computed::isCritical 0}}
{{voiddamage}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voiddamage_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/damage}}{{#double_barrel}}
{{#rollTotal() computed::isCritical 0}}
{{voiddouble_barrel}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voiddouble_barrel_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/double_barrel}}{{#lethality_percent}}
{{#rollTotal() computed::isCritical 0}}
{{voidlethality_percent}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voidlethality_percent_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/lethality_percent}}{{/noammo}} {{#selfire_wammo}}{{#selective_fire}}
{{#rollTotal() computed::isCritical 0}}
{{selective_fire}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{selective_fire_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/selective_fire}}{{/selfire_wammo}} {{#selfire_noammo}}{{#selective_fire}}
{{#rollTotal() computed::isCritical 0}}
{{voidselective_fire}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voidselective_fire_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/selective_fire}}{{/selfire_noammo}}{{/rollTotal() computed::isSuccess 1}}
{{/rollTotal() computed::low_willpower 1}} {{#rollTotal() computed::low_willpower 0}} {{#rollTotal() computed::zero_willpower 0}}
{{#^rollTotal() computed::modifier 0}}{{#rollTotal() computed::blast_radius 1}}
blast radius: +20%
{{/rollTotal() computed::blast_radius 1}} {{#rollTotal() computed::isShotgun 1}}
shotgun: +20%
{{/rollTotal() computed::isShotgun 1}} {{#rollTotal() computed::accessories 1}}
{{accessory_name}}:{{#rollGreater() computed::accessory_modifier 0}} {{accessory_modifier}}{{/rollGreater() computed::accessory_modifier 0}} {{#rollLess() computed::accessory_modifier 0}}{{accessory_modifier}}{{/rollLess() computed::accessory_modifier 0}}
{{/rollTotal() computed::accessories 1}}
modifier:{{#rollGreater() computed::modifier 0}}{{computed::modifier}}{{/rollGreater() computed::modifier 0}} {{#rollLess() computed::modifier 0}}{{computed::modifier}}{{/rollLess() computed::modifier 0}}
{{/^rollTotal() computed::modifier 0}}
{{dice}}
{{#rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isCritical 1}}
critical
{{/rollTotal() computed::isCritical 1}} {{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isCritical 0}}
success
{{/rollTotal() computed::isCritical 0}} {{/rollTotal() computed::isSuccess 1}} {{#rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isCritical 1}}
fumble
{{/rollTotal() computed::isCritical 1}} {{/rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isCritical 0}}
failure
{{/rollTotal() computed::isCritical 0}} {{/rollTotal() computed::isSuccess 0}} {{#rollTotal() computed::isSuccess 1}}{{#wammo}}{{#damage}}
{{#rollTotal() computed::isCritical 0}}
{{damage}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{damage_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/damage}}{{#double_barrel}}
{{#rollTotal() computed::isCritical 0}}
{{double_barrel}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{double_barrel_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/double_barrel}}{{#lethality_percent}}
{{#rollTotal() computed::isCritical 0}}
{{lethality_percent}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{lethality_percent_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/lethality_percent}}{{/wammo}} {{#noammo}} {{#damage}}
{{#rollTotal() computed::isCritical 0}}
{{voiddamage}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voiddamage_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/damage}}{{#double_barrel}}
{{#rollTotal() computed::isCritical 0}}
{{voiddouble_barrel}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voiddouble_barrel_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/double_barrel}}{{#lethality_percent}}
{{#rollTotal() computed::isCritical 0}}
{{voidlethality_percent}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voidlethality_percent_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/lethality_percent}}{{/noammo}} {{#selfire_wammo}}{{#selective_fire}}
{{#rollTotal() computed::isCritical 0}}
{{selective_fire}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{selective_fire_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/selective_fire}}{{/selfire_wammo}} {{#selfire_noammo}}{{#selective_fire}}
{{#rollTotal() computed::isCritical 0}}
{{voidselective_fire}}
{{/rollTotal() computed::isCritical 0}} {{#rollTotal() computed::isCritical 1}}
{{voidselective_fire_critical}}
{{/rollTotal() computed::isCritical 1}}
{{/selective_fire}}{{/selfire_noammo}}{{/rollTotal() computed::isSuccess 1}}
{{/rollTotal() computed::zero_willpower 0}} {{/rollTotal() computed::low_willpower 0}}
{{#ritual}} {{/ritual}}