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Agent Sheet
This page explains the Agent sheet. Player characters should always use it, and it can also be used for complex NPCs instead of the NPC sheet.
Important
All Delta Green sheets are designed for use with the Light application theme ("Settings > Configure Settings > Core > User Interface > Applications > Light"). The Dark theme is not currently supported.
The Agent sheet is divided into several tabs.

The front panel keeps important rolls accessible while you browse other tabs.
- Agent Image: Click the picture to upload your own.
- Agent: Enter the Agent's name.
- PROFESSION (Rank): Enter the Agent's profession.
In the stat array you can view and manage the Agent's statistics. Clicking a stat (e.g. STR) rolls that score ×5, as per the rules.
To edit a statistic, overwrite the number directly or hover over the stat area to reveal the edit button:
In the following menu, you can add distinguishing features — for example, an Agent with high INT might be a diligent student.
The system automatically calculates most values on the sheet, including maximum HP, WP, and SAN.
- HP: Current (left) and maximum (right) HP. The number next to the shield icon is the Agent's armor rating (the combined rating of all equipped Armor items).
- WP: Current (left) and maximum (right) Willpower Points.
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SAN: Current (left) and maximum (right) Sanity. Click
SANto roll:
Click Roll Luck will send to chat a d100 test and if you roll beneath a 50 your luck roll succeeds.
In this part of the front panel you'll find the sanity and rest part of the sheet both with their respective tabs.
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Breaking Point: TheBreaking Pointis auto-calculated as current SAN minus POW. When a breaking point is reached, click the button to reset it to the new value based on your current SAN/POW stats. Resetting also clears any Adaption marks if fewer than three are set. -
Adaptions: Mark up to threeSANlosses caused by violence or helplessness. Once all three are marked, the Agent is considered adapted to that type of sanity check. This does not automatically roll or update statistics; changes must be applied manually.
The rest panel deals with exhaustion, rest and stimulant usage.
Trigger Exhaustion applies the Agent’s exhaustion penalty when needed. Clicking it opens a dialog where you enter the amount of exhaustion and make the required Willpower loss roll.
Once rolled, the penalty remains in effect until the Agent takes a full rest. An active effect also enforces the penalty until it is removed, either automatically or manually through the effects tab.
If a penalty occurs it will display in the penalty box, this will be generated via active effect.
This box will be ticked if you roll on stimulants which will not remove the penalty but temporarily halt it more on that later see stimulants.
Clicking rest will clear any exhaustion, roll your 1d6 will power recovery into the chat and automatically add that back to the Agent’s WP score.
Clicking Stimulants opens a menu where you choose between regular stimulants and hard drugs. Regular stimulants suppress exhaustion for 1d6 hours; hard drugs suppress it for 2d6 hours.
Both options roll in chat, create an active effect to track the duration, and toggle exhaustion suppression for the rolled time.
The Skills tab lists a Agent’s skill proficiencies. By default, skills appear in alphabetical rows; enabling Sort Skills by Column in the system settings reorganizes them into alphabetical columns.
- Click a skill name to roll a d100 test against its rating.
- The second column displays the skill rating (percentage).
- The third column contains failure checkboxes; ticking a box and clicking
Apply Skill Improvementsincreases all checked skills by the configured Default Skill Improvement Roll (default +1d4%).
Note
You can enable automatic skill marking in the Automation menu, see Auto-Mark Skill Failure.
Use Add Typed/Custom Skill to create skills in the categories Art, Craft, Foreign Language, Military Science, Pilot, Science, or Other. When adding such a skill, you specify the category and a custom subtype; the skill then appears under that category with the subtype shown in brackets (e.g., “Art (Painting)”).
Clicking Add Special Training opens a dialog to enter the training’s name. This can be a stat-specific training, a sub-specialty for a skill, or an addition to an existing custom skill.
Clicking this button will enable the custom typed skills for you to edit them accordingly.
Clicking Apply Skill Improvements improves all ticked skills by the Default Skill Improvement Roll (default +1d4%) defined in the system settings. In the following dialog click Apply to confirm the changes.
Note
You can enable automatic skill marking in the Automation menu, see Auto-Mark Skill Failure.
A chat card displays the results.
If you have penalties such as exhaustion it will display the skills as red and you can see its calculation if you hover over with the tooltips on. this will look like so:
The combat tab contains active weapons, armor and any injuries outstanding. The procedure for rolling weapons is to roll the relevant skill first, then roll the damage value if it succeeds.
if you click this button in this mode it will organise by alphabetical:
in this mode you cant move anything around as its automatically sorted into alphabetical order.
if you click the button again it will be sorted into manual order. i.e you can move them around at your choosing via dragging each weapon.
clicking this button will open up a secondary menu that will pull two options from the compendium that contains the free options for melee weapons and firearms.
this can be seen as a quicker way to import most popular weapons from the need to know free source compendium built into the system.
This section lists the Agent’s Weapon items, showing each weapon’s name, Damage/Lethality, and Armor Piercing value.
- Weapon Name: Shows the weapon’s name and type icon. Click the dice button to roll an attack against the linked skill or statistic (see Weapons). Example: a Medium Pistol uses Firearms.
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Damage/Lethality: Displays the weapon’s damage and lethality values. Click the dice button to roll damage.
- If a weapon has both damage and lethality (e.g., submachine guns), the system prompts you to choose which to roll.
- Armor Piercing: The Armor Piercing value appears on damage chat cards but is not applied automatically.
If a weapon has both damage and lethality (e.g., submachine guns), the system prompts you to choose which to roll:
Once Roll Lethality is selected the result will look like this:
Clicking this button will add a blank weapon like so :
Click the edit icon to customise the weapon's properties, or the trashcan to delete it from the Actor's sheet. For more information about the available options, see Weapons.
This area displays the Agent's Armor items, their armor rating, and equipped status. Equipped armor is indicated on chat cards.
Select this button to switch between alphabetical and manual sorting. Manual sorting lets you drag items into any order.
This icon will help you add armor from the need to know compendium as seen here:
the + Add button will add a new blank piece of armor
Click the edit icon to customise the armor's properties, or the trashcan to delete it from the Actor's sheet. For more information about the available options, see Armor.
Record and describe your injuries here. Has no mechanical effect.
This tab stores all of an Agent's equipment. For the Handler, it is divided into three sections: Other Gear, Tomes, and Rituals. Depending on the Show HyperGeometry Settings, players may only see Other Gear.
Each section shows the item's name and equipped status. You can:
- Sort items alphabetically or manually (drag-and-drop).
- Add a new blank item or drag an item from a compendium.
- Delete items from the Actor.
For details on each item type, see Gear, Tomes, and Rituals.
The Psychological tab shows the Agent's Bonds, Motivations, and Disorders. These have no mechanical effect on their own, but Active Effects attached to them can affect the Agent:
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Bonds: No mechanical effect. Do not add Active Effects – they would apply directly to the Agent. Adjust the Bonds score on the sheet with
-or+. - Motivations: Active Effects have no effect.
- Disorders: Active Effects activate automatically during an Acute Episode (toggled by the Acute Episode checkbox).
The Personal tab displays personal information about the Agent. It has no mechanical effect.
The Effects tab shows all Active Effects influencing the Agent – directly or through an item, temporarily or permanently. For details, see Active Effects.
Getting Started
- System Settings
- Agent Sheet
- Agent creation
- Rolling dice
- Combat
- Sanity
- Hypergeometry
- Items
- NPC
- Vehicles
Advanced Usage