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Items
Items are the components with which you can create and equip actors in Foundry. They can be created in the Items Directory or directly on actor sheets, and they can be dragged between both locations for easy sharing.
The Delta Green system already includes some items (Weapons and Armor). More items are available in the Delta Green Agent's Handbook for Foundry VTT.
You can create items either in the Items Directory or directly on the character sheet.
For Handlers, it is recommended to create items in the Items Directory before adding them to a character sheet. This offers several advantages:
- Items can be easily reused across multiple actors via drag and drop.
- They can be organized efficiently using folders.
Players likely do not have the permissions needed to create items in the Items Directory. In that case, create items for an individual character directly on the sheet.
You can save an item on a character’s sheet to the Items Directory in the sidebar simply by dragging and dropping it to the Items Directory. This makes a copy of the item which can then be dragged to other character sheets when needed.
Action items are currently not used by the system.
Armor covers all items with an Armor Rating, such as protective armor and helmets.
- Name: The item's name.
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Expense: Select one of the following:
N/A or None,Incidental,Standard,Unusual,Major, orExtreme. - Equipped: Indicates whether the armor is equipped. Equipped items apply their Active Effects to the actor. See Active Effects.
- Armor Rating: The item's Armor Rating. Has no mechanical effect.
- Description: A description of the armor.
- Effects: Active Effects can be attached to an item. Equipped items apply their Active Effects to the actor. See Active Effects.
A Bond consists of the following fields:
- Name: The name of the Bond.
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Score: Represents the strength of the relationship between the agent and the Bond. A higher score indicates a stronger relationship. The
Scorecannot exceed theMaxvalue and is automatically reduced whenMaxdecreases. -
Max (Read-only): The maximum value the
Scorecan reach. It is set automatically to the Agent's Charisma. - Relationship: The Agent's relationship with the Bond.
- Description/Developments: Additional details about the Bond.
Important
Bonds have no mechanical effect. Do not add Active Effects to them, as they will be applied directly to the Agent.
See Active Effects.
Gear covers all types of equipment other than Armor and Weapons.
- Name: The item's name.
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Expense: Select one of the following:
N/A or None,Incidental,Standard,Unusual,Major, orExtreme. - Equipped: Indicates whether the item is equipped. Equipped items apply their Active Effects to the actor. See Active Effects.
- Description: A description of the item.
- Effects: Active Effects can be attached to an item. Equipped items apply their Active Effects to the actor. See Active Effects.
Motivation items are used to track an Agent's motivations and disorders.
- Motivation: The name of the Motivation.
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Is Disorder: Check when an Agent's SAN reaches the Breaking Point. The Motivation then becomes a new mental disorder. When checked, the fields
Disorder,Acute Episode, andDisorder has been "Cured"appear on the item. - Disorder: The name of the disorder.
- Acute Episode: Check if the Agent is having an acute episode.
- Disorder has been "Cured": Check if the disorder has been cured.
- Description/Notes: Details about the Motivation or disorder.
- Effects: Active Effects on Motivations have no effect. On Disorders, they activate automatically during an Acute Episode (toggled by the Acute Episode checkbox).
Profession items are required for the Agent Creation Wizard. A Profession includes the following fields:
- Profession Name: The name of the profession.
- Bonds: The number of bond slots granted (1–5).
- Description: Details about the profession; compendium entries within the system should reference the Agent’s Handbook (for example, “See page 21 of the Agent’s Handbook.”).
- Skills: The profession’s fixed skills and selectable skill options.
Rituals cover all hypergeometric Rituals.
Note
Ritual handling will be completely revised in an upcoming system update.
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Name: The Ritual's name. New Rituals show
???to indicate an unknown name. The Handler can reveal it via the blind icon. - Study Time: How long the Ritual takes to study. No mechanical effect.
- Activation Time: How long the Ritual takes to activate. No mechanical effect.
- Activation Cost: WP or POW the Actor must spend to activate the Ritual. No mechanical effect.
- Description: A description of the Ritual.
- Unnatural Skill Increase: Percentage the Unnatural skill increases when studying the Ritual (e.g. 3).
- Learn SAN Damage: Sanity damage the Agent takes when learning the Ritual (left: success, right: failure).
- Activation SAN Damage: Sanity damage the Agent takes when casting the Ritual (left: success, right: failure).
- Handler Notes: Notes for the Handler.
Tomes cover all books containing Rituals.
Note
Tome handling will be completely revised in an upcoming system update.
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Name: The Tome's name. New Tomes show
???to indicate an unknown title. The Handler can reveal it via the blind icon. - Language: The Tome's language. No mechanical effect.
- Study Time: How long the Tome takes to study. No mechanical effect.
- Description: A description of the Tome.
- Unnatural Skill Increase: Percentage the Unnatural skill increases when studying the Tome (e.g. 3).
- Occult Skill Increase: Percentage the Occult skill increases when studying the Tome (e.g. 5).
- Study Sanity Damage: Sanity damage the Agent takes when studying the Tome (left: success, right: failure).
- Handler Notes: Notes for the Handler.
Weapons cover all items that can be used to attack.
- Name: The weapon's name.
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Expense: Select one of the following:
N/A or None,Incidental,Standard,Unusual,Major, orExtreme. - Equipped: Indicates whether the weapon is equipped. Equipped items apply their Active Effects to the actor. See Active Effects.
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Skill: A drop-down menu for selecting the skill or statistic used with the weapon (e.g.,
FirearmsorUnarmed Combat). - Armor Piercing: The number of armor points the weapon ignores. This value appears on damage chat cards but is not applied automatically.
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Skill Modifier: A percentage bonus or penalty applied to the selected skill (e.g.,
20or-20). - Lethality %: The weapon's lethality percentage. If a weapon has both damage and lethality (e.g., submachine guns), the system asks whether to roll damage or lethality.
- Is Lethal: Enable if the weapon is lethal. The weapon then checks for Lethality instead of rolling damage.
- Range: The weapon's range. Has no mechanical effect.
- Kill Radius: The kill radius in meters. Has no mechanical effect.
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Damage: The damage die, entered as a dice formula (e.g.,
2d10or1d4+2). If a weapon has both damage and lethality, the system asks whether to roll damage or lethality. - Ammo: The amount of ammunition available. Has no mechanical effect.
- Description: A description of the weapon.
- Effects: Active Effects can be attached to an item. Equipped items apply their Active Effects to the actor. See Active Effects.
Getting Started
- System Settings
- Agent Sheet
- Agent creation
- Rolling dice
- Combat
- Sanity
- Hypergeometry
- Items
- NPC
- Vehicles
Advanced Usage