| Frothing Fascination: Character Creation (WIP DG HACK)

Frothing Fascination: Character Creation (WIP DG HACK)

2026-05-14

Procedure (?) for creating characters for my Delta Green hack. Ideally done at the table with the whole group together.

Black and white illustration of a plant rising out of the ocean with two leaves at the bottom. The next leaf becomes a disproportionate human head with an enlarged forehead and a curious expression.

Character Creation

Roll 3d6 for EMPATHY
Roll 3d6 for (WILL)POWER

Multiply EMPATHY by FIVE to calculate starting and maximum SANITY. Keep track of EMPATHY times FIVE.

Multiply POWER by FIVE and keep track of POWER times FIVE.

Choose / come up with a background or career. Roll on the scenarios list of relevant backgrounds.

d10Generic Backgrounds
1Investigator.
2Occultist.
3Bureaucrat.
4Psychologist.
5Academic.
6Veteran.
7Con Man.
8Artist.
9Non-Physical Laborer
0Physical Laborer.

Use the result to come up with a more specific background. IE: investigator -> You run a burgeoning social media account that investigates paranormal rumors. If you'd like more direction roll on the tables below as needed.

d10You work for/in
1Self Employed.
2Private Corporation.
3Public Sector.
4Government Agency.
5Educational Instituation.
6Content Creator.
7Unemployed.
8Minimum Wage.
9Health Care.
0Entertainment.
d10Occupational Group Sparks
1Business and Financial.
2Community and Social Services.
3Computer and Information Technology.
4Education or Library.
5Media or Entertainment.
6Maintenance and Repair.
7Retail or Food Service.
8Transportation.
9Arts and Design.
0Protective Services.

From these results write a sentence that describes your characters background and occupation.

Use that description to come up with FIVE skills and THREE faults. Roll (2d6*5) FIVE times and assign the results to each of your skills. If applicable take a look at the skills the Investigation seeks. Roll (2d6*5) THREE times and assign them to your faults.

Come up with three BONDS. BONDS are your connection to humanity. BONDS start at a value equal to your EMPATHY and can never go higher than your EMPATHY. When a relationship with a BOND reaches zero, your relationship with that person is not salvageable.

Come up with three MOTIVATIONS. MOTIVATIONS can drive you further than you thought possible. MOTIVATIONS start equal to your POWER but they can increase beyond your POWER. Relate at least one of these to your curiosity for the unnatural.

d3Age
1Young Adult - Start With an Extra Bond
2Middle Aged - Start With an Extra Skill
3Retirment Age - Start with an Extra Motivation

Additional Tables to help Character Creation

Bonds Sparks

d6Relationship Type
1Friend
2Family
3Coworker
4Partner
5Rival
6Romantic
d4Relationship Dynamic
1Mentor
2Mentee
3Peer
4Boss
d4Relationship Location
1Work
2Hobby
3Neighborhood / Local
4Long Distance

Skill Sparks

d8Skill Type
1Interpersonal
2Technological
3Field of Study
4Superstition
5Extensive Training
6Sport and Physical
7Career
8Hobby
d8Skill Use
1Inflicting Harm
2Subterfuge
3Analysis
4Arts
5Extensive Training
6Tool Use and Operation
7Diagnosis and Repair
8Defensive

Motivation Sparks

d8Motivation
1Glory
2Pride
3Selfless
4Selfish
5Ideological
6Fascination
7Shame or Guilt
8Love

Faults Sparks

d3Fault Impact
1Minor
2Major
3Fatal
d8Fault Sparks
1Aversion
2Fear
3Compulsion or Habit
4Moral
5Judgement
6Incompetence
7Interpersonal
8Physical

Final Touches

Roll a d100. If you roll over EMPATHY times FIVE (EMP*5 from now on) refer to the table below. Use the result of the ones place die.

d10EMPATHY FAILURE
1Turn one of your bonds into an enemy. They are actively trying to ruin your life.
2Drop one of your bonds to 1d4.
3Begin with an extra skill pertaining to violence.
4Begin adapted to violence. Note it on your sheet.
5Reduce two of your bonds by 1d6.
6Begin with an extra skill pertaining to manipulation.
7Begin with above average financial resources.
8Begin with an extra fault pertaining towards connecting with others.
9Begin with an extra fault pertaining towards self-centeredness.
0Begin with involvement in a criminal network.

If you roll under EMP*5, start with an extra bond.

Roll a d100. If you roll over POW*5, refer to the table below.

d10POWER FAILURE
1A bond of your choice worries about you. They will be very interested in what you do.
2Drop one of your motivations to 1d4.
3Choose flight, fight, or freeze. You never react as chosen.
4Begin adapted to helplessness. Note it on your sheet.
5Reduce two of your motivations by 1d6.
6Choose flight, fight, or freeze. You can always react as chosen.
7Begin with an extra fault pertaining towards emotional regulation.
8Begin with an extra fault pertaining towards a vice.
9Begin with an extra fault pertaining towards self-conscious awkwardness and/or pathological doubt.
0Begin with involvement in a cult.

If you roll under POW*5, turn one of your MOTIVATIONS into an OBSESSION.

Goals

I want this to be totally compatible with existing Delta Green adventures. My hope with this character creation procedure is that the Motivations and Faults will give the player dials to turn up or down as they go down the sanity death spiral.

This has not been play tested yet, I chose the amount of skills arbitrarily so I'll have to see how this amount works out. I expect not many people will take skills like spot hidden or notice which is fine.

To Explore

Maybe connect the characters more to each other and some shared community? The stonetop review is bouncing around in my head at the moment. Would make this a different game but worth exploring.