Delta Green vs ICONS
Compare Delta Green and ICONS side by side. See differences in complexity, dice, genre, cost, and more.
| Delta Green | ICONS | |
|---|---|---|
| Genre | Horror, Modern | Superhero, Modern |
| Play Style | Investigation, Deadly, Roleplay-Heavy, Character-Driven, Gritty | Superhero, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-Friendly |
| Core Mechanic | Roll d100 under your skill percentage to succeed. Matched doubles (11, 22, etc.) are critical successes or failures. Six stats (STR, CON, DEX, INT, POW, CHA) derived from percentile rolls. Bonds represent personal relationships and can be damaged as agents lose SAN. Sanity tracks Breaking Points: cross enough and you develop disorders. | Effort vs. Difficulty. Each side adds a single d6 to a 1–10 ability level (acting Ability + d6 for effort, opposing Ability + d6 for difficulty); subtract difficulty from effort to find the outcome and its degree (marginal, moderate, major, or massive success or failure). Qualities are short narrative descriptors (titles, drives, catchphrases, weaknesses) that any player or the GM can activate to gain an advantage or create trouble. Activating trouble against your own hero earns Determination Points, which fuel stunts, retcons, ability boosts, and other player-side narrative interventions. |
| Dice | d100 | 2d6 |
| Complexity | Medium | Low |
| Accessibility | High | High |
| Runnability | Very High | Medium |
| License | All Rights Reserved | OGL 1.0a |
| Cost | Free (Need to Know) / $$ | $$ |
| Publisher | Arc Dream Publishing | Green Ronin Publishing |
| Year | 2016 | 2014 |
| Best For | Groups who want modern-day investigative horror where federal agents sacrifice everything (careers, relationships, sanity) to protect humanity from threats that should not exist. | Groups who want fast superhero campaigns where heroes can be rolled up in minutes, freeform qualities drive both advantages and complications, and the rules stay out of the way of comic-book pacing. |
| Highlights | Bonds and sanity mechanics create personal drama, Need to Know quickstart is free and complete, strong atmospheric design, profession-based characters feel grounded, well-regarded published scenarios | Hero creation runs through a handful of dice rolls: origin (Trained, Transformed, Birthright, Gimmick, Artificial, Unearthly), six attributes, number and type of powers, and specialties. It produces a complete superhero in minutes, with the random results functioning as creative prompts for backstory rather than constraints on concept. Qualities act like Fate aspects: any side can invoke them for in-fiction advantage, and accepting compelled trouble against your own qualities is the primary way to refill Determination Points, so personal drama directly feeds the metacurrency. Pyramid tests resolve complex challenges by stacking smaller successes (two moderate successes equal a major, two majors equal a massive), letting investigations, chases, or skill montages play out across multiple rolls and abilities with optional modifiers like Timed, Escalating, Collapsing, and Competitive to shape the challenge. |
| Considerations | Dense investigative scenarios require significant GM prep, limited character advancement between operations, bond deterioration can feel mechanically punishing, SAN loss mechanics can remove player agency | Default hero creation is fully random (origin, attributes, and powers all come off 2d6 tables), so groups wanting a planned concept need to use the alternate 45-point buy or rely on attribute swaps and re-rolls. Combat resolves against a single Stamina pool (Strength + Willpower) with no grid rules or status conditions beyond a handful of effect powers, so brawls play fast but lack tactical positional depth. Powers are intentionally broad rather than deep (about sixty powers cover the genre), and exotic builds rely on stacking extras and limits rather than the granular menu of effects found in crunchier supers games. |