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Delta Green vs Mothership

Compare Delta Green and Mothership side by side. See differences in complexity, dice, genre, cost, and more.

Delta GreenMothership
GenreHorror, ModernScifi, Horror
TagsInvestigation, Mission-Based, Character-Driven, Deadly, Fear & Stress Mechanics, Skill-Based, Espionage, Gritty, Weird, Strong GM SupportRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced
Core MechanicRoll d100 at or below a skill percentage or a statistic multiplied by five. Successful doubles and 01 are critical successes; failed doubles and 100 are fumbles. In opposed tests, a critical beats an ordinary success, then the higher successful roll wins.Roll d100 under stat/skill. Stress and panic mechanics escalate tension.
Diced100d100
ComplexityMediumLow
AccessibilityHighHigh
RunnabilityVery HighMedium
LicenseAll Rights Reserved3rd Party License
Third-Party PublishingNoncommercial only — Publisher fan-content guidelinesNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherArc Dream PublishingTuesday Knight Games
Year20162022
LanguagesEnglish, French, German, Polish, SpanishEnglish
Best ForGroups who want modern investigative horror built around dangerous assignments and the relationships agents sacrifice to keep their work secret.Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.
HighlightsExpertise can reveal clues without a roll when agents have time to investigate. Bonds let agents reduce sanity loss by damaging relationships they depend on. The core pair provides threat-building procedures and a complete operation with pacing tools and several possible outcomes.Rules-light, well-regarded module library, panic system creates mechanical tension
ConsiderationsCombat can kill an agent abruptly or leave permanent injuries. Sanity loss can force behavior outside the player’s control. Handlers must prepare the mystery and judge what evidence the agents can uncover.Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play