Delta Green vs The Whispering Vault
Compare Delta Green and The Whispering Vault side by side. See differences in complexity, dice, genre, and more.
| Delta Green | The Whispering Vault | |
|---|---|---|
| Genre | Horror, Modern | Horror |
| Tags | Investigation, Mission-Based, Character-Driven, Deadly, Fear & Stress Mechanics, Skill-Based, Espionage, Gritty, Weird, Strong GM Support | Mission-Based, Mystery, Investigation, Superpowers, High-Power, Character-Driven, Atmospheric, Weird, One-Shot Friendly, Strong GM Support |
| Core Mechanic | Roll 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 a number of d6s equal to the relevant Attribute. Take the highest single die or the largest sum of matching dice, then add the applicable Skill Bonus. Meet or exceed the GM's Difficulty to succeed. Spend one Karma to reroll any chosen dice while keeping the others. |
| Dice | d100 | d6 dice pool |
| Complexity | Medium | High |
| Availability | Free quickstart | Paid |
| Runnability | 5 of 5 book tools | 3 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Noncommercial only — Publisher fan-content guidelines | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Arc Dream Publishing | Philip Reed Games |
| Year | 2016 | 2003 |
| Languages | English, French, German, Polish, Spanish | English |
| Best For | Groups who want modern investigative horror built around dangerous assignments and the relationships agents sacrifice to keep their work secret. | Groups who want supernatural horror investigations with powerful, inhuman protagonists. It suits episodic hunts across different eras or campaigns protecting one recurring location. |
| Highlights | Expertise 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. | Each Hunt gives the group a concrete objective of investigating and repairing a breach in reality. Mastered powers allow improvised effects paid for with Karma. Consistent portrayal of the Keys that preserve a Stalker's human identity earns one part of the Experience award. |
| Considerations | Combat 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. | The Forbiddance punishes interference with unrelated mortals or major historical events. Supernatural abilities can consume the same Vitality used to withstand injury. Power interpretations and unusual combat situations depend on GM judgment rather than detailed rules for every case. |