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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 GreenThe Whispering Vault
GenreHorror, ModernHorror
TagsInvestigation, Mission-Based, Character-Driven, Deadly, Fear & Stress Mechanics, Skill-Based, Espionage, Gritty, Weird, Strong GM SupportMission-Based, Mystery, Investigation, Superpowers, High-Power, Character-Driven, Atmospheric, Weird, One-Shot Friendly, Strong GM Support
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 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.
Diced100d6 dice pool
ComplexityMediumHigh
AvailabilityFree quickstartPaid
Runnability5 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNoncommercial only — Publisher fan-content guidelinesNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherArc Dream PublishingPhilip Reed Games
Year20162003
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.Groups who want supernatural horror investigations with powerful, inhuman protagonists. It suits episodic hunts across different eras or campaigns protecting one recurring location.
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.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.
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.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.