Task Force Glacier - House rules
Task Force Glacier will use Luke Gearing's Violence as the base game. Remove Gearing's paragraph on [Redacted] experiences, see Downtime - Face Reality below.
Character Creation
Sanity
Start with 60 + 2d20 Sanity (SAN). Capped at 100. If SAN ever falls below 1, the PC loses their grip on our reality and becomes an NPC.
Bonds
- Create 3 bonds, divide 9 points between them (up to max of 5). Bonds represent your lifelines to humanity. While Bonds have mechanical uses during downtime, they also represent real people. Your action may influence your bonds either positively or negatively through play.
- Create 1 experience per bond. You have a total of 5 experience slots, a fresh character will have 2 empty spota..
Skill Resolution
Roll 2d6, add/subtract any modifiers, succeed on a 7 or greater. A skill and/or experience provides +1-3 depending on relevancy. Generally a narrower skill/experience provides a greater magnitude. Modifiers are player facing (except when dealing with [REDACTED]).
Sanity Checks
As Delta Green. Breaking Point is always 80% of current SAN. When there is a Break, reset your Breaking Point.
Downtime Activities
After every scenario you can either add another experience (up to your maximum of 5) or replace a non-permanent experience with a new one. Experiences added this way cannot be related to [REDACTED], see Face Reality below.
- Face reality. Accept what has happened but be forever changed. Make 1 experience permanent, this experience must involve [REDACTED]. This adds 2d10 to your sanity and provides a plus 1 on any roll to understand [REDACTED]. This bonus stacks. Alternatively, a player may instead make an experience permanent to become adapted to Violence or Helplessness.
- Test a bond. How strong is your connection to humanity? Roll against your sanity. If you roll at or below, gain 1d6 + the bond’s score in SAN. If above, reduce your bond score by 1.
- Strengthen a bond. Roll against your sanity. If you roll at or below, gain +1 to the bond’s score (up to a max of 5). If above, -1 Bond and reduce your SAN by 1d6.
- Train a skill. Roll 2d6, mark the number rolled, this is your experience in learning the skill. Once you accumulate 12 experience you learn the skill. You may use a skill being learned as normal, however you can only learn 1 skill at a time.
- Rest. For injuries with a variable heal time, recover at the quickest rate possible.
- Retire.