What is Delta Green?
Delta Green is a modern investigative horror tabletop roleplaying game that blends grounded realism with psychological dread, built on a streamlined d100 skill-resolution system.
Players assume the roles of federal agents, law enforcement, military personnel, or civilian contractors organized into a covert cell, tasked with investigating and containing threats that blur the line between human depravity and the incomprehensible. The game emphasizes procedural investigation, tactical restraint, and the heavy psychological toll of clandestine work through its core mechanics: a Sanity track that fractures under trauma and moral compromise, a Bond system that ties mental stability to personal relationships, and a Preparedness/Cover ID framework that replaces traditional progression with realistic resources, bureaucratic friction, and plausible deniability.
Combat is lethal and heavily discouraged, occult knowledge is psychologically corrosive rather than empowering, and success rarely means a clean victory—it means containment, compromise, and carrying the weight of what you’ve uncovered.
Campaign introduction
The players will be part of a task force that is assigned to investigate a suspected criminal network after one of their members was arrested under suspicion of a high profile murder.
The only information currently available about them is that they are a suspected cult or supremacist group, based on the fact that they associate with Nordic folklore and symbols.
The game will have very dark and graphic themes such as...
- Extreme violence
- Vigilantism
- Gore/Body horror
- Implied sexual violence (there will never be a scene of it happening)
- Human trafficking
- Drug use
- Coerced murder
- Executions
- Generational trauma
- Racism
- Sexism
- (Hopefully) Horror
(This list is not a complete one, but you get the picture)
What to expect?
The campaign will be exploring the mentality of the members and what would drive people to such extremes, but also the mental strain of investigating and capturing these criminals.
My goal as a GM is to provide a horrific but thought provoking experience, I want to drive you as players to want to investigate this group to lock them all up. The characters are not necessarily good people, but they do the work for what they believe is right.