Delta Green: The Role-Playing Game

Created by Arc Dream Publishing

Delta Green: The Role-Playing Game
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2,533 backers pledged $362,324.00 on Kickstarter

Lovecraftian cosmic terror meets the War on Terror. The award-winning RPG setting comes thundering back in a new Cthulhu Mythos game.

Raised in Kickstarter
$362,324.00 / 2,533 backers
Raised in BackerKit
$60,072.00 / 2,704 backers

Learn About Our Project:

Play Delta Green Now

Send More Agents!

We are offering bonus downloads for ALL BACKERS as thanks for helping us reach new gamers. See the details here and start recruiting.

Shipping Costs Outside the U.S.

Your pledge covers shipping and handling in the U.S. and part of the costs of shipping and handling elsewhere. Here are our current best estimates for those additional costs outside the U.S. (updated 16 OCT 2015):

New to this project? START HERE!

Thanks to the success of this Kickstarter project, we’re offering all kinds of possible rewards:

  • Delta Green: The Role-Playing Game (in two editions!).
  • The Fall of Delta Green from Pelgrane Press.
  • A walking or stumbling mountain of downloads by the Delta Green team , some new and some old.
  • Big sourcebooks and campaigns as we hit new goals.

But don't try to sift through all those details right away! First decide which core game you want. Pick the starter tier that gets you that game. You can customize after that.

What Your Base Pledge Gets

Pick the AGENT'S PDF pledge (just $20) and you get:

  • Delta Green: Agent's Handbook in PDF, all the rules you need to play. Playtest draft available now. 
  • The Delta Green quickstart guide in PDF with pregenerated characters and the scenario "Last Things Last." Available now.
  • "Kali Ghati" in PDF, a scenario with pregenerated characters. Playtest draft available now.
  • "The Children of Atlach-Nacha" in PDF, a new threat to confront your agents. Available now.
  • "Down in the Delta" in PDF, a short story. Available now.
  • "Protocols: The Unripened Fruit" in PDF, a feature about the challenges of agents dealing with corpses. Available now.
  • "Making Horror Scenarios" in PDF, a guide to creating your own terrors. Available now.
  • In the Court of the Yellow King in PDF, a short play. Available now.
  • "I Have Seen the Yellow Sign" in PDF, a feature about the threat posed by the King in Yellow. Available now.
  • "The Last Show" in PDF, a short story. Available now.
  • "Redacted: Fusion Centers" in PDF.
  • "Redacted" The Collectors" in PDF.
  • "Redacted: Big Data" in PDF.
  • "Redacted: Beltway Bandits" in PDF.
  • Delta Green: Control Group in PDF, a campaign of five scenarios with pregenerated characters, at least 256 pages long.
  • "Lover in the Ice," Caleb Stokes' horrifying scenario customized for Delta Green: The Role-Playing Game. Available now.

Customizing Your Rewards

Want more? We offer more. So much more.

  • The Agent’s Handbook has the core rules to play Delta Green: The Role-Playing Game, suitable for all players. 
  • You can get the Agent's Handbook just in PDF if you prefer.
  • There’s also a double-size GM edition, the Case Officer’s Handbook. You can upgrade to that if you want, replacing the Agent’s Handbook with the Case Officer’s Handbook. Or you can get a copy of the Case Officer’s Handbook to go with your Agent’s Handbook, so your players can use the Agent’s Handbook while you run the game. 
  • You can get the Case Officer's Handbook in hardback, which comes with the PDF as our gift, or just in PDF.
  • You can get past Delta Green books as PDF and ebook downloads.
  • You can get new Delta Green books, scenarios and articlesthat we’ve unlocked in this project.
  • You can add a copy of The Fall of Delta Green in PDF or hardback to some other reward.

To get one of these bonuses, just follow these steps:

That’s it! After the project ends, we’ll send a survey to find out exactly what you should receive.  

Picking a Different Backer Reward Tier

If you find yourself adding a lot of Add-On Rewards, you might want to choose one of the other Backer Reward Tiers. Some of them bundle many Add-Ons together.

Click here to see the Backer Rewards in higher resolution (updated 21 OCT 2015).

The Agent's Handbook and the Case Officer's Handbook

Delta Green: The Role-Playing Game will be available in two ways, the Agent's Handbook and the double-sized Case Officer's Handbook.

The AGENT’S HANDBOOK is a full-color book with all the rules and tools you need to play: fast character creation, the core game mechanics, detailed rules for combat and sanity, equipment, details on agents’ careers and Bonds (their most crucial personal relationships), and useful profiles of the government agencies most often involved in Delta Green games.

The CASE OFFICER'S HANDBOOK includes everything in the Agent’s Handbook plus chapters on creating scenarios; running campaigns and customizing the setting; creating and customizing Cthulhu Mythos tomes, monsters, spells, and alien artifacts; cults, factions, and threats; and more.

If you get the Case Officer's Handbook as a Kickstarter reward in PDF or hardback, we'll send you the PDF of the Agent's Handbook too. The Agent's Handbook will be published first. That way you won't miss out.

Delta Green: The Role-Playing Game is easily compatible with any past Delta Green publication.

Upgrading from Agent's Handbook to Case Officer's Handbook

Many Backer Reward Tiers include the Agent's Handbook either in PDF or as a hardback that comes with a free PDF. You can "upgrade" your Agent's Handbook to the Case Officer's Handbook if you wish. See the FAQ for instructions.

Rewards Funded By This Project

Here are the downloads and books that this project has funded. Some are available free to all backers. Others you can get as Add-On Rewards. See the Add-On Rewards Table (scroll down) for the cost of getting each of these rewards. Just add the listed amount to your pledge. When the project ends we'll send instructions for choosing which books and downloads you want.

FUNDED! THE AGENT'S HANDBOOK: Everything you need to play Delta Green: The Role-Playing Game. Available in full-color hardback and PDF. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "VISCID": A new Delta Green scenario by Dennis Detwiller, wherein the agents find that even magic has a half-life. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "OBSERVER EFFECT": A new Delta Green scenario by Shane Ivey. Most physicists think a new lab's experiment to study the nature of reality won't reveal a thing. Your Delta Green agents are about to learn otherwise. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! OPERATIONAL HISTORY: A new 128-page timeline of the world of Delta Green -- much more than we can fit in the Case Officer's Handbook -- written by Gil Trevizo with Dennis Detwiller, Adam Scott Glancy, and Shane Ivey. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! THE CASE OFFICER'S HANDBOOK: This expanded book will have everything from the Agent's Handbook plus a Game Moderator's view of the setting and ton of new material for running Delta Green campaigns, customizing the setting and the threats, and keeping your players surprised and scared. You can upgrade your Agent's Handbook to the Case Officer's Handbook if you wish. See the FAQ for instructions. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "DOWN IN THE DELTA": Adam Scott Glancy's story of Delta Green confronting horrors in New Orleans, told as emails to A-Cell from an unhappy agent. 

FUNDED! "ARCHINT": A new collection of new artifacts and spells created using the guidelines in the Case Officer's Handbook. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "THE CHILDREN OF ATLACH-NACHA": a horrifying new threat for Delta Green. 

FUNDED! "PROTOCOLS: THE UNRIPENED FRUIT": A report on ways Delta Green agents must deal with unwanted corpses. 

FUNDED! HANDLER'S SCREEN WITH QUICKSTART RULES AND STARTER SCENARIO: A GM screen for your table, short "quickstart" rules to teach new players fast, sample characters, and a short starter scenario to begin play immediately. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "MAKING HORROR SCENARIOS": Suggestions and examples for creating horror for your players in Delta Green. 

FUNDED! "ICONOCLASTS": A new scenario by Adam Scott Glancy, wherein Delta Green learns of the repercussions of ISIS zealots destroying artifacts that were better left alone. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "THE STAR CHAMBER": A new scenario by Greg Stolze, wherein Delta Green agents must untangle conflicting narratives from a mission that went very wrong. Greg calls it "Delta Green meets Rashomon." PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "IN THE COURT OF THE YELLOW KING": A short play by John Scott Tynes. 

FUNDED! "KALI GHATI": A scenario by Shane Ivey set in the drawdown of the U.S. presence in Afghanistan. We used it to playtest combat rules earlier in development of the game. This expanded version is a more complete scenario. 

FUNDED! "I HAVE SEEN THE YELLOW SIGN": A look the challenges of containing the King in Yellow "infection" in the Information Age. 

FUNDED! IMPOSSIBLE LANDSCAPES: A sourcebook and full-length campaign where Delta Green agents face the influence of the King in Yellow, written by Dennis Detwiller with Daniel Harms, Robin Laws, and John Scott Tynes. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! "THE LAST SHOW": A short story about the King in Yellow, written by Dennis Detwiller. 

FUNDED! "REDACTED: FUSION CENTERS": Detailed player-facing write-ups of organizations that are only summarized in the core rules: the ATF, the Secret Service, ICE, Customs and Border Protection, the Coast Guard, and FEMA.

FUNDED! "WORMWOOD ARENA": A new scenario by Greg Stolze in which Delta Green agents must go undercover to learn the true goals of a cult with ties to the unnatural. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! CONTROL GROUP: An introductory campaign by Greg Stolze, written to teach new players the rules and to create a team of Agents out of those who survive along the way. All backers get the PDF FREE. 

FUNDED! “REDACTED: THE COLLECTORS": Detailed player-facing write-ups of organizations that were only summarized in the core rules: DIA, NSA/CSS, NRO, ONI, NGA, NCTC. 

FUNDED! "REDACTED: BIG DATA": Detailed player-facing write-ups of organizations that were only mentioned or summarized in the core rules: DARPA, Nuclear Security Administration (NEST), NASA (Dryden AFRC). 

FUNDED! "REDACTED: BELTWAY BANDITS": Detailed player-facing write-ups of organizations that were only mentioned or summarized in the Agent’s Handbook: Constellis Group, CACI, RAND, Booz Allen Hamilton, Lockheed Martin. 

FUNDED! DEEP STATE IN PDF AND FULL-COLOR HARDBACK: A sourcebook detailing the diaspora of secret MAJESTIC-12 programs. Built around an alien threat that seemed to vanish, these projects failed, changed, evolved and in some cases grew throughout the Global War on Terror and as a consequence of conflicts with Delta Green. PDF included in tiers that get "All New PDFs Funded by This Project."

FUNDED! PISCES IN PDF AND FULL-COLOR HARDBACK: A sourcebook detailing the British paranormal investigation program, sometimes ally to Delta Green and sometimes bitter rival, as well as Delta Green's programs overseas and the challenges agents face on foreign soil. PDF included in tiers that get "All New PDFs Funded by This Project."

Final Goal—Make It Happen!

AT $340K, FALLING TOWERS IN PDF AND FULL-COLOR HARDBACK: A campaign of Delta Green agents taking on the infamous cult known as the Fate in the 2000s and a sourcebook for New York City campaigns in the modern day. ADD-ON COST: $50 for hardback plus free PDF; $20 for just the PDF. PDF included in tiers that get "All New PDFs Funded by This Project."

What Is Delta Green?

Deception is a right. Truth is a privilege. Innocence is a luxury. Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green’s leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day — but often at a shattering personal cost.

Delta Green: The Role-Playing Game is a tabletop role-playing game of conspiracy, suspense, and Lovecraftian terror. Players' characters are agents of Delta Green: federal agents and special forces operators; academics who’ve seen too much and physicians who study the aftermath of horror; scientists and other specialists; and sometimes just bystanders who get caught up in events beyond anyone’s control. Their first priority is to quarantine and stop unnatural horrors, because the unnatural is real and it kills.

Delta Green was directly inspired by the horror fiction of H.P. Lovecraft and other Cthulhu Mythos authors. Just as Lovecraft’s stories were about the intersection of cosmic terror and cutting-edge technology in the 1920s and 1930s, Delta Green is about that intersection today.

In every game of Delta Green: The Role-Playing Game, agents investigate horrifying events, seek ways to thwart them, and try to save anyone else from being exposed. They face lethal threats and awful discoveries. To keep a low profile, they rarely have the knowledge or resources they want. They often must make terrible choices for the greater good, as best they can perceive it. The longer an agent is active, the greater the toll those stresses take on the agent’s health, sanity, career, and family.

Delta Green’s creators Dennis Detwiller, Adam Scott Glancy, and John Scott Tynes began working with longtime colleagues Shane Ivey (The Unspeakable Oath, Wild Talents) and Greg Stolze (Unknown Armies, Godlike) on the core rules of Delta Green: The Role-Playing Game in 2011.

We’ve spent the last few years developing Delta Green: The Role-Playing Game, iteration after ruthless iteration. Whole chapters and approaches to the rules have come and gone. Extensive playtesting helped us hone it to deliver game-play that's fast, suspenseful, thrilling, and chilling.

The Fall of Delta Green

We’re helping our friends at Pelgrane Press produce a companion game, The Fall of Delta Green. You can order it as part of your pledge in this Kickstarter project and get it before anyone else. Written by Kenneth Hite (Delta Green: The Role-Playing Game, Trail of Cthulhu, Night’s Black Agents), The Fall of Delta Green uses a version of the Gumshoe RPG system customized for Delta Green, combined with features of Delta Green: The Role-Playing Game. The Fall of Delta Green will be a standalone RPG of its own set in the 1960s, the last days of Delta Green’s first incarnation — the years that led to the group being officially dismantled, only to go underground to keep up the fight. It will include detailed guidelines to easily convert to and from Delta Green: The Role-Playing Game.

Backers can get The Fall of Delta Green either in hardback with a free PDF or just in PDF. Either way, it's available as an Add-On Reward (see below). Add the appropriate amount to your pledge. After the project ends, we'll send a survey to confirm what you want. 

HARDBACK WITH FREE PDF: Add $50 to your pledge. (See the FAQ about shipping and handling.) 

JUST THE PDF: Add $25 to your pledge.

IMPORTANT! The following Reward Tiers (and only these reward tiers) now come with the PDF of The Fall of Delta Green at no additional cost:

  • "Every Single PDF" 
  • "Every Single New PDF" 
  • "Operator With Every PDF" 
  • "Agent's Hardback and Every PDF" 
  • "The New Age"
  • "The Old Ways"
  • "Alphonse Lives!"

How Does This Project Work?

Choose one of the Backer Levels on the right side of the page. You can change your pledge and your Backer Level at any time before this project ends. As we reach new Stretch Goals, you can reserve additional books (see "Add-On Rewards," below) by increasing the amount of money you pledge. After the Kickstarter ends, we'll contact you with instructions to specify which books and downloads you want.

Click here to see the Add-On Rewards menu in higher resolution (updated 29 OCT 2015).

Add-On Rewards—Funded by This Project

These books and downloads are available as additions to your pledge. 


Add-On Rewards—Previously Published

These downloads are available as additions to your pledge. To reserve one just add the listed amount to your pledge. When the project ends we'll send instructions for choosing which ones you want. 

How Will the Funds Be Used?

We'll use this project to fund creation of the game and its sourcebooks and delivery to backers.

Developers and Key Personnel

DENNIS DETWILLER—WRITER, EDITOR, ILLUSTRATOR: One of the co-creators of Delta Green and co-owner of Arc Dream Publishing, Dennis also created or co-created the tabletop roleplaying games Godlike, Wild Talents, Nemesis, and Insylum. Currently design director at Harebrained Schemes (Necropolis), he was previously VP of Creative at Warner Bros. International Enterprises and produced bestselling mobile and console games for Nickelodeon, Hothead Games, and Radical Entertainment (Prototype). He's still asked to autograph cards he painted in the early years of Magic: The Gathering.

ADAM SCOTT GLANCY—WRITER: One of the co-creators of Delta Green, Scott is president of Pagan Publishing, where the first Delta Green books were produced. He oversees its line of Call of Cthulhu sourcebooks to this day: most recently Mysteries of Mesoamerica, Bumps in the Night, and the forthcoming Horrors of War.

JOHN SCOTT TYNES—ADVISOR: One of the co-creators of Delta Green, John founded Pagan Publishing and the seminal Cthulhu Mythos gaming magazine The Unspeakable Oath. He led the production of the first few Delta Green game and fiction books: Delta Green, Countdown, Alien Intelligence, The Rules of Engagement (collected in Strange Authorities), and Dark Theatres. He co-created Atlas Games' Unknown Armies, which is soon getting a long-awaited new edition of its own. For years he designed PC and console video games. These days he manages the Imagine Cup for Microsoft.

SHANE IVEY—WRITER, EDITOR: Co-owner of Arc Dream Publishing and a former newspaper copy editor and magazine editor, Shane has managed and edited the last few Delta Green game and fiction projects: Eyes Only, Targets of Opportunity, Through a Glass, Darkly, Strange Authorities, Tales from Failed Anatomies, and Extraordinary Renditions. He's editor-in-chief of The Unspeakable Oath and has spearheaded game lines including Godlike, Wild Talents, Monsters and Other Childish Things, and Better Angels.

GREG STOLZE—WRITER: A contributor to past Delta Green books (Alien Intelligence, Targets of Opportunity, Extraordinary Renditions), Greg is also co-creator of Unknown Armies with John Scott Tynes, Godlike with Dennis Detwiller, Wild Talents with Detwiller, Shane Ivey, and Kenneth Hite, Nemesis with Detwiller, Ivey, and Adam Crossingham, and author of Reign, Better Angels, the Wild Talents setting books Progenitor, eCollapse, and (with Kenneth Hite) Grim War, and the almost-but-not-quite Delta Green novel Mask of the Other.

KENNETH HITE—WRITER, EDITOR: A contributor to past Delta Green books (Targets of Opportunity, Extraordinary Renditions) and the author of the upcoming Gumshoe game The Fall of Delta Green, Ken is the creator or co-creator of Trail of Cthulhu, Night's Black Agents, The Dracula Dossier, Ken Writes About Stuff, Ken and Robin Talk About Stuff, and many other award-winning works.

Latest Updates from Our Project:

AMA, S&S, and the Nameless City
20 days ago – Tue, May 09, 2017 at 08:49:14 PM

Shane Ivey here. In today's update: status report; Ask Us Anything; ChupacabraCon; Sigil & Sign; an excerpt.

Status Report

We're still closing in on the end of the massive manuscript for Delta Green: The Role-Playing Game, aka the Case Officer's Handbook. We will send its unedited portions to editing next week, and its edited portions to layout the week after that. Somewhere in there, we'll provide the full draft to KS backers who requested the Case Officer's Handbook in their rewards.

Ask Us Anything

Thanks in part to the enthusiastic folks at /r/DeltaGreenRPG and /r/NightAtTheOpera, Delta Green is May's Game of the Month at! To celebrate, Dennis Detwiller and I will be there TODAY at 2pm Central time. Ask Us Anything! 


I'll be at ChupacabraCon in Round Rock, Texas, this Friday and Saturday. I'll be speaking on panels about gaming and maybe running a little Delta Green. If you're at Chupa, find me and say hi.

Sigil & Sign

Our friends at Cubicle 7 and Make Believe Games are running a Kickstarter for a new kind of Lovecraftian RPG: Sigil & Sign, where you play servants of the Old Ones. Our own Dennis Detwiller and Greg Stolze are among the contributors. They are well past their core goal and have nearly two more weeks to add stretch goals. Check it out!

Sigil & Sign
Sigil & Sign

A Delta Green Excerpt: Irem and the Nameless City

The legendary, pre-Islamic Arabian city “Irem of the Pillars” appears in the Quran and the Thousand and One Nights, both of which describe its sudden destruction by Allah for the impiety of its inhabitants. Later mythographers located Irem variously in the interior of Saudi Arabia, Yemen, or Oman. A 1991 expedition identified an Iron Age frankincense trading fort at al-Shisr in Oman as Irem (or “Ubar”) after discovering its eight towers, fallen into a sinkhole some time around 400 CE. Alhazredic legend connects Irem to a prehuman “Nameless City” inhabited by ghostly reptiles, implying that the Adites of Irem somehow destroyed it. Alhazred supposedly composed the first couplet of the Necronomicon (“That is not dead,” etc.) dreaming of the Nameless City while in the ruins of Irem. Given the scale of NRO DELTA and other MAJESTIC operations in Saudi Arabia and Oman in 1990 and 1991 under cover of Gulf War deployments, it is conceivable that MAJESTIC discovered one or both sites. Follow-up operations by Delta Green during the Second Gulf War proved frustratingly indecisive, leading some officers to suspect that former MAJESTIC officials altered previously-collected intelligence in the confusion of the MAJESTIC War.

  • Prisoner testimony from the 1907 St. Bernard Parish raid places Irem near or at the center of the global Cthulhu cult. 
  • Miskatonic professor Nathaniel Wingate Peaslee may have entered Irem or the Nameless City in 1911, while under Yithian possession. 
  • The writings of occultist Randolph Carter describe Irem as a city on the border between reality and the Outside, with a mighty hand sculpted on the keystone of its main arch. Carter implies that Yog-Sothoth dwells there. 
  • The 19th Baron Northam mounted an expedition to the Nameless City in 1921 and returned to London a shattered wreck, seemingly decades older. 
  • A 1930 letter by Harry St. John Philby recounts his conversation with an old man in Yemen who had seen Irem in the al-Dahna desert in central Saudi Arabia, and worshiped there at underground shrines of Nug and Yeb. Philby himself mounted an expedition into the Rub’ al-Khali in 1932, and insisted that the Wabar meteor crater represented the remains of Irem. Philby may have been trying to throw later explorers off the scent of the true Irem. 
  • Philby’s son Kim may have compromised a PISCES mission to the Wabar/Irem site (Operation CALDERA) in 1948. 
  • Stephen Alzis once mentioned, on tape, that his birthplace was a “city of pillars,” though, when pressed, he either could not or would not recall the name.

Delta Green does not know whether Irem and the Nameless City are the same place, two separate dimensional extensions overlapping in one geographical locus, or two different haunted Arabian ruins. The Rub’ al-Khali desert could easily conceal more than one such site.

—Excerpted from Delta Green: The Role-Playing Game. © Dennis Detwiller, Shane Ivey, and the Delta Green Partnership.

Why Agents can't have nice things
about 2 months ago – Thu, Apr 13, 2017 at 11:57:34 PM

I posted this note on my personal Facebook feed a few days ago. It was a throwaway post for friends, not part of the book or anything. But it proved popular. If you didn't already read it there, maybe you'll enjoy it here. 

"Some #DeltaGreen players demand to know why their Agents don't get more help and resources. The Program is official now, right? Isn't it swimming in money and authority? I want a gunship and satellite coverage and a SWAT team on standby! 

"Why not? Because every request like that involves another dozen or hundred people in your operation—and all their coworkers and families when shit inevitably goes sideways—and your operation is SUPPOSED to be covert. 

"Here's a true story [from Top Secret America, by Arkin and Priest]. Case officers probably tell each other stories like this around the campfire. 

"In the years just after 9/11, the Department of Defense launched thousands of classified counterterrorism programs. Special-access programs, the purposes of which were considered deadly secrets. Just meaningless code-names on a list. Impossible to figure out. 

"Except: The DoD contracted out to get the work done, and the contractors—all carefully vetted for Top Secret security clearances—needed highly skilled employees. The contractors' HR reps posted job openings on sites like, like always. To make sure they got the right people, they would post announcements like 'Senior Analytic Support Specialist based in Columbia, Maryland, to work on the following projects: ANCHORY, OCTAVE, PINWALE, ARCVIEW,' and so on. 

"Yeah. Anyone interested in cracking open secrets immediately can discern what PINWALE, ANCHORY, and so on involve, and where the work gets done. Wait, there were another five job listings for Project ANCHORY? I wonder what those new details will tell us? You think we can submit a bogus job application and get a call from the subcontractor to fill in the blanks? 

"No Wikileaks, no Manning, no Snowden, no hacking. Just a contractor with a job to fill. 

"So, no, your Agents don't get awesome toys and support. You don't get lawyers and licenses to kill. You don't get permission or immunity. You get to save lives, and if you get caught you get to take the fall. That's it. If you want to blame somebody, blame America. Because America sucks at keeping secrets. That's why we love it so."

—Shane Ivey

Investigative background preferred; comprehensive life insurance recommended.
Investigative background preferred; comprehensive life insurance recommended.

Update: Case Officer's Handbook

I'm sorry to say we still don't have a firm release date, but it's still getting closer, day by day.

For the last couple of weeks, Dennis and I have been focusing mainly on the "Entities" chapter, tightening up and consolidating material by other authors and filling in gaps here and there. It is, no surprise, a lot of work. We're not just revisiting stat blocks found in prior Cthulhu Mythos RPGs. We're creating entities from scratch, working from the primary sources: mainly Lovecraft, plus Campbell and Wilson for creations like the Shan and the Lloigor. 

We took the same approach to rituals and psychic powers in the Hypergeometry chapter, and to the Great Old Ones in their chapter. These versions of the game's monsters and spells come from the sources that best fit Delta Green's tone and themes, interpreted so they do what we like in play. We hope that makes many of them strange and surprising—even before the Handler takes our advice to change things up so the players never know exactly what's going on.

Here's one threat from the manuscript. Whatever your Agents have been up to, they probably have it coming.

Ye Liveliest Awfulness

“It is hard to explain just how a single sight of a tangible object with measureable dimensions could so shake and change a man; and we may only say that there is about certain outlines and entities a power of symbolism and suggestion which acts frightfully on a sensitive thinker’s perspective and whispers terrible hints of obscure cosmic relationships and unnamable realities behind the protective illusions of common vision.” —H.P. Lovecraft, The Case of Charles Dexter Ward

The dead may be returned to life with the ritual known as Raise from Essential Saltes. But if a corpse has been so destroyed or eaten away as to be incomplete, what returns is a grotesque, immortal monstrosity that one witness called “Nothing butt ye liveliest Awfulness.” 

The awfulness is essentially human in structure but horribly malformed and misshapen. It is darkly discolored, perhaps thanks to the infusion of the stuff of Outside powers that were invoked to give it life. Some say its hideous proportions are eerily reminiscent of those powers and the dimensions where they lurk. 

Long before the awfulness can be seen, its nauseating stench can be smelled and its unnerving voice can be heard: dismal moanings, mindless whines, yelps and gibberings. The awfulness lurches and flops clumsily across the ground, or flings itself in spasmodic leaps, reaching with twisted limbs. 

The awfulness may be returned to ash in the same manner as anyone resurrected in the Raise from Essential Saltes ritual. Cruel sorcerers have been rumored to keep these remnants imprisoned as convenient victims for ritual sacrifice. Whether an awfulness is human enough for that purpose is up to the Handler.

STR 26, CON 20, DEX 10, INT 4, POW 6
HP 23, WP 6
SKILLS: Alertness 80%, Athletics 50%.
ATTACKS: Grapple 55%; see RAVENOUS.
AGELESS: The awfulness suffers no ill effects from aging. Presumably it must feed, but some have been known to sit in torpor for years—or centuries, or millennia, or eons; who can say?—with no apparent harm.
RAVENOUS: In any turn after it has a victim pinned in its flailing limbs, the awfulness can tear with its ghastly teeth and suck down flesh and blood, inflicting 2D6 damage. If the awfulness has taken damage, it heals 1 HP for each HP that the victim loses to its feeding.
RAW POWER: The awfulness’ STR test or CON test succeeds on any roll except 100, and is a critical success on matching dice or any roll of 26 or lower for STR, or 20 or lower for CON.
UNFORMED: Slippery and scrabbling, not wholly related to any natural form of life, the awfulness is difficult to destroy. Any attack against it inflicts only 1 HP damage, except for fire, hypergeometry, or a weapon with Lethality of 20% or more.
SAN LOSS: 1/1D10.

© Shane Ivey and the Delta Green Partnership, 2017


Expanded Briefing Documents
2 months ago – Tue, Mar 28, 2017 at 11:04:59 PM

I have reorganized and expanded the Delta Green Briefing Documents. It includes new tools like a "How Did You Get to Delta Green?" page (with a one-roll Incursion Generator), sample professions for Agents and Specialists of "the Program," and a detailed "Personal Pursuits" page with the most essential Home options for easy reference. Download the Briefing Documents here.

A few other useful online tools:

Be seeing you,

Shane Ivey
Arc Dream Publishing


The Program Needs You
2 months ago – Fri, Mar 24, 2017 at 01:28:56 AM

Excerpted from Delta Green: The Role-Playing Game:

The Security Studies Group. Yellow Combine. Petrel Hill. Threshold Curve. Silver See. The official name has changed eighteen times since 2002. Every time it changes, the paper trail leading to its true activities becomes more muddled. With each change, a new, Top Secret special-access program grants continuing clearance to activities and intelligence that no American employee can confess or confirm. 

Insiders call it “the Program.” Its headquarters—and its carefully compartmentalized laboratories, hangars, and personnel scattered throughout the government and private sector—allow it the pretense of legitimacy. But the Program’s leaders long ago determined that its work is too important to be restricted by the Constitution. The Program, for all its access and influence, is as criminal an enterprise as all the conspiracies and blacker-than-black military projects that came before it.

The Program’s people are warned never to let outsiders hear its true name: Delta Green.

Officially, the Program (whatever its current name) is dedicated to the acquisition and study of foreign technology. The documents that authorize it say nothing about the unnatural, or about the explicit criminality at the Program’s heart. The Program’s true purpose is stated goes back to Delta Green’s founding in 1942:

  • To gather intelligence on unnatural phenomena. 
  • To protect the citizens of the United States from threats originating with unnatural phenomena. 
  • To maintain the security of the United States against unnatural threats.

Only the means and methods have changed. At least, that’s what the Program’s leaders tell themselves. Some agents might hold lingering doubts about how their superiors are executing that mission. They may especially wonder about one essential, never-answered question: “In the long run, are we only making the problem worse?”

Gen Con Handlers and LARP Assistants

Gen Con is the biggest con of the year for us, and we love organizing lots of games. The deadline for submitting events is this Sunday. We need:

  • GMs to run Delta Green. (Or any of our games, for that matter!) Run any scenario you like, as long as it fits the 4-hour convention game slot. Or if you want to run something longer, go for it. If you need inspiration, review all the resources we've created for GMs.
  • Assistants and NPCs for the Delta Green LARP. Our old colleague Aaron Vanek is running this event, which will take players outside Gen Con facilities to confront unnatural terrors and deadly betrayal. The LARP will run three times: Thursday, Friday, and Saturday nights from 6pm to midnight. The more helpers we get, the more fun it will be.

Whether you run tabletop games or help with the LARP, you'll get Delta Green souvenirs (lapel pin, patch, T-shirt, challenge coin, even a raid jacket) and "store credit" at the Arc Dream booth. You get a free Gen Con badge if you run enough games.

To volunteer, contact Simeon at Arc Dream ASAP:

Be seeing you.


Recovery and Acquisitions
3 months ago – Wed, Mar 08, 2017 at 10:52:07 PM

Greetings. We are hard at work, but I'm taking a quick break to talk a little about Gen Con—and to offer a glimpse at one facet of "the Program," the reactivated Delta Green organization...

Asset Recovery 

Artifacts, alien technology, and unnatural books and biological specimens are stored at secure locations controlled by the Program, scattered throughout the federal hinterlands of the United States and in the labs of the Program’s private-sector partners. These deniable facilities are self-contained, and for the most part, personnel have little or no idea why their base is even there. Only a small team at the center of such a facility is briefed well enough to understand what they hold. To Agents, these facilities remain unknown until that knowledge is necessary for their operations. 

For the recovery and transportation of such assets, the Office of Security deploys researchers and guards in Air Force helicopters and rescue planes. Whenever possible, the recovery team meets agents at an airfield near the agents’ area of operation. The researchers carefully take possession of whatever the Agents have recovered. Collected evidence is sealed inside secure containers so that the flight team never know what they are transporting, even if the cargo is a live specimen. The researchers and Agents are under strict instructions to share no information with each other beyond what’s necessary for safety.

This program presently goes by the name Operation CORAL NOMAD. Its units are housed in commands such as 25th Air Force and the 347th Rescue Group. They operate out of Beale Air Force Base, California; Fort Belvoir, Virginia; Fort George G. Meade, Maryland; Lackland Air Force Base, Texas; Langley Field, Virginia; Moody Air Force Base, Georgia; Wright-Patterson Air Force Base, Ohio; and Patrick Air Force Base, Florida. 

If the Agents' operation takes place within 300 km of a CORAL NOMAD base, it typically deploys a Pave Hawk MH-60G helicopter with external fuel tanks and a flight range of about 800 km, filing a flight plan as a classified Air Force training exercise. Farther afield, it deploys an HC-130P Combat King transport plane with a flight range of more than 8,000 km. If those options are too high-profile, it deploys an ostensibly civilian charter jet owned by one of the Program’s private-sector allies, usually a subsidiary of March Technologies, Inc. It’s up to the Agents to get the assets to the nearest airfield. 

Every CORAL NOMAD flight includes a squad of heavily armed Air Force pararescue shooters, with deep training and combat experience, and one or two researchers. 

CORAL NOMAD does not provide transportation to Agents into or out of the field unless the Director of Security tells the crew explicitly to take an Agent aboard. That happens only if there are no other options—for example, if one of the Agents has become such a security risk that ordinary transportation is too dangerous, or a severely injured Agent must be taken to a Program-secured wing of a military hospital for treatment. 

Operation CORAL NOMAD has deep roots, with a continuous operational history of nearly 70 years across dozens of different Air Force units. It went by the name Project BLUE FLY for nearly fifty years in the MAJESTIC days, under the cover of aerospace rescue and recovery. Some of its senior personnel have personal experience fighting hostile extraterrestrials. Its legendary commander in the Nineties, Col. Robert Coffey, died saving his men from a catastrophic alien incursion. Its officers helped dismantle MAJESTIC’s corrupt leadership, years ago. Its overall commander at that time, USAF Lt. General Eustis Bell, became one of the directors of the Program. Most of CORAL NOMAD’s senior officers remember both Coffey and Bell with honor. They tend to dislike taking instructions from Security Director Oakes, who clearly is former Army, but they respect the Director enough to keep that opinion in-house. Mostly.

—Excerpted from Delta Green: The Role-Playing Game.

More Handlers Needed for Gen Con

Shane Ivey here from Arc Dream. Like I said in the last update, I've been so focused on the new book that my usual Gen Con prep lagged. We are still trying to get a good roster of games going to help DG fans have fun and introduce the game to newcomers. We need your help. 

To sweeten the pot, I have updated the rewards for running games at Gen Con. Generous booth credit, as always... and a free badge if you run enough games... AND special Delta Green swag. Patches, pins, shirts, challenge coin, even a raid jacket!

Get the details and sign up:

Of course, we don't only want people at Gen Con. If you're running Delta Green games at another convention, email the details to our con guy Simeon ( We'll see if we can hook you up with some of these rewards, too.

Operational security requires that you burn this jacket upon delivery.
Operational security requires that you burn this jacket upon delivery.

New Mythos Horror

A couple of old friends of mine are spearheading a new Cthulhu Mythos anthology of horror stories with a Southwestern theme: Chicken Fried Cthulhu. The editors, Mark Finn and Rick Klaw, and I go waaaay back. They are good, and they have a great batch of writers lined up for new stories and a few classics. I encourage you to pitch in for the ebook or paperback. 

Elder Dice

Here's another project by a couple of buddies of mine: sets of gorgeous Lovecraft-themed dice just made for Delta Green games. The dice pretty much sell themselves, but I can say I've seen them in person and they are that nice. Check it out.


Shane Ivey
Arc Dream Publishing