Tuesday, September 2, 2025

Additional Delta Green Scenario Thoughts

Found two relatively new science articles that inspired some Delta Green ideas.  I am also including a declassified article from the Department of Defense from October 1966 on the subject of hypnosis, along with my thoughts on a recent review (2024) on the possible mechanisms of hypnosis, because why not.


A mind-reading brain implant that comes with password protection

The subheading reads, “A brain–computer interface decodes in near-real time the imagined speech of people who have difficulty enunciating words.”  

But is that really what the research news shows?  What defines “imagined speech” and how is it measured? Is it really thoughts that are being read by the Brain-Computer Interface (BCI)?

To drill down and answer some of these questions I investigated the original research paper in Cell that the science news story is based off of. The title of the research paper is Inner speech in motor cortex and implications for speech neuroprostheses by Kunz et al.

In the paper, four people with specific BCIs called "BrainGate2" who also had trouble speaking, one because of a stroke and three because of motor neuron disease, had microelectrodes placed in their brain's motor cortex. The BrainGate2 implant was able to pick up words and numbers thought, by the patients, during "inner speech", as well as during perceived speech and silent reading.

In addition, the researchers used AI "...to recognize phonemes, the smallest units of speech, in the neural recordings. The team used language models to stitch these phonemes together to form words and sentences in real time, drawn from a vocabulary of 125,000 words." 

The researchers stated the following about decoding sentences thought by participants with the real-time inner-speech decoder when describing data in Figure S5:

“To further investigate scenarios in which decoding private inner speech may be possible, participants were prompted to reflect on verbal or autobiographical details (e.g., “think about your favorite quote from a movie” versus “think about your favorite food”) or to “clear your mind.” Neural activity during thinking was decoded offline using the real-time inner-speech decoder from the same day. Significantly more words were decoded during verbal thought prompt responses than when prompted to “clear your mind” (Figure S5). Although most decoded sentences were largely gibberish with occasional plausible phrases, we refrain from reporting the specific outputs given the uncertainty about their representativeness of the participants’ actual thoughts.

So, if the AI is trained correctly and the implant is in the right place (motor cortex) then inner speech of the subject can be translated into sentences in real time. Mind reading. At least of surface thoughts.

In the Delta Green world, one can imagine this technology, or its next iteration, would be great when paired with enhanced interrogation techniques on a recalcitrant human subject. 

I can imagine two Delta Green scenarios featuring the mind-reading BrainGate 2 implant.  In the first scenario, some shadowy DoD project is being implemented overseas in a warzone or black site, using terrorists or enemy combatants as test subjects for improving the device by forcible implantation.   Perhaps the researchers unwittingly unleash the undiscovered Pineal gland in one of the unwilling subjects and he makes a deal with the Entities he can now perceive. Blood and chaos ensue in the overseas black site and Delta Green needs to clean up the area now haunted by extradimensional invisible creatures (see the HPL short story From Beyond) and figure out what happened.


In the second scenario, I am taking a page from Cyberpunk Red or Shadowrun corporate wars. One could imagine March Tech already has competing brain-to-speech technology from Mi-go braincase physical examples and research. Perhaps March Tech was waiting to introduce mind reading implants to secure lucrative DoD government contracts but the researchers behind the BrainGate 2 implant formed a corporation and just gained first mover advantage. Perhaps March Tech taps Delta Green agents in The Program to go investigate the BrainGate 2 implant research corporation.  

Or perhaps on the other side of the equation, March Tech sent out security from the paramilitary group the Breckenridge Corporation (see Handler’s Guide page 98) to suppress or destroy their mundane competitor's research. In this case Delta Green could be brought in to investigate the mundane competitor’s mind-reading research to see if there is any Mythos taint, and then backtrack on the Breckenridge raid to find March Tech is up to the real Mythos research. 


Great. From the Department of New and Interesting Ways to Surveil Everyone comes this science article about how your breath can also convey your physical and mental state. Like anxiety or depression.  The Nature news article was based on the paper in the journal Current Biology titled Humans have nasal respiratory fingerprints.

97 participants wore a nasal respiratory device and researchers tracked their breathing over 24 hours. After a machine-learning algorithm was trained on the breathing data, and a second measurement was taken and analyzed, the algorithm could identify people from their breath patterns with 96.8% accuracy.

Now how could this information be useful in the covert world of Delta Green?  Imagine a subsection of March Tech that functions like Q Division in the James Bond world and gives Delta Green agents of The Program experimental devices for surveillance/counter-surveillance.  Spy-tech if you will.  

Now imagine a contact lens generated by this Q Division that automatically calculates breathing patterns of people you focus on and provides a digital readout to the wearer. It could identify people the agent has already seen before, cutting through disguises, or perhaps give the agent a mechanical bonus to social checks because the agent is informed if the subject is depressed or anxious based on their nasal breathing patterns. I could see such a device being used by the CIA or cutting-edge Delta Green agents in good standing with the Program. 

When I bounced this science news story off of members of the Sci-Fi RPG Collective discord, a short scenario idea was suggested by Sammy J


Scenario Idea: Breathprint

What if, in the race to find the most secure biometrics to replace password logins, nasal respiratory breathprints were used by a startup company as the method to replace personal data identifiers.  The idea being that the raw data for these breathprints could be stored in such a way that it would be very difficult to match a breathprint with an individual without specific proprietary analytic software.  The startup company acquires investors and establishes itself in a US small city because they claim if there is a data breech of the breathprint data it would be almost impossible to doxx their users. 

Now what if the startup founders had found an ancient Mythos manuscript that described cultivation of the human soul through the study of breath.  The manuscript mentions Qigong and other breathing techniques and capturing the soul through knowing how someone breathes. 

The Mythos-minded startup company, with their breathprint data, develops or implements a ritual to steal soul energy (POW in Delta Green mechanics) subtly and gently from those members who use their own breathprint as a biometric password. Think of this as a penny rounding scheme done en mass to all individuals enrolled in the company’s breathprint database.  A penny rounding scheme is a popular urban legend (for example seen in the movies Office Space and Superman 3) in which a programmer alters a program at a bank so it diverts fractions of a cent from every transaction to another account so he can collect it later. 

Where the Mythos-minded company is storing the soul-energy or for what ends is left as an exercise for the reader.  However, Delta Green could detect something nefarious is going on in the city where the breathprints are being stored by the company by identifying a measured uptick in suicides and insanity incidents caused by the massive POW fractional drain on the population.  Enter your favorite group of Delta Green agents.  Perhaps the agents could diagnose the source of the widespread Mythos malaise by interviewing afflicted people and uncovering common images in dreams about maze-like office corridors, incense filled server rooms, a humming radio tower on top of the Mythos corporate building or other evocative images that point to the epicenter. 

Thanks to Sammy J, Mangoes and MobiusTrobius on the Sci-Fi RPG Collective discord for discussion and feedback for these ideas. 


Hypnosis in Intelligence

A declassified confidential report from October 1966 indicates that the Department of Defense (DoD), was researching hypnosis and how to use it to control human behavior in the context of warfare and intelligence work.  Their exploration had two goals: to identify if hypnosis could be used to strengthen the will of captives and if it could be used to “gain compliance from otherwise uncooperative persons.”

The document starts out with an exploration of the history of hypnosis that references Anton Mesmer’s work as “mesmerism” (Mesmer first explored animal magnetism in 1774), goes into the methods of inducing trance including waking hypnosis and a focus on the “Sensorimotor Method” attributed to the psychiatrist Harold Rosen, discusses posthypnotic suggestion, and autosuggestion. 

The document is 33 pages and I will leave mining all the details of hypnosis as an operational aide to readers in the audience.  I will mention, there is an interesting section on hypnosis and drugs as well as a few paragraphs on the “defensive uses of hypnosis” and one section on hypnosis to enhance recall. 

What’s important for the next paper I will discuss is that as early as 1966, it was recognized that a hypnotized subject under trance (called somnambulism in the DoD report) could respond positively to the following suggestions: catalepsy and rigidity, a positive hallucination (subject sees persons or objects who are not there), negative hallucinations (subject fails to see persons or objects present), analgesia (inability to feel pain), and amnesia for events in hypnosis. 

Since hypnosis is pretty outside my field, and I was curious as to what hypnosis researchers thought, I did some digging on pubmed as to the current mechanism theorized for how hypnosis functions. I found a free, recent (2024) review article on the subject with references back to 1959. It is titled How hypnotic suggestions work – A systematic review of prominent theories of hypnosis and it is quite fascinating. 

The review discusses hypnotic suggestions and presents current theories (at least 10 distinct theories including multicomponent theories) by which researchers hypothesize hypnosis works.
  
Several elements of hypnotic suggestion that have been researched in the literature since 2024 are discussed. I will describe just a few. The authors state that a hypnotic suggestion can be induced in a relaxed environment or during strenuous physical activity.  I was not aware of the idea that hypnosis could be carried out through strenuous physical activity. It made me wonder, if one is on a triathlon, or even leading a group of military men on an extreme march, could hypnotic suggestions be implanted?  

The review goes on to explain that there are three broad phases of hypnosis: an induction phase (orienting or disorienting), an intermediary phase consisting of suggestions (hypnotic or post-hypnotic suggestions), and a termination phase (de-induction). 

It was then discussed that the changes that the hypnosis procedure can induce in subjects are generally only well-learned or well-known responses. This is regardless of whether the suggestion is implanted in the hypnotic or posthypnotic manner. A classical example of this from research published in the 1940s suggest that when participants think of a movement or a well-known stimulus and its effects, then the result is participants usually execute that movement thought of. 

In the hypnosis nomenclature, changes in perception are commonly called “hallucinations.” Now, by examining the 1966 DoD report on hypnosis we went over the concept of positive and negative hallucinations.  So that is old news to hypnosis researchers. What is new in the review, however were documented examples of positive and negative hallucinations.  For example, a typical positive hallucination that can be induced is a color hallucination where subjects report seeing a grayscale in different colors when suggested to do so.  An example of a negative hallucination is “the hypnosis-induced elimination or reduction of pain inflicted by noxious stimuli.” 

In addition to positive and negative hallucinations, the review reports “hypnotic and posthypnotic suggestions can affect long-term memory.” Specifically posthypnotic suggestions can induce amnesia. This induced amnesia is very specific; about when, where, and how knowledge has been acquired.  To me this just codifies the classical example that hypnosis could be used to implant a suggestion in the subject and then wipe or muddle the hypnotist and the hypnotic situation from the subject’s memory. At least for a time. 

Hypnosis in the world of Delta Green

So, there is a lot here on hypnosis to use operationally for intelligence work or warfare in Delta Green or modern-day focused RPGs. 

One of the more immediate thoughts I had for the use of hypnotism in a Delta Green game is the inclusion of inducing positive or negative hallucinations or amnesia in NPCs.  A Delta Green trained hypnotist might be crucial for ensuring coverups of indemnifying evidence (that could lead back to the conspiracy) or attempting to have subjects ignore memories of traumatic supernatural events. DG hypnotists could achieve these goals by inducing negative hallucinations, in say police investigators, to coerce the subject to ignore an important name on a bit of paperwork or to suggest positive hallucinations where the subject is sure they saw a video tape even though DG teams absconded with it.

Now personally I do not think that mechanically any Sanity roll in Delta Green should be mitigated by hypnosis, or exposure to the unnatural Mythos can be “healed” by methods devised by humans, including hypnosis.  The Mythos by its fundamental nature is corrosive, and humans are biologically not equipped to deal with entities from other dimensions, other parts of space, or other times.  I think the Mythos impacts humanity on a genetic, atomic, or even deeper level currently unknown to science, in a way that unravels or erodes the fundamental essence of what is humanity in a person.

Regaining points of Sanity in a meager manner by a Delta Green agent going to therapy and being honest in Downtime, I see as humans telling each other lies about themselves so they can function for a little bit longer in society; not as “healing” a psychic wound with human invented psychological tricks.   After all, the more in the Unnatural skill the player has mechanically, the less maximum Sanity they have; indicating that understanding the Mythos is utterly antithetical to human mental stability. 

Having said all that I would find it interesting if mechanically a DG Game Master ruled that, pre-hypnotized Delta Green (or Majestic-12) agents could delay the onset of Sanity damage taken by an encounter with the Mythos, because the agents were implanted with reinforced positive and/or negative hallucinations.  Your game, your rules.

In terms of using hypnosis antagonistically against a Delta Green team, I can think of two interesting examples from media.  The first is the X-files episode Pusher. Incidentally Vince Gilligan of Breaking Bad fame wrote this episode and it aired in 1996. In Pusher (spoilers follow), the antagonist is arrested by the police at the beginning of the show. Mysteriously, the antagonist repeatedly chants that “cerulean blue is a gentle breeze.”  This subsequently causes the police car to collide with the truck which allows the antagonist to escape.  The implication here is that the antagonist hypnotized the driver of the police car and his captor into a negative hallucination of not seeing a semi-trailer truck the color of “cerulean blue.” 

We learn later that a brain tumor may be responsible for enhancing the antagonists’ hypnosis ability to supernatural levels, which allows him to earn a living as a hit-man by inducing people to commit suicide or homicide through suggestion.   Granted this speculative use of hypnosis is not backed up by the real-life literature at all, but in the Delta Green world, fighting an antagonistic hypnotist may be an interesting change of pace for the agents. 


Secondly, there is the example of the use of hypnosis in Jeff VanderMeer’s book Annihilation.  Spoilers for that book follow.  I cannot say if the following discussion applies to the movie Annihilation (2018), because I have not seen it.  In the book, the main character the biologist increasingly becomes suspicious of her regimen of training under hypnosis that the mysterious Southern Reach organization has been subjecting her to before she started her mission into Area X.  After learning she is now resistant to hypnotic suggestion, she finds evidence that her perceptions were thoroughly compromised by hypnosis (i.e. not seeing the real truth of what a tower is made out of) and she finds that her psychologist “minder” had a series of post-hypnotic suggestion keywords on her to induce paralysis, induce acceptance, compel obedience or attempt to induce immediate suicidal actions in the biologists or any other member of the team.  Again, like the X-files show Pusher, we leave the world of real hypnosis research and jump into the realm of fantasy, but said fantasy is perfect for inspiration and fodder for Delta Green conspiracy-horror games. 

Saturday, August 30, 2025

Choir of Flesh Part 1: Early Access and Character Creation


“And when the Lamb opened the seventh seal,/Silence covered the sky.” 

-Enigma, Rivers of Belief. A description of Revelation 8:1-5. 


It is the year of our Lord 1000.  There is a crack in Heaven.  Light and Song erupt from the spiritual wound in the sky.  Seven Trumpets sound, breaking the Seven Seals, which pour out the Seven Bowls of God's wrath.  The eschaton has come.

Revelation is at hand!

But not Salvation. Oh no.

The Celestial Choir descend from above and their Song reshapes the flesh of those who hear it. New mouths sprout from mortal flesh, gasping in eternal prayers and psalms. Bones resonate in synchrony with the Song and those humans who bow to the Will of their Celestial masters become remade into fleshy abominations called Penitents.

But that is not the worst. Oh no.

Something ancient, Evil and Silent climbs from the abyssal spaces of the Earth. Flooding from the once proud city of Toledo, now engulfed by the Earth; The Flesh That Feeds has come and it unmakes all, human, and Nature alike.  Forests are converted to flesh, mankind is respun into the Unmade; all touched with a terrible unstoppable hunger. 

These two unnatural eldritch forces clash and the survivors of the last civilization of humanity must eke out a meager existence, stuck between twin apocalyptic forces.  

This is the world of the Choir of Flesh, the latest brainchild of Alex T. from Blackoath Entertainment.

I am a Patreon member of Blackoath Entertainment (Order of the Black Oath) at the Evocatus level, and as lovely consequence I have obtained the Beta 1 release of the Choir of Flesh solo focused RPG game. As of the time of this writing, the Beta 1 of Choir of Flesh was released about 20 hours ago.  In addition, for full disclosure, I am a member of Alex T’s discord and have corresponded with him. 

At the moment, early access to the Choir of Flesh Beta is only available through Patreon membership to the Order of the Black Oath. The full public release of the game is expected to occur at the end of September 2025. 

The current Beta document is a hefty 221 pages. I have read the first 45 pages. And yes, I am starstruck. Along with the evocative introduction, the first section includes: a description of the Core Themes, Character Creation, base-building mechanics called Your Settlement (options are included for playing Lone Wolf, or without a community to protect), description of mechanics for the core d20 Checks, and rules for the Humanity stat and the Anguish stat.

I find it interested that each character has to balance Anguish (which increases upon significant physical mental or spiritual shock) and Humanity (which decreases as the character is subjected to otherworldly forces of the Choir or The Flesh).  It creates this sort of push-pull claustrophobic feeling to the mechanics.  As an old Call of Cthulhu Game Master (Keeper), I think this is better than just a Sanity score that erodes over time. I can’t wait to try it out in game.  

Inspired by History

Historical research is a wonderful rabbit hole to dive into. Doubly so when one can adapt fascinating historical events, ideas and characters for use in a fictional world like Choir of Flesh.

Since I do not know too much about world history, and specifically Western Europe, in the run up to 1000 AD, I found this lovely Oxford Reference Timeline of the 10th century

The following are some choice historical excerpts and my speculation on how they may fit into the world of the Choir of Flesh.

“911, The Vikings settle in France, as Normans, when Rollo the Ganger is granted feudal rights over the region round Rouen.

Circa 981, Eric Thorvaldsson, or Eric the Red, sails to Greenland when he is exiled from Iceland.

Circa 1000, Leif Ericsson claims to have made landfall at three places in north America, one of which he names Vinland - the land of wine”

Choir of Flesh is focused on Spain in the Middle Ages but with the above data, one has an excuse for including Norse explorers into the apocalyptic world as Player Characters or NPCs.  Yes I am angling for an excuse to shoehorn Vikings into this setting! In particular I see Norse explorers as working in Choir of Flesh because the very seas have been taken over by The Flesh That Feeds and perhaps, they are tirelessly traveling to the epicenter, Toledo, to fix the problem.

“Circa 950, Medieval Europe's first institute of higher education is established, with the founding of the medical school at Salerno.”

Universities are filled with myth and legends.  Perhaps with 50 years of medieval medical research, where spirituality, religion, science and alchemy really did not have defined boundaries, some unspeakable cosmic secret was reveled at Salerno and caused either the opening of the Seals by the Choir or the quickening of The Flesh to plague the world.  

“Circa 900, With the end of iconoclasm, the screen between the nave and the altar sanctuary becomes covered in icons in Orthodox churches.

929, Wenceslas, a prince of the Premsylid family, is murdered on his way into church - and becomes Bohemia's patron saint.

Circa 960, Harald Bluetooth is baptized a Christian and unites the whole of Denmark as a single kingdom.

965, Mieszko, pagan chieftain of the Poles, marries a Christian Czech princess and brings all his people into the Roman Catholic fold.

975, The Hungarian king Gezá and his family are baptized as Roman Catholics, beginning a long link between Hungary and Rome.”

This is just a sampling of interesting historical religious changes and evolutions that occurred prior to 1000 AD.  For your Choir of Flesh game, your GM (or yourself if you are playing solo) could make any of these inciting incidents relevant for the development of the coming apocalypse. 

Alternatively, each of these events of religious significance could have revelations surrounding these events, that when pieced together, offer some sort of hope to defeat the Choir, The Flesh or seal the hole in Heaven.  Also, perhaps one has Unbroken who come from Hungary, Denmark, Poland, Bohemia or even from as far away as the Orthodox churches.

Character Creation

Without further ado, let’s make a character, called an Unbroken.  I rolled 4d6 for each Attribute (six times), dropped the lowest die and summed the remaining numbers on the three dice. Got the following numbers: 10,11, 9, 9, 14, 7.

I then assigned these numbers to my six Attributes, resulting in:

  • STR 10
  • DEX 9
  • CON 11
  • INT 14
  • WIL 9
  • PRE 7

So, this character has a +1 modifier to Intelligence rolls and a -1 modifier to Presence rolls.

With this Attribute profile a story begins to take shape. A mostly average gent who is sharper than normal uses his observational skills to stay one step ahead of the scourge of the Choir and The Flesh.  Shy by nature, this has only been exacerbated in the apocalypse where community ties and interpersonal communication are that much more important to survival. Will he learn how to navigate this new landscape or will he rot?

Next up this gent’s Defense Rating is +0 (currently), his Carrying Capacity is 10 and Initiative bonus is +0.

I am tired of calling him a gent at this point so I roll on the Random Name table on page 26 and get Malik.  Maybe Malik has a bit of an Arabic background.  I also settled on the idea that he came from a city (and wisely ran away when The Flesh came calling) and has an interest in medicine, but a bedside manner that leaves a lot to be desired.

Weapon and armor proficiencies are Spear and Gambeson. I figure his first spear was a makeshift thing that was his trusty dagger tied to a washerwoman’s pole. I’m getting the sense of a lucky survivor from this character.

Malik’s Feat is Lucky. It just has to be based on the story that is emerging from this character. Lucky allows one reroll of any check once per session.

Jumping ahead in the sequence of events for Character creation, I am choosing Malik’s Occupation as a Healer.  His skill from being a Healer is Healing (INT), gain +2 Mastery to checks related to healing, which makes sense. His Burden will tie into his shyness.  His craft as a Healer is now seen as witchcraft by the desperate.  A fact he does not correct because he is too embarrassed to admit he did not adequately pursue his medical studies before the apocalypse hit, and he is unsure about how effective he really is.  

Malik’s four other skills are: Brace (STR), once per combat, you can make a Hard STR check to ignore all damage from a single source; this is a Reaction. Perception (INT), gain +2 Mastery to checks related to general perception and awareness. Disease Resistance (CON), gain +2 Mastery to checks against disease. Quick Feet (DEX), Malik has two Move Actions each round.

Yes, Malik is shaping up to be a canny survivor.  I imagine him like a wary scavenger looting the outskirts of supernatural incursions…and the less lucky bodies of Unbroken who tried to be heroic. Perhaps he made some of those Unbroken into bodies himself. Time will tell.

For Malik’s Sin, or core of his character, I rolled randomly and came up with Wrath. This is fascinating given the somewhat scavenger, almost cowardly bone picker I was envisioning.  I imagine that Malik keeps this secret close to his core and is more of a silent calculating fuming monster than an explosive berserker.  As to the focus of his Wrath and the inciting incident that caused the deep insult that wounded him in this world of cosmic horror, I am going to leave that for another time.

The Shard of the Old World that Malik carries to remind himself of the world that was is A Shard of Stained Glass.  I’ll say this is a fragment of a golden saint’s halo and an edge of a cerulean blue sky. A reminder of better days when the world was not turned upside down by insanity.  Perhaps Malik keeps it to remind him that beauty was once labored over and possibly could be created again? Or perhaps Malik used this shard of glass as the blade for his first makeshift spear that was used to escape from a city in the grip of terror.  In any case, he has an almost totemic obsession with it.

Malik’s Doom is the hope that he holds close to keep from bowing to the Choir’s song or accepting dissolution in the Flesh’s embrace. Rolling randomly, I get 10, The Divine Conductor.  Malik is somewhat educated and experienced religious music.  He is smart enough to realize that a song requires organization or else it becomes nothing but a cacophony. He believes the Choir has some sort of conductor, physical or supernatural, or maybe some sort of written musical plan. If Malik can find that plan and destroy it, maybe, just maybe the Choir will dissolve. Hope springs Eternal. 

Afterword

I hope you enjoyed reading this as much as I enjoyed writing it and exploring the development of the character Malik in this unique apocalyptic world of cosmic horror made by Alex T of Blackoath Entertainment.   I want to thank Clay TN on the Blackoath discord and link to their blog for inspiring me to write this.

Monday, August 18, 2025

God's Demon, Useful Tables


Wayne Barlowe is a prolific painter and illustrator who has worked as a concept artist and creature designer for the Hellboy series of films, as well as Pacific Rim and several others.  However, here I will discuss his dark fantasy work illustrating the landscape and denizens of Hell that was first published in his book Barlowe’s Inferno. Barlowe’s Inferno paints the diabolic underworld in a fantastic and grotesque fashion that strangely has a quiet sense of a still life, and is sympathetic to the damned creatures depicted therein. I have talked about Barlowe’s vision of Hell before, in my mini review of The Shrike, which is an OSR supplement point crawl in a unique vista of Hell.

As of 2007, Wayne Barlowe has become a dark fantasy writer, penning a tale of Hell called God’s Demon. Inspired by John Milton’s Paradise Lost and Dr. John Dee’s Complete Enochian Dictionary, God’s Demon is filled with evocative descriptions of infernal scenes and characters.  Some of these are even supplemented by Barlowe’s paintings made for that work.

Inspired, I decided to adapt Barlowe’s words, or invent my own descriptions of Hell based on Barlowe’s work and turn them into two 1d10 random tables, suitable for hex/pointcrawling. The tables are for exterior and interior scenes of the infernal realm. Keep in mind these tables are only based on Barlowe’s first two pages of God’s Demon, so rich in vivid description that work is.

I hope you are motivated to read it yourself.



Thursday, June 12, 2025

N@tO's Need to Know Part 2, Onboarding d20 Fantasy players to Call of Cthulhu/Delta Green

Dire d20 - Mythica DarkIron

One of the questions I see from time to time on the subreddit for Call of Cthulhu and the general roleplaying board, is how can you transition a group from playing a fantasy d20 game like Dungeons and Dragons to a horror/mystery/investigation game like Call of Cthulhu (CoC) or Delta Green (DG)?

Since this has also come up on the Night at the Opera discord, I decided to ask several regular members of the Delta Green community on how to untangle this Gordian knot. They provided the following advice.

The Mechanical Differences

Delta Green was originally an offshoot of Call of Cthulhu, which in turn was based on the Basic Roleplaying (BRP) system.  Explain to your players that this (Delta Green or Call of Cthulhu) is a 1d100 system, where your skills are each a percent value. Player Statistics reflect six core abilities: Strength, Constitution, Dexterity, Intelligence, Power, and Charisma. For normal humans (what players will be playing as), average Statistics fall within the range of 9 to 12. In the case where a player needs to make a test for a Statistic, say for example a Strength test to break a door open, multiply the Statistic score times 5 (in the example, STR x5) to get a numerical value the player must roll under on percentile dice in order to succeed.

In addition to Statistics, there are four Derived Attributes: Hit Points, Willpower Points, Sanity Points, and the Breaking Point.  As implied, these Derived Attributes are dependent on the Statistics of the character.  Hit Points are representation of a character’s physical integrity, a concept all roleplayers already understand. Willpower Points are a mix of a character’s ability to resist mental overexertion and essentially their magic points. 

Sanity Points are different from Willpower Points. Since your players are experienced with d20 fantasy, they may be familiar with the concept of taking psychic damage.  Sanity damage is like psychic damage in D&D, except in CoC/DG a player’s Sanity value ranges from 0 to 99 and it is tracked with its own “health bar”, independent of Hit Points. 

The Unnatural skill, also called the Cthulhu Mythos skill in CoC, acts as a malus to character’s maximum Sanity. The idea is the more a character understands about the true nature of the cosmos (reflected by an increase in Unnatural/Cthulhu Mythos skill), the less maximum Sanity they can have.

A Breaking Point is related to Sanity Points, in that when a character’s Sanity Points reaches the Breaking Point, they gain a mental disorder.  The Breaking Point is then recalculated at that time, to generate a new Breaking Point of a smaller Sanity number.

Rust Cohle, HBO True Detective Season 1

In Delta Green, Bonds are relationships that the character actually cares about and that anchor them into normal human society. Mechanically, Bonds serve as ablative Sanity armor and will mitigate the Sanity damage that players take. They serve as buffers against reaching a Breaking Point.

However, anytime a player burns Bond points to mitigate Sanity damage, they are literally injuring a personal relationship with someone else (usually an NPC) later to save their own mental health now and carry on being rational in order to conclude some mission.

In Delta Green your characters are all doomed, and the slow degradation of their humanity is reflected by their worsening Sanity and Bond scores.

Here are some examples to consider when explaining what Bonds and Sanity damage are to a new group of players:

1. Your character has a shitty and difficult job. They just had a truly unspeakable and awful day. Do they really want to hang out with their family, or ignore their responsibilities and just curl up and go to sleep? 

2. Your character is confronted with some aggressively difficult parenting decisions. But what if they just did not bother? 

3. In True Detective Season 1, Rust and Marty eventually lose all family and friends and then live on their own as they progress through the story. Mechanically this is simulated by the DG bonds system. Bonds give this a simulated number to determine where you are with whom relationship wise. Story wise, characters just get worn down by this job.

4. What does burn out look like to you? 

The Tone: Mystery, Horror, and Investigation

Tone is setting.  Most d20 fantasy settings encourage superheroic characters and story arcs where characters continually improve. 

The mystery, horror and investigation tone of Delta Green is radically different. In Delta Green all the characters are doomed by the narrative. In other games your characters are going to get better over time. In DG they degrade as they get more experienced.

When coming from a heroic fantasy game, change your player’s expectations as to what they should experience in play.  In a Delta Green game player characters will not always win, and if they do not die, they may get worse physically or mentally.

Characters are likely to die based on the design of some of the core mechanics. Combat in DG is not only lethal, but fast and lethal. At any given turn there is a chance that some other character can kill you.  Let us put some numbers on that subject so that you will have an example to point out to players.  The average hit points for a human character range from 10 to 12. A medium pistol that most Law Enforcement Agents carry (and that are easy to acquire in the US for most cultists) does 1d10 damage.  If you are unlucky, one shot from that pistol can kill your character outright.  Also keep in mind that a well-aimed car in Delta Green will absolutely erase your character from existence.

“Treasure” from AD&D Player’s Handbook by David A. Trampier

Having discussed the lethality of the setting, a word about the murderhobo mentality that is sometimes observed among players of d20 fantasy games.  I will define murderhobo behavior as a player attempting to use combat, violence or intimidation on every situation or NPC they are presented with to advance the plot. This activity breaks believability in modern games and damages the tone of mystery, horror, and investigation games.

To deal with this problem, the Night at the Opera hivemind suggested the following points:

1. Remind the player that Delta Green is set in the present day. The setting is the real world and there are real world consequences to actions. As a corollary, if the player shoots an NPC in public, remind them that everyone has a phone. 

2. Most importantly, gently remind the player that the purpose of the game is for the group to have fun, and actions taken by all players (and the Game Master is a player too!) should enhance the fun of the group.  Do not take actions to have fun at expense of other people.

Another consideration about the tone is that players in a horror game should be ready to be vulnerable. Since Delta Green characters are at risk of severe physical and psychological harm, the players need to be open to experiencing and roleplaying those situations and communicate their limits with their fellow players and the Game Master.

One last piece of advice was, since Delta Green usually has elements of mystery and investigation in the tone, players should take notes to keep track of information.  A good idea is to share a Google Doc of notes with all the other players. Whomever is the least-active in the current scene should write down the clues found.

We hope these suggestions help Game Masters smoothly introduce new players to Delta Green and Call of Cthulhu, and help everyone at the table have more fun.

Acknowledgements

I want to thank the following people from the Night at the Opera discord for ideas and review of this post: Bird Bailey, Sammy J, Fee Fi Fo Fin, Frahnk, and magnificentophat.


Update: 6/14/25


Session Zero

5th Edition Dungeon Master's Screen by Hydro74, image by AugusteBlanqui

A Session Zero is a precursor session for a roleplaying group where ground rules are discussed and the GM introduces the tone and objectives of the game or campaign. Generally, this is the session that characters are made with whatever prerequisites are required for the initial adventures.  For example, you might need a healer in the party if you are running a dungeon crawl, or a detective type character if you are running a police procedural investigation.

The Session Zero is not a new concept. As I recall, I was first exposed to the term when I was reading the Dresden Files Fate game around 2010, and some internet research on rpg.net suggests the term was in use as early as 2003.  Back in the AD&D era, an informal version of Session Zero was just called a conversation with the DM. 

In either case, communication of player and GM expectations is the point of the matter. 

In a Delta Green game, a Session Zero is the perfect opportunity to discuss the tone and Game Master expectations with players. Since this is likely their first time with a new system, the GM can introduce the idea of horror and mystery in a game, and what the GM expects of the players; whether it be certain skills needed to not fail at the mechanics of the adventure, or character behavior during the investigation.  This meeting should start everyone on board with a clean slate, with the understanding that they will be playing something different than d20 Fantasy. 

Recommended Beginning Scenarios, Delta Green

Since this blogpost is focused on players and Game Masters new to Delta Green, here are some suggestions for free adventures that are focused on introducing the game to a new group.  The question of “what beginner adventures are right for my group” comes up quite often on the Night at the Opera discord, and everyone has their favorites; these are just some of mine. I will explain the utility of each adventure as I see it after they are introduced. As such some adventure spoilers will be discussed to players, please avert your eyes from this section. 

First and most venerable, I must start by introducing the official scenario Last Things Last.  Much has been written about this adventure around the internet, so I will just say that it is short, introduces investigative work at the beginning in one contained location, gives the players room to breathe and roleplay, and usually introduces combat at the end. Last Things Last is in the free starter rulebook Delta Green: Need to Know.

The Signal Smugglers by mellonbread. A perennial favorite, this scenario does the brilliant thing of having the players smash cut to roleplay police (who are not their characters) outside of an apartment. Combat is introduced and chaos ensues. However, since this combat is an introductory scene not related to the players’ actual characters, the GM can introduce the fast and lethal combat of Delta Green without consequences for the player characters. After the initial sequence, an investigation is introduced with antagonists that can actually be negotiated with.  

Enemy of the Tribes by David Tormsen.  This was the first adventure I played in, in my current DG campaign.  I have written a partial after-action report about the experience hereThe adventure starts out with a crime scene and then blossoms out to a more general investigation and tracking down of other potential victims.  The monstrous antagonists can be used as combat or eerie encounters at any point during the investigation, and likely make an appearance during the finale.  Some work is required to create combat encounters appropriate for your party of players.

The Button by Will Roy. This adventure is primarily a roleplaying event with some investigation around an enigma that is like intellectual quicksand.  It is a great way to introduce the Mythos as not just unspeakable alien gods and rabid cultists.  There is an option to include a Mythos gribbly at the end if the Game Master desires. 

The Midnight Sun by Will Roy.  This adventure was my first reintroduction to Delta Green after a years long hiatus. It works really well with two players with complementary skill sets. Though in the Delta Green world, this is actually an M-EPIC scenario. M-EPIC is the Canadian mirror to the US Delta Green anti-Unnatural program. For more details about M-EPIC check the Delta Green Handler’s Guide, specifically page 271. 

To make this a Delta Green beginning scenario, simply change the location from the Yukon to somewhere in Alaska.  A Game Master may also need to change the origin of the NPC McBee from an “American” to someone who simply is not familiar with the freezing wilderness far from civilization.  The Mythos gribbly presents an interesting roleplaying experience, sort of similar to the end of Last Things Last (above).   I wrote up a semi-novelized after-action report of my experience with The Midnight Sun,here.  

Take the A-Train by Bird Baliey. A great introductory scenario that can be dropped into a campaign to interrupt a chase scene (the player characters need to take the subway) or played by itself.  Think of this game as a stage play.  It is in one location with a fixed number of characters and a common problem. Great opportunity for roleplaying under increasing tension.

The (Un)Natural Man by Bird Baliey.  A domestic disturbance that leans heavily on investigation, roleplaying and interpersonal skills to deal with adversarial NPCs.  The finale may involve conflict with a Mythos gribbly or may be very dark. If the Game Master has a streak of dark humor, this is the scenario to play to exercise that inclination.  

Five Alarm Firefight by Bird Baliey. A Delta Green adventure designed to introduce new players to the nuances, dangers, and mechanics of combat as well as rules like exhaustion. Puts the players into civilian law enforcement or rescue roles with no prior knowledge of the occult needed. They will get plenty of that if they survive. This scenario is most analogous to a dungeon crawl because the player characters will investigate an apartment building room by room with investigative skills to attempt to find clues, and interpersonal skills to deal with NPCs. Ultimately both tactics will be fruitful for unraveling the mystery.

Having said that, the structure of the adventure is not a linear railroad. There are multiple instances where there are alternate routes to take, even if they all end in a central fixed climactic scene. The danger from humans with firearms will be on display.  Pregenerated characters are included for the adventure.

My understanding is that Five Alarm Firefight will be updated soon, so check the link on occasion!

Recommended Beginning Scenarios, Call of Cthulhu

I was originally the always-GM for my Call of Cthulhu group in the late 90s. I have not kept up with the plethora of adventures for the system, but I do remember the classic adventure The Haunting. And I remember it fondly because one of my investigator players never made it up the basement stairs under his own power. Thanks to a Series of Unfortunate Events (just read The Haunting, seriously), his companion had to drag his physically knocked out ass upstairs twice to save his life.  Good times were had by all. 

The Haunting provides a series of floating encounters that can be plugged into the adventure at the GM’s discretion.  It is a classic for a reason and many others have opined far better than myself all over the internet. 

The Author by MrNightmares. I would be remiss if I did not shill my own Call of Cthulhu adventure.  Made for one or two players at maximum, the adventure features a mysterious disappearance and a timeline of events that ratchets up the tension as things get worse until there is a potentially fatal endgame if the players do not put the clues together in time. The weakness in this adventure is that it can hinge on the players finding and reciting a certain incantation to get the antagonist’s attention, so Game Masters may need to work on that.   Features one antagonist that may not be all that terrifying to confront depending on how the players proceed.  Could link this adventure into further adventures against a Cthulhu cult. 

Afterword

Want more adventure recommendations or just more advice on how to start playing Delta Green? Check out Sammy J’s Beginner’s Guide here.  It is worth your time.


Saturday, June 7, 2025

Dark Sun Part 1: Introduction, Resources, Music and OSR adaptation

 

Dark Sun is a harsh desert world where traditional fantasy races have adapted to the wasteland in exotic new ways, and civilization is found in teeming city-states in the grip of nigh unrivaled tyrant Sorcerer-Kings who dominate their population with Mind as well as forbidden Magic.  It is a mix of Dune, Mad Max, Gladiator, Tolkien by way of Conan, and the ancient historical world (think Rome, Greece, etc.) all weaved together and honed into a fine point by the visionary artwork of Brom.

I first saw the AD&D Dark Sun Boxed Set cover when I was a young one and I never got over the siren song of the savage tablelands of Athas. 

When D&D 4th edition rolled around, Dark Sun was revisited as the Dark Sun Campaign Setting: A 4th Edition D&D Supplement.  On free RPG Day in 2010, the adventure book Bloodsand Arena was released, and this book had the very good idea of making the uniqueness of Dark Sun front and center by summarizing the Eight Characteristics of Athas in single sentences, which I will reiterate below.  

Eight Characteristics of Athas

1. The World Is a Desert

2. The World Is Savage

3. Metal Is Scarce

4. Arcane Magic Defiles the World

5. Sorcerer-Kings Rules the City-States

6. The Gods Are Silent

7. Fierce Monsters Roam the World

8. Familiar Races Aren’t What You Expect 

Each of these eight characteristics were further explored in about three paragraphs each, but this list serves as a quick and dirty primer for what players can expect about the Dark Sun world. 


What I am doing with Dark Sun, is adapting the setting and its mechanics to an OSR ruleset that is more lightweight than most systems. I am familiar with AD&D, as I started with those rules when I was first introduced to Dungeons and Dragons in the 90s.  I think the AD&D rules are overly fiddly in general, so I am not using that system to run Dark Sun.  

I enjoy the OSR heartbreaker Begone, FOE! written by mellonbread and magnificentophat so I am working on adapting Dark Sun to that system, because it is a streamlined short system of approximately 20 pages. The most current version of Begone, FOE! is Revision 15. 

For me this is a long-term project that I work on in the background occasionally. I am documenting this on the blog to motivate myself and archive material that hopefully someone else may find useful.

 

While wrestling with translating mechanics and rules from one system to another, I find it is easy for myself to sort of lose sight of the overall vison of Dark Sun that I want to portray to the players.  To remedy this, I have written up something I called “Bits and Pieces,” which are sensory focused descriptions that I want to put into my games.  I may turn these descriptions into characters, setpieces or experiences.  Each of these description fragments are intended to be independent of each other.  

Bits and Pieces

1. A female dancer on a stone table in a tavern. A psionic tattoo of a sandworm on her chest and stomach undulates in electric blue as she spins with a skirt made of alternating vivid red and green elbow-length feathers.

2. A contraband merchant beckons you into a shadowed alley. Suddenly a bandanna wearing man puts a blowgun to his lips and your world explodes into twinkling purple cloying dust…then the darkness of slumber.

3. A craftsman baking thin, brittle clay tablets that crawl with iridescent yellow letters, written by a psionic scribe. 

4. A leathery-skinned mercenary, body crisscrossed with scars, stands calf deep in a warm sand dune, the grit of fine glittering sand collecting at the corner of his eyes and the taste can never be fully expelled from his mouth. 

5. That relief you feel when you find a lone cactus in the desert with swollen fist sized cactus fruit. Careful peeling of the spine covered green skin with the jagged shard of a femur, unwraps a densely packed moist dark purple fruit dotted with seeds worth masticating for their gummy liquid.

6. The heady syrup of broy, fermented kank nectar, sharp with the taste of potent cinnamon and ginger clings to your lips as it coats your throat.

7. Abrasive sand against sweat soaked leather, stinking with salt. Your pulse pounding so hard it causes tremors in your wrists as you grip a brittle bleached-white femur. The overwhelming tidal wave of sound rising from the coliseum crowd as they roar for blood.  The brash clangor of bronze horns as they announce your name, gladiator.

8. A riot of crimson- and bone-colored petals rain down from above as flutists pipe delicate melodies and drummers resonate in your skull in time with the rhythm.  The blazing sun is mercifully blotted out for a moment, a moment that turns to trembling terror as something colossal with a cloying animal musk that reclines on a palanquin jingling with iron chains comes to rest in the parade. An ancient unspeakable malice sweeps over you, prickling at the back of your mind, as you prostrate yourself, lips pressed against the earth and dirt ground into your teeth.


Switching gears, I also want to present some excellent free resources I found on the Dark Sun subreddit, r/DarkSun, and elsewhere around the internet.   

Dark Sun Resources

1. Dark Sun OSE GM Guide and Player’s Handbook by Lixu

2. Dark Sun 5th edition by Marcus Stout

3. Dark Sun Tables and Alchemy Book by u/tutt_88

If you are interested in Dark Sun at all, or want a framework for filling out encounters/details/tables for your own sandbox game or game world, I highly recommend taking a look at the Dark Sun Tables document.

I am a little surprised something this extensive and quality was released for free.  For example, in the Location Exploration Finds of Athas d100 table, it has a strong variety of desert/wasteland terrain encounter locations that suggest plots and are great hooks for hex/point crawling.  There is even a reference to the Ozymandias poem by Shelly.

“Eroded Sorcerer-King Statue - A toppled statue, its face worn away, 50 cp in bronze fragments.”

If you just need Goals, Secrets, Virtues, Vices, or Moods for your NPCs even in a normal (Tolkien-esque) fantasy setting, this document has you covered. Again, with 1d100 tables for each entry.

The Entrees and Food Items Sold in Athas and the Crafting Materials of Athas tables really let the themes and flavor of Dark Sun enter your campaign on a personal level.

Also the Dark Sun Tables pdf would work very well with the Sand Marches by Jesse Heining, below.

The whole thing is really cool.

4. Dark Sun Sand Marches by Jesse Heinig

A free West Marches style campaign setting for Dark Sun that is a whopping 378 pages, The Sand Marches has been several years in development and even contains rules for high level Dark Sun play. Really worth your time to read.

5. Athas.org 

The clearing house for almost all the Dark Sun information you want. Established since 2000, Athas.org hosts a number of articles, a podcast and more free products than you can shake a stick at.

6.  Dark Sun for the Mythras system

Battle Brothers Blazing Deserts art

Here are a handful of links to music on youtube that I find inspirational for writing or thinking about Dark Sun subjects. 

Some of these are from the soundtrack of the video game Battle Brothers’s expansion Blazing Deserts, which are composed by the group Breakdown Epiphanies.

If you have any suggestions to add to this list, please let me know in the comments below.

Dark Sun Soundscape Inspiration

1. Hans Zimmer: Dune Part Two Theme [Extended by Gilles Nuytens]

2. Jo Blankenburg - Enigma

3. Breakdown Epiphanies - Battle Brothers OST - 37 - Snake Mountain

4. Breakdown Epiphanies - Battle Brothers OST - 35 - Al-Anwar's Pride

5. Breakdown Epiphanies - Battle Brothers OST - 36 - The Gilder's Eye

 


Additional Delta Green Scenario Thoughts

Found two relatively new science articles that inspired some Delta Green ideas.   I am also including a declassified article from the Depar...