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Delta Green RPG: Handler's Guide
This massive, full-color volume is filled with deep resources just for the Delta Green game master.
ā THE PAST: details on the world and history of Delta Green.
ā THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
ā THE SCHISM: deep details on the Delta Green organization itself -- or rather, two different Delta Green groups, not always working to the same ends.
ā THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
ā APPENDICES: a ready-to-play scenario, "The Sentinels of Twilight," a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
Further terrors can be found in the companion volume, the silver Ennie Award-winning AGENT'S HANDBOOK.
ā THE PAST: details on the world and history of Delta Green.
ā THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
ā THE SCHISM: deep details on the Delta Green organization itself -- or rather, two different Delta Green groups, not always working to the same ends.
ā THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
ā APPENDICES: a ready-to-play scenario, "The Sentinels of Twilight," a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
Further terrors can be found in the companion volume, the silver Ennie Award-winning AGENT'S HANDBOOK.
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Delta Green RPG: Handler's Guide
Delta Green RPG: Handler's Guide
This massive, full-color volume is filled with deep resources just for the Delta Green game master.
ā THE PAST: details on the world and history of Delta Green.
ā THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
ā THE SCHISM: deep details on the Delta Green organization itself -- or rather, two different Delta Green groups, not always working to the same ends.
ā THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
ā APPENDICES: a ready-to-play scenario, "The Sentinels of Twilight," a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
Further terrors can be found in the companion volume, the silver Ennie Award-winning AGENT'S HANDBOOK.
ā THE PAST: details on the world and history of Delta Green.
ā THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
ā THE SCHISM: deep details on the Delta Green organization itself -- or rather, two different Delta Green groups, not always working to the same ends.
ā THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
ā APPENDICES: a ready-to-play scenario, "The Sentinels of Twilight," a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
Further terrors can be found in the companion volume, the silver Ennie Award-winning AGENT'S HANDBOOK.
$59.95
Delta Green RPG: Handler's Guideā
$59.95
Product Information
Product Information
Shipping & Returns
Shipping & Returns
Description
This massive, full-color volume is filled with deep resources just for the Delta Green game master.
ā THE PAST: details on the world and history of Delta Green.
ā THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
ā THE SCHISM: deep details on the Delta Green organization itself -- or rather, two different Delta Green groups, not always working to the same ends.
ā THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
ā APPENDICES: a ready-to-play scenario, "The Sentinels of Twilight," a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
Further terrors can be found in the companion volume, the silver Ennie Award-winning AGENT'S HANDBOOK.
ā THE PAST: details on the world and history of Delta Green.
ā THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
ā THE SCHISM: deep details on the Delta Green organization itself -- or rather, two different Delta Green groups, not always working to the same ends.
ā THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
ā APPENDICES: a ready-to-play scenario, "The Sentinels of Twilight," a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
Further terrors can be found in the companion volume, the silver Ennie Award-winning AGENT'S HANDBOOK.












