Inhuman Operas - An Episodic Career of Horror and Conspiracy
True horrors exist, horrors that gnash and tear and change people. It falls on you to stop them, but how much can you see before you lose yourself?
$20.00
/ Session
Details
Weekly / Monday - 10:00 PM UTC
Session Duration / 3–4 hours
0 / 4 Seats Filled
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About the adventure
SCIENTIA EST MORS Something happened. Something you weren't meant to see. Something unnatural. What seemed like a normal case turned out to be the antithesis of normal. A creature of obscene construction, or maybe a song borne on starlight. A vector transmitting the otherworldly like a virus, an infection that undoes reality. That's what you found yourself facing when you thought it would be a normal case. Then they arrived, men and women of professional demeanor who seemed familiar with the unknowable. They worked in subtlety, told you little, but still made use of you. Maybe you're a federal agent, a scientist, a soldier, or an expert in technology or in some obscure archaeology. Whatever your skills, they were necessary to undo the unnatural and restore reality to order. When it was over, they told you never to speak of this to anyone. "Of course," you said, and you told no one. Some time later you were contacted, invited to a private meeting with those same men and women. They finally told you who they were: agents of a top secret organization embedded within the United States government, military, and federal law enforcement. Their mission was to investigate incursions of the unnatural like the one you experienced, to put a stop to them, and to conceal them from the public. They were the antibodies that fought the virus, the only line of defense against true horror. They believed you had what it took to join them in their fight, but they were very clear about the costs. Once you joined you were in it for life, no backing out. You would be asked to face dangers beyond your comprehension, to violate the law and your own ethics for the sake of the mission, and to reveal the truth to no one. You couldn't share this burden with even your most trusted loved ones. Secrecy is non-negotiable. But in return, you would be doing the work necessary to save humanity. You agreed. That's when they finally revealed this organization's name: Delta Green. More often, however, they simply refer to it as "the Program." Inhuman Operas is a Delta Green campaign about your subsequent career as an agent of the Program. Over the course of nine classic published modules set across the United States, from 2016 to 2020, your character and their co-operatives will face the unnatural in only a few of its uncountable forms. Each operation will present a unique threat beyond human understanding, as well as an ever-present conspiracy you must choose to ignore or investigate at your peril. This is a high lethality game of Lovecraftian mystery and deteriorating sanity, where every character will lose themselves eventually, if they don't lose their lives first. Death, despair, and madness are certain, but someone must stand against the apocalypse all the same. That someone, tragically, is you.
Game style
Combat Lite
Puzzle / Mystery Focused
Roleplay Heavy
Theater of the Mind
Rules as Written (RaW)
Game themes
Meet the Game Master
1 year on StartPlaying
36 games hosted
Highly rated for: Inclusive, Teacher, Knows the Rules
Average response time: 3 hours
Response rate: 100%
About me
I'm Yirco! I've been playing TTRPGs for years and have GM'd for most of that time. I started with 5e but quickly wanted to branch out to other games. Most of my GMing experience has been with Cyberpunk Red, Vampire: The Masquerade, Dragon Age, and Delta Green. In that time I've found my specialty in delivering impactful narratives over the course of a campaign and building living, meaningful worlds for my players to tell their stories in. Most of my experience has been with friends over long distances using online tools, so I'm very familiar with running a game over the internet.
View Profile →Character creation
Creating your character
Character creation will be done in a free session 0 as a group, or in a call with me if joining an ongoing campaign. We'll be using the Assigned Stats option. The Stat arrays on page 19 of the Agent's Handbook are all legal, if you want to make it easy. In order to capture the core Delta Green experience, only the standard professions on pages 20-22 will be allowed. Any office or unit described in the Federal Agents section or in the Complex book that refers back to one of the standard professions is also allowed. Offices or units that give their own skill list might be accepted on a case by case basis.
What to expect
Preparing for the session
You'll need a Discord account so I can send you a link to the server. You'll also need an account with the Forge, which is the Foundry VTT hosting service we use, and I'll send you a link to that. If you're new to Delta Green, I suggest you DO NOT seek out any lore beyond the basic premise. Horror is born from the unknown, and both you and your character should know very little of what's going on around you. Do, however, become familiar with the rules, especially for combat and sanity.
What Yirco brings to the table
I'll bring a Discord server with several useful channels and a voice channel to play in, as well as access to a Foundry VTT server that will host the game space and your character sheets. During the game I'll provide mysteries to investigate that culminate into moments of horror as you encounter Lovecraftian threats. I use music, voices, character acting, and vivid storytelling to create tension and bring the unnatural to life. Combat will be relatively rare, and when it happens it will be fast, unpredictable, and deadly.
Homebrew rules
Understanding that our characters might have practical knowledge that we don't, I sometimes ask for "investigation rolls," simple INT tests, and provide clues based on the results.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Yirco creates a safe table
Delta Green is a horror game, and after reading many of its published content it seems like nothing is off limits as material for creating that horror (note the content warnings). It is a game designed to make you feel not only uncomfortable, but powerless and desperate as you play your character. As such, it's really not for everyone. Player safety in Delta Green is about knowing your limits and deciding if a game like this is really for you. With that said, of course I will make every effort to be mindful of safety as I run this game. The goal is for us to experience the fun kind of discomfort, the kind that horror fans find compelling, while avoiding the kind of discomfort that leads to bad experiences or causes harm. To that end I will have every player fill out the Monte Cook Consent Checklist and compile everyone's responses into one sheet that will serve as the master list of lines and veils for the campaign. Anything marked red on the sheet will be a line and will not be included. Anything marked yellow can still be included, but will be handled sensitively. I will also warn players when content marked yellow will possibly appear in each operation. I encourage all players to express how they're feeling about certain content, if it's becoming too much or if they need to take a break. There will also always be time at the end of a session for you to discuss the game with me, and you can message me any time if you have issues with the content.
Content warnings
Safety tools used