Delta Green: God's Teeth
Stop the incursion. Minimize exposure. Save lives if practical. Deny everything. Admit nothing. Don't get caught. Delta Green does not exist.
$25.00
/ Session
Details
2 players following this game
Weekly / Tuesday - 11:00 PM UTC
Session Duration / 3–3.5 hours
Campaign Length / 15+ Sessions
0 / 5 Seats Filled
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About the adventure
// CONTENT WARNING! God's Teeth directly confronts violence, abuse, and exploitation involving children and other vulnerable people. These subjects are central to the campaign and cannot be removed entirely without fundamentally changing it. We will use safety tools, respect individual limits, and draw back from details when needed, but prospective players should review the Safety section of this listing in full before joining. // EYES ONLY 3 FEB 2001. 2 AM. Only one of you is already a Delta Green Agent. At an impromptu meeting in a fluorescent-lit Maryland gas station in the middle of the night, a Delta Green Case Officer presents you with evidence that something horrific is happening at a remote orphanage and assigns a task no legitimate agency would authorize. Your first order: assemble a team. The rest of you are Friendlies: federal agents, local police, or other federal specialists with no knowledge of Delta Green or the unnatural. Tomorrow morning, the team will assemble and be briefed. Read them in. Get them on board. The clock is ticking. God's Teeth is a long-form campaign of psychological horror, criminal investigation, and difficult consequences. The Agents must work with incomplete information, decide how far they are willing to go, and live with what they do in the name of containment. This game is for players who enjoy character-driven investigations, procedural detail, moral pressure, and the personal cost of secret work. // NEED TO KNOW Delta Green is an illegal conspiracy born from the federal raid on Innsmouth, Massachusetts, in 1928. Officially disbanded after a disastrous operation in Cambodia, it continues to operate through scattered cells, old favors, stolen resources, and people willing to risk their careers and families to keep the unnatural hidden. As an Agent, you investigate threats that cannot be acknowledged, contain what cannot be explained, and remove the evidence before the public learns the truth. You have no badge that explains what you are really doing and no guarantee that Delta Green will protect you afterward. // THE SYSTEM Delta Green uses a percentile roll-under system descended from Call of Cthulhu. Agents are assumed to be competent professionals, so trained characters generally succeed at routine work without rolling. Dice come out when circumstances are dangerous, time is short, or failure would have serious consequences. The rules emphasize investigation, violence that remains genuinely dangerous, deteriorating sanity, and the strain that secret operations place on an Agent's personal life.
Game style
Combat Lite
Theater of the Mind
Roleplay Heavy
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
I am a published author and knew I wanted to be a writer when I was fourteen. My day job is a Technical Writer, building documentation and knowledge bases for hardware and software companies, but storytelling has always spilled into everything else I do. Game Mastering scratches every storytelling itch I have. Writing, directing, editing, improvisation, performance, and collaboration happen in real time with the players. After running games across a wide range of systems and tones, I’ve learned to adapt to what a group is looking for and build sessions around the rhythm that develops at the table, whether that means investigation, horror, character drama, tension, absurdity, or all of the above. My goal is always to make the world responsive and alive while giving players enough freedom to surprise themselves, their fellow players, and me.
View Profile →Character creation
Creating your character
Before character creation, I will work with the group to decide who will play the single existing Delta Green Agent and who will begin as Friendlies. The Agent has prior experience with the conspiracy. The Friendlies have assisted with unusual investigations but have no confirmed knowledge of Delta Green or the unnatural. This distinction does not make one character the leader. The campaign offers two character creation options: 1. Choose from a selection of pregenerated characters, including options for both the existing Agent and the Friendlies. Each comes with a profession, statistics, and skills, while their motivations, Bonds, personality, and backstory remain yours to create. 2. Create a character using the Agent's Handbook or free Need to Know quickstart rules. I will help with professions, statistics, skills, motivations, Bonds, and backstory, as well as fitting the character into either the Agent or Friendly role. The team is assembled through circumstance rather than perfect tactical balance, so a wide range of professions can work. Character creation can be handled through Discord before Session 1 or completed together during Session 0, depending on the group's preference. Both options will establish group dynamics, campaign themes, character boundaries, and tone; review the content and safety tools; introduce the character sheets and Foundry interface; and give everyone time to get acquainted before play begins.
What to expect
Preparing for the session
Prepare for the operation by downloading the free Delta Green Need to Know quickstart rules: https://www.drivethrurpg.com/en/product/175760/delta-green-need-to-know-free-starter-rulebook Welcome to Delta Green! To keep onboarding smooth and get into play without delay, review the information below. Doing so ahead of time will help reduce technical friction once we begin. What we are using • Foundry: the virtual tabletop where the game takes place • Discord: https://discord.gg/pw262FFCFy Preparation Steps You will receive a direct invitation link to the Foundry game. Open the link in a browser. No account is required. A password will be provided. If you are unfamiliar with Foundry, review the basics here: https://foundryvtt.com/article/player-orientation/ Optional, but useful • Use Chrome or Firefox for best performance • Headphones recommended • Join Discord before the session to confirm audio works Once inside Foundry, you will only need to access your character sheet, roll when prompted, and follow along. Everything else will be handled in the session.
What Dan brings to the table
// BRIEFING Players will receive a fully prepared Foundry table with character sheets, organized reference journals, briefing documents, handouts, relevant rules material, ambient music, sound effects, and in-world recordings. The Agent's Handbook will be available during play, and no previous knowledge of Delta Green is required. My GM style emphasizes investigation, character decisions, assumed character competence in their skills, and clear consequences. I use NPC voices and roleplay to distinguish characters. I give the group room to discuss plans, follow leads, and make mistakes while stepping in with guidance when needed. Combat is fast, dangerous, and grounded rather than designed as a balanced tactical encounter. Creative approaches are encouraged, but the rules and established fiction still matter. When a rule is unclear, I will make a fair ruling at the table, keep the game moving, and review it after the session if necessary.
Homebrew rules
I run Delta Green largely by the rules as written and use no standing homebrew rules. I may make situational rulings when the rules don't cover an unusual circumstance or when a creative, plausible approach deserves an advantage. These rulings will prioritize consistency, fairness, and keeping the game moving. I will explain any campaign-specific rule changes before using them.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Dan creates a safe table
God's Teeth is intense, even by Delta Green standards. It directly deals with violence, abuse, and exploitation involving children and other vulnerable people. These subjects recur throughout the campaign and cannot be removed without turning it into a different game. If this material is a firm line for you, this is not the right campaign. Before play, everyone will receive a clear, spoiler-free overview of the content. During Session 0, we will discuss Lines and Veils, levels of description, personal boundaries, and how each player prefers to communicate discomfort. Boundaries can change at any time. During play, you can speak up, message me privately, or use the Foundry Table Safety module to pause, stop, or move past content. No explanation is required. We can reduce the level of detail, move a scene offscreen, take a break, or skip ahead. These tools cannot remove the campaign's central themes. If a boundary conflicts with the campaign itself, we will pause and discuss privately whether this is still the right table for you. After each session, there will be time to decompress, talk about the session, and step out of character. I will check in after especially difficult material, and you can contact me privately between sessions. The horror stays in the fiction. We treat one another with respect.
Content warnings
Safety tools used