RPG

The Labyrinth

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From publisher blurb: Mystery Attracts Mystery Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors—often at a shattering personal cost. Delta Green: The Labyrinth takes Delta Green agents beyond the beltway and deep into the fissures of America in the new millennium. From the loathsome servitors of the 1% to the hardscrabble faithful of the Rust Belt, from the abusive warrens of the Internet to the lonely chambers of every human heart, from the toxic legacy of the Cold War to the doomed idealists trapped in a world they cannot save, American life has entered a labyrinth of twisty passages all alike. And while there are many ways in, there is no way out. Written by Delta Green co-creator John Scott Tynes, this all-new collection of organizations presents ready-made sources of allies, enemies, mysteries, and surprises for your Delta Green campaign: Center for the Missing Child…The Dream Syndicate…Agent Renko…The Witness Alliance…New Life Fertility…The Lonely…The Sowers…and The Prana Sodality. Each group has its own story arc, progressing through three stages as it encounters Delta Green agents and the evils they fight. Some groups corrode, wither, and die. Others gain hideous strength and uncover profound new horrors. Each has connections to other groups, ensuring that players find fresh hells at every turn. But all are destined to change. The journey each one takes holds up a mirror to the agents themselves. Because things fall apart. The center cannot hold. And once you enter the Labyrinth, you will never escape.

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