About this game
Night Visions tracks US soldiers in Afghanistan in 2011. A diplomatic patrol takes them to Gath Valley, a corner of the country that everyone tries to ignore– a place of deep shadows and ancient hungers.
Rating: R – Meant for adults.
Content Warning: Horror, Madness, Violence, Murder, Warfare
Safety: The Safe Word is “Apples Apples Apples”
Suitable for new players: Yes
Pregenerated characters available: Yes
Deception is a right. Truth is a privilege. Innocence is a luxury. 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 slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day — but often at a shattering personal cost.
Delta Green builds off of Call of Cthulhu’s d100 system.
It is October 2011, the country is Afghanistan, and our protagonists are American soldiers kicking knee-deep in the shit of war. First Squad of the First Rifle Platoon (“Doom School”) of Company C (“Charlie”) of the 2nd Battalion of the 35th Infantry Regiment (“Cacti”) of the 3rd Infantry Brigade Combat Team (“Broncos”) of the 25th Infantry Division (“Tropic Lightning”). Stationed in northern Kunar province at Combat Outpost (“COP) Honaker Miracle, the Cacti are six months into a year-long assignment at a remote outpost in one of the roughest border zones in the 10-year-old Afghanistan War.
Like most war-zone soldiers, Doom School’s troops are tossed back and forth between endless boredom and instants of Ghastly Excitement. But they’re bound for terror of a distinctly different sort when they encounter a little-known group of Afghan hill people called the Gaths.