
I like to look for real people/organizations/ideologies for inspiration. For example, I recently looked through a bunch of fascist esoterica as inspiration for making a Shub-Niggurath cult that patrols the US-Mexico border looking for migrants to kidnap and eat/sacrifice. Might is Right is pretty much a Shub-Niggurath cultist's bible.
I'm also basing the lead cultist of off Measurehead from Disco Elysium. His cranial measurements (which he tattooed on his head) are gradually changing as a result of mutagenic exposure to the Dark Mother and he's sinking even further into psychotic alt-right delusions to cope with it.

Homebrew Rules for SAN Rolls?
I've been thinking about how SAN rolls work in Delta Green (and its predecessor, Call of Cthulhu). Sanity represents a character's connection to humanity - human culture, human beings, human science, and of course, human morality. It is determined by POW, which represents willpower. Sanity is lost through confrontation with forces that reveal how all these things are lies. Impossible entities and events, nauseating cruelty and violence, the realization of helplessness, and so on.
All this makes sense to me. The game mechanics line up with the abstract ideas they represent. Where things change is when we get into rolling for SAN.
The same statistic that determines security in the human narrative is used to diminish itself. Mechanically, the lower a character's SAN is, the faster they lose what little they have left. While there's a certain grim logic in that, I think it has a flaw, and have been thinking of an alternative approach.
In Lovecraft's work, it is not confidence in humanit