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  1. It may sound like fiction, but Brazil has already had an Unidentified Aircraft research agency. Called SIOANI, it worked from 1969 to 1972, investigating and recording with extreme care all the cases reported to the Armed Forces. Learn a little more about the Brazilian X-Files in our newest post and see how to apply the agency in your campaigns for the GUMSHOE system in The Fall of Delta Green supplement. Good reading! (text in portuguese, translate button at the sidebar) https://donjonmaster.blogspot.com/2018/08/sioani-uma-organizacao-militar.html
  2. Incredible as it may seem, I only recently started reading Stephen King's books. Despite having seen the movies, I just read The Shinning and started IT. As I read, I was thinking that the Ovelook Hotel and Pennywise could be good opponents for Delta Green agents. What do you think? Would it be nice to mix Stephen King's texts with the GUMSHOE system? Would you play?
  3. Hi all, new poster here so please forgive me if this is in the wrong place, I couldn’t see a Delta Green sub forum. I’m starting a new Cthulhu game for my group, set in early 21st century Los Angeles with the characters playing employees of a shady online tabloid that reports on the weird and mystical. We’ve never played CoC before, but having looked at the latest Delta Green ruleset it seems like a great fit, given that the rules are already slanted more towards the modern setting. The only thing I think I need some help with is some extra professions to spark my players imagination. Most of those presented in the DG rules suppose that the players will be Delta Green agents, working within government agencies, but our characters will be reporters, researchers, interviewers, camera men, paparazzi and other seedy LA types taking a tumble down the Mythos rabbit hole. Does anyone have any professions already written up that would be suitable for a non government agency game? Thanks in advance!
  4. I decided to adapt an earlier scenario seed I proposed in a YSDC thread about Cold War CoC into a Fall of Delta Green "A Day at the Races": Operation HIGH BANJO. Comments/critiques of this draft version would be most welcome. • The Hook: In 1963, the recently erected West Berlin NSA listening post on Teufelsberg ("Devil's Mountain") detects unusual SIGINT—weird coded radio signals aimed into space instead of at Moscow. • The Curtain: In interviews, "The Hill"'s nervous and wary cryptanalysts confess they're baffled by the strange new code—which they've dubbed CICADA after its distinctive vibratory clicking—but will allow limited access to monitoring equipment to DELTA GREEN–cleared agents. • The Wakeup: The night monitor on duty 30 April summons the Agents—if they're not eavesdropping themselves—after intercepting transmissions in the clear on CICADA's frequency. A cultivated, Boston-accented male voice intones through the static, "Iä! Iä! Shub-Niggurath!" It continues, "So from the wells of night to the gulfs of space, and from the gulfs of space to the wells of night, from the Lord of the Woods to Him Who is Not to Be Named. Praise to … [static] … Mighty Messenger, must all things be told." And then CICADA starts up again. • The Stall: If the Agents contact D.C. for info on "Shub-Niggurath", etc., HQ will confirm only unspecified Unnatural links, higher-ups will stonewall them, inter-agency rivals will erupt, station personnel will turn unhelpful, and, at worst, someone will tip off MAJESTIC. • The First Reveal: Investigating the Man from Boston turns up (1) a CIA officer, seconded to the listening station, who ID's him as a suspected defector—a Harvard-educated NSA codebreaker, suspected of Communist ties, who disappeared in spring 1960 after a vacation in Vermont—and (2) a shifty local network contact who's been asked by the Company to be on the lookout for him and whose East Berlin connections inform him the STASI are now searching for the Man from Boston as well. • The Blowback: CICADA continues transmitting but with a different pattern, which somehow affects the cryptanalysts working on decoding it, perhaps causing nervous breakdowns, perhaps altering their personalities into something puzzlingly affectless and subtly unearthly [i.e. brain-washed a la Quatermass II]. If the Agents have been working to decode CICADA themselves, at this point they need to make a Stability check. Failure results in not only Sanity loss, but also overwhelming visions of an almost lightless planet, alien terraced towers of black stone, and blue-litten caverns. (At this point, the Listening Station's atmosphere will have intensified from uneasy to paranoid. Contacting D.C. will go nowhere and increase tension, per The Stall earlier.) • The Twist: Blue glowing lights, like fireflies crossed with ball lightning, begin appearing at night in the Teufelsberg woods but vanish before Agents can close in. Inspection in the morning uncovers trace radioactivity and crab-like claw-prints as big as a person's foot. Agents with physics background recognize similarities with Cherenkov radiation, possibly a byproduct of concealed energy sources. Those with photography skills can try to capture images, though the strange figures in the results are blurry at best. This feels like a seige… • The Relief: The Berlin network contact, his manner curiously blank, approaches the Agents with a message from the Man from Boston about his possible re-defection. If the Agents are able to infiltrate East Berlin, they can discuss terms there with his negotiator. (Sneaking into East Berlin will test the Agents' resourcefulness, but as a fallback, the station CIA officer can provide them with cover identities and temporary travel documents—for an unspecified favor later.) • The Final Reveal: At the dimly lit East Berlin safe house, their network contact presents the Agents to the Man from Boston's negotiator, a hunched figure in an oddly heavy overcoat and wide-brim Homburg, his expression strained and immobile, his stare glassy and unwinking. In a hacking whisper, he reveals to the Agents that the Man from Boston has been working as a double agent all this time and is ready to return with everything he's learned of STASI codes…and of its penetration by non-terrene beings he calls "the Outer Ones". The Man from Boston can arrange this double-cross if he can convince his STASI handlers he will continue to work for them on the other side of the Iron Curtain. All he needs is the CICADA tapes and files to turn over to them as proof of his continued East German allegiance. While the negotiator is immovable in this offer, he is willing to expand on the Outer Ones—all they want from mankind is peace and an intellectual rapport, sharing their advanced technology in exchange for a satisfactory modus vivendi. [Whether the negotiator is a disguised "Outer One" or a human factotum brain-washed by CICADA ought to be left ambiguous, unless the Agents want to force a confrontation then and there, in which case, the whole operation will go to hell in a handbasket.] • The Setup: The Agents can choose between two paths to concluding the operation: either (1) effect the return of the Man from Boston or (2) double-cross him and leave Berlin with the CICADA tapes and files. MAJESTIC backs option #1, the CIA option #2. • The Confrontation: #1 climaxes in a classic Cold War spy op, with the Man from Boston revealed as a disguised Outer One after the CICADA tapes are handed over. For #2, the Agents must escape the besieged station and West Berlin, evading the Outer Ones and their operatives. P.S. And all this has to be accomplished before President Kennedy arrives in June to give his "Ich bin ein Berliner" speech. As this is only a first draft, I would greatly appreciate hearing Yoggies' reactions, comments, and critiques. Its blend of "The Whisper in Darkness", Quatermass II, and the Spy Who Came in from the Cold is, I hope, just noticeable enough to amuse the players without seeming predictable. That said, I'm chiefly concerned that the Agents have investigative opportunities at each stage and that the operation's plot, even with its several twists, has a clear through-line. Many thanks,
  5. For the next 19 days, Bundle of Holding has a sale for Arc Dream Publishing's new Delta Green RPG: The Agent's Collection core bundle (retail value $40) features: The Delta Green Agent's Handbook—The Player's Rulebook For Modern-Day Lovecraftian Horror and Conspiracy Extraordinary Renditions—18 Modern-Day Mythos Stories edited by Shane Ivey with Adam Scott Glancy Tales From Failed Anatomies—Thirteen Stories by by Adam Scott Glancy, Cody Goodfellow, Kenneth Hite, Shane Ivey, Greg Stolze, and others The Handler's Collection (retail value $65) expansion offers in addition to the core titles above: Delta Green Handler's Guide—The Rulebook For Gamemastering Delta Green A Night At the Opera—Six Terrifying Delta Green Operations Kali Ghati—When Firepower Fails In Afghanistan Delta Green Handler's Screen The base is $12.95 for the Agent's Collection, and, at present, $25.04 for the Handler's Collection, with 10% of payment to benefit Human Rights Watch. These files are DRM-free, non-watermarked PDFs.
  6. DriveThruRPG has discounted the Delta Green short story collection Alien Intelligence* to $2.99 (from $4.99) for its "Deal of the Day". This limited-time offer expires at 3 PM GMT on June 28th. Set in the milieu of the Delta Green RPG, this anthology of Cthulhu Mythos fiction is edited by Bob Kruger and John Tynes. "Government agents face shattering horror as the final years of the twentieth century churn bloodily to a close. Grim, searing stories of mysteries, conspiracies, and personal apocalypse." A Word Of Explanation ............................ John Tynes The Dark Above ....................................... John Tynes Drowning In Sand .................................... Dennis Detwiller Pnomus .................................................... Ray Winninger Climbing The South Mountain ................ Bruce Baugh Potential Recruit ...................................... Greg Stolze An Item Of Mutual Interest ...................... Adam Scott Glancy Identity Crisis ........................................... Bob Kruger Operation Looking Glass ......................... Blair Reynolds * Yoggie affiliate link
  7. I'm delighted with The Fall of Delta Green. In my opinion, the book is one of the best supplements for Trails of Cthulhu (slightly higher than Eternal Lies). Enabling campaigns in the 1960s was an idea of genius and the text of Kenneth Hite is opening the mind. I thought of adventure hooks at all times. One thing I missed (but is easily repairable) was in adapting classic supernatural beings to RPG. I intend to convert the threats present in Gurps Blood Types to The Fall of Delta Green (and consequently to Trails of Cthulhu). I'm going to post the skills of a neophyte vampire and I'd like to hear from you. Vampire (classic) Abilities: Athletics 10, Health 8, Scuffling 16, Stability 12, Weapons 7 Hit Threshold: 4 Weapon: +1 (claw); +0 (bite) Armor: Damage from physical weapons, except fatal beheading damage, refreshes fully at the beginning of the next round.
  8. CaptainDefenestrator

    Delta Green autocalc sheet?

    Well, the question in the title: Anyone know where to find an Autocalc sheet for Delta Green?
  9. Greetings! Our new roleplaying publication The Dark Times Fanzine is looking for submissions. We are a free pdf magazine dealing with all aspects of the horror, conspiracy and weird roleplaying genres. Our pilot issue will be released in a couple of weeks and will contain material for several game systems. Apart from gaming material we also accept anything that can act as inspiration for games, or has been inspired by them. This includes short fiction, artwork, movie & TV reviews, and even poetry should the muse strike you! If you were a reader of the recently cancelled Protodimension (or even DEMONGROUND "back in the day"), The Dark Times is intended to fill that gap. If you have any material that you think fits the bill, or have any questions, you can send them along to us at: darktimesfanzineATgmailDOTcom Submission guidelines are available from the above address on request. We have not yet put together a publishing schedule so there is no immediate rush, but we are always open for submissions so sooner is always better if you wish to send us something. We look forward to seeing what you have. Thanks for your time!
  10. From another thread here, I had done a brief write up on a biker gang called the Scales of Yig. Since then I have fleshed out the idea some and I like what I came up with. But, the gang is missing something. An agenda. I have given them some rather mundane if illegal and violent activities, but besides worshiping and sacrificing to Yig, they don't have much more of any mythos agenda. If they simply are tools of Yig, used at his whim, that is fine. But what kind of agenda does Yig have? Yig, to me, seemed rather neutral towards mankind, as long as you didn't mess with his kin. And in the case of the Scales, he has bestowed upon them a kind of immortality as long as they continue to drink the Venom and worship him. This ambivalence towards mankind could lead the Scales possibly filling a role similar to The Fate as dubious allies or sources of information. Anyways, I am open to ideas for giving the Scales of Yig a greater purpose. My write up is below: The Scales of Yig - biker gang. It was all started by WW2 veteran, Sergeant Jacob Cobb. Originally conscripted into the US Army in 1941, he was just a grunt who was unlucky enough to be attached to OSS/Delta Green operations after its formation in 1942. And through all the madness he somehow survived until the end of the war. When the war ended and he was sent home, he was a fractured and hollow man. After all he had seen, he could never return to a normal life. Eventually buying an Army Surplus Harley and taking to the road, he wondered the American Southwest until a fateful night in the New Mexico desert. He had been marked by his war experiences and his fragile sanity left him open to the ways of Yig. He was laying next to a small campfire, gazing at the stars. His service M1911 in his lap, contemplating whether to end it all. In the early hours of the morning, he found himself surrounded by desert snakes. They slithered all around, just at the edge of the fading firelight. Then he felt a gaze upon him, Yig’s gaze. Out of the night and into the firelight emerged Yig. At dawn, Jacob Cobb was no more, only The Coil of Yig remained. Since then, he has slowly drawn lost or aimless souls around him, mainly other veterans of WW2, later from Korea and Vietnam. Even a couple attached to previous Delta Green operations. No one knows his name now, if any member ever did. He is only known as The Coil who has not aged since that night in the desert. Today the Scales of Yig are a very insular biker gang, even as biker gangs go. Their numbers are few, a couple dozen at most, nearly all veterans. But their reputation is the stuff of legend among the gangs and underworld of the American Southwest and Mexico. They roam the deserts through the spring, summer and fall months before finding somewhere to ride out the winter. They then find some out of the way house or farm to make as their temporary home then purge out anyone in the area they feel may be a threat. Once established, they are ruthlessly territorial until they feel the need to move on again with the next spring. Overall organized crime actually falls while they are around, except for the missing persons reports. Even the drug cartels of Mexico give them a wide berth, it having cost them too much in attempts to root the Scales out of their territory in the past. The cartels would rather use them than fight them, so the Scales’ main income is drug smuggling, crossing the border between Mexico and US easily. Among the gossip of the other gangs, there are rumors of violent rites and rituals. Blood orgies and sacrifices. But that is only rumor as none of the Scales talk about it and no one has ever left the gang. At least no one alive. And there is always talk of some drink or drug that only they possess. The Venom of Yig, said to be the greatest trip you could ever take, if it doesn't kill you first. But again, it is only rumor, as anyone who may have sipped of it and lived are now part of the gang and do not talk about it. One other rumor circles around them. Under their beards, they don’t seem to have aged at all since joining the gang. Current activities and agenda Roaming the American Southwest and Mexico. Drug smuggling. Actually doing little to draw much attention to rather monastic existence. Sacrificing to their god, Yig. Uses for the Scales of Ying Delta Green operations during WW2, Korea and Vietnam often required attachments of regular soldiers. Or regular operations that stumbled across Mythos activities. Once discharged, the veterans of these operations scattered across the US and the world. After several unsettling instances with these veterans, A-Cell decides that as an ongoing assignment, any veterans of these operations should be checked up on to see if anything is out of the ordinary with them. One such investigation reveals a rather alarming cluster of these veterans all belonging to a biker gang, the Scales of Yig. Missings Persons investigations that lead to sacrifices by the Scales to Yig. Mythos muscles. The Scales could be used as muscle for other cults. Possibly affiliated with the Brotherhood of the Yellow Sign and the beings from K’n-Yan who once worshiped Yig and share the same general local of the American Southwest. The Scales could also be rivals for the Brotherhood or K'n-Yan, who turned their back on Yig to worship Hastor. The Venom of Yig, a powerful narcotic that can be used to contact Yig. Seeming to only be in possession of the Scales. Also a possible source for immortality.
  11. CoC / Delta Green Campaign So over the past few months I have had the nugget of a CoC / Delta Green campaign tumbling around in my head. It all started with 2 different bits of history I happened upon. It would be a campaign spanning 2 eras, the pre-Civil War and the 1980s Delta Green era. The first was stumbling across the USS Michigan. The US Navy’s first iron-hulled warship who spent a very colorful career on the Great Lakes Patrol. Reading up on this revealed quite a bit of fun history surrounding the Great Lakes at the time. The Timber Revolution and timber smuggling, which led to the ship being rammed twice, once by ‘timber piratesâ€. It also played a central role in the Beaver-Mackinac War that culminated in the assassination of James Strang, the self proclaimed King James I, who headed up a sect of Mormons on Beaver Island, MI. in July of 1856. The other was reading about the excavation of the Steamboat Arabia out of a field a half mile from the Missouri River. The Arabia struck a dead fall and sunk into the mud of the river in August of 1856. It was later excavated in 1988, where much of its cargo was nearly perfectly preserved and intact. There is a museum displaying the cargo in Kansas City, Missouri. The idea is the characters are Federal Agents tasked with dealing with the timber smugglers of the Great Lakes that stumble upon a mythos cult of some sort. The USS Michigan would be central in this. Although I didn’t really want to use James Strang, I did want to use the events surrounding him as inspiration. The agents would deal with the cult in some way that leads to a chase across Missouri to have some sort of showdown on the Steamboat Arabia that climaxes in the sinking of the boat. Although officially over with the death of the main antagonist, there would be some things left open. The Delta Green part of the campaign would likely start with someone discovering the “official report†that would have described the events above, leading agents to eventually learn about the excavation of the boat and exposure of some artifact lost in the wreck. The rest of the campaign would be dealing with the repercussions of these events. Now, my stumbling block is this, I can’t think of a good mythos entity that is involved in this. I want to avoid Nyarlathotep. I believe he is way overused. I thought about Ithaqua, it being farther north, but that didn’t feel quite right. So I need help. I need a mythos entity and a McGuffin associated with it.
  12. Hey guys. I had a chance to make an android application in order to help me with the generation of random people to encounter in Delta Green opera nights. (Simply because I've generated Computer specialist character for me) So I would like to share it with you. Here's a link to google play https://play.google.com/store/apps/details?id=org.arnoid.deltagreen.utility It has no ads, no paid feature/registrations. Right now it allows you to: - Generate totally random guys - or Generate random person with the preselected profession (which will adjust skill set) - Export generated person to the Google Drive (If you will ask, then I'll add export to any other destination) - Green box item generator (I've picked items from http://www.palinola.com/projects/lab/greenbox/) Feel free to ask questions and/or request features. It also contains links to source files for skills/items/professions, so you can request new ones.
  13. Hailz, My friend and I are looking for players and or Keepers in the lower Alabama area. We are located in Enterprise which is close to the city of Dothan. We are both completely new to Call of Cthulhu and are currently reading and learning the 7th edition rules. Don't hesitate to contact us if you are in the area.
  14. In the March edition of Pelgrane's See Page XX, they've announced the pre-order availability of The Fall of Delta Green, the DG supplement written by Ken Hite for the Gumshoe system. It is the 1960s. The stars are coming right. The United States declares war on poverty and sends half a million troops to Indochina; desegregates voting booths and shoots rockets at the moon. Everyone believes that if we put our mind to it and our backs into it, there's nothing we can't do to make the world better, for America and everyone else. You know that this is a lie. You are an Agent of Delta Green, an authorized but unacknowledged black program of the United States national security establishment, tasked to hunt and destroy the Cthulhu Mythos. You know that plans and ideals, peace and love, matter less than a single atom drifting in the galaxy. All you can do is rage against doom, burn out your mind and body, and damn your nonexistent soul keeping your family, your country, your planet, ignorant and safe for one more day. Written by ENnie Award-winning designer Kenneth Hite, The Fall of Delta Green core book adapts Delta Green: The Roleplaying Game from Arc Dream Publishing to the award-winning Gumshoe system. It opens the files on a lost decade of anti-Mythos operations both foreign and domestic, the last days of Delta Green before the Joint Chiefs shut the program down in 1970. Players take on the role of Delta Green operatives, assets, and friendlies, in deadly one-shot adventures or a campaign spanning the years from hope to madness. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam's darkness. The Fall of Delta Green features: Lethal combat and covert action in the 1960s, featuring assault rifles, flamethrowers, mortar shells, spy cameras, truth drugs, and getting rid of the bodies Delta Green operations always seem to leave behind. "Back in the World" vignettes that let you explore the human side of your Agent's life – and often track their slow destruction by Delta Green. The rich world of the Delta Green Mythos, including a gazetteer of unnatural lands, the desperate truth of Hastur, and period takes on the top-secret MAJESTIC program, the Nazi Karotechia, the alien Greys, and the decadent Cult of Transcendence. Detailed advice for making mysteries, magics, monsters, and Delta Green operations. Interoperability with Night's Black Agents, Trail of Cthulhu, and The Esoterrorists: Use your favourite Gumshoe rules to battle the unnatural in the 1960s! The decade begins in sunny optimism, and ends in nighted disaster in the jungles of Indochina. After the summer of the 1950s, now comes the fall – the Fall of Delta Green. Price: £39.95 Source: http://site.pelgranepress.com/index.php/the-fall-of-delta-green/ ------ Date of print delivery - unspecified. Usually 3-4 months after initial PDF release if other publishers are anything to go by.
  15. SPOILERS FOR TARGETS OF OPPORTUNITY Buy the book, get the PDF As a whole, I'm very happy with the book. Targets of Opportunity certainly does not "mess up" Delta Green, as the book is very much in keeping with the levels of quality set by the original sourcebook and Countdown. I might have some issues with some of the chapters, but it's still head-and-shoulders above the usual Call of Cthulhu publication. Even the parts that I was least impressed with in Targets were well-detailed and inspiring enough to build an entire campaign around. Rather than go over the whole book in one post, I'm going to take it chapter by chapter, starting with Black Cod Island. WHAT I LIKED Innsmouth Gone Wrong Once you can get Delta Green interested in Black Cod Island, the whole place is pretty much a disaster in the making. Delta Green knows about the Innsmouth raid, and the players might get the very bad idea to repeat history. Except that Innsmouth was carried out on a remote town with whole units of Marines and had competent coordination between three different government agencies. Delta Green is an illegal conspiracy that can't even hope to get that kind of pull, and Black Cod Island is politically-protected and would become easily aware of government interest long before DG could even begin filling out the forms necessary for a raid. And if DG somehow goes "legit" post-Through A Glass, Darkly, even if they can get a raid coordinated, it'll be against a publicly-known Native American community in the age of Youtube and newsblogs. And that's all before He-Who-Swims-With-Corpses starts casting spells. So even a legit-powered DG could still end up facing a Senate committee for civil rights violations, international charges of genocide, and forced to explain the deaths of thousands of Marines and Navy personnel. Equal-Opportunity Rapists As Greater Deep Ones can turn male humans into Deep Ones by using a stinger to infect them (as can Lesser Deep Ones with a very slight chance through good old-fashioned penetration through their orifice-of-choice), Deep Ones can now swing both ways. Keepers no longer have to invent some wrongness in a male character's genealogy to have them go Robert Martin Olmstead. And when the players face a fully-engorged Deep One, it's no longer just the female characters that need fear a fate worse than death. The High Level of Detail Black Cod Island itself is pretty well-fleshed out, and the details on Deep One culture, society, and biology are virtually a toolkit for establishing a Deep One colony anywhere. WHAT I DIDN'T LIKE No Immediate Threat This is unfortunately a common trait for much within Targets. While Black Cod Island can become a pretty nasty place once your Agents run afoul of it, there's not really an immediate reason why they should become so. The Children of the Fish-Wife don't have short-term plans (nor even really long-term plans) that spell out some impending doom. Their corruption is not spreading beyond the island. They just seem to want to be left alone, and do a very good job of making sure that stays the status quo. This may make logical sense, but I'm not sure it makes for very interesting gameplay. What's more, the chapter's description of the Deep Ones actually robs a lot of the immediate dread inherent in The Shadow Over Innsmouth. When they are described as having "no conception of conquering human civilization" and that mankind will only become enough a nuisance "in a century or two," this is a far cry from Deep Ones waiting for Cthulhu to rise in the very immediate future when the stars become right and they will overwhelm humanity on land as they have dominated the seas. It's not too big a thing to ignore, but I'm still left wishing there had been more hooks for Keepers to use to bring Agents to the island. Equal-Opportunity Rapists Yeah, I've got mixed feelings here. The Deep Ones have always had a "Mars Needs Women" gender-based dread that may be old-school but still just works. Again, it's not a big thing and can easily be ignored, depending on where you fall on this. HOW I WOULD USE IT The biggest hurdle I have with Black Cod Island is finding a way to involve Delta Green. Joe Katl's hooker habit could get messy, or Allen Argasta could make a bloody scene in the midst of his transformation. A law enforcement Friendly may stumble upon the Island while investigating government corruption in Alaska. An environmentalist Friendly may clue into the Edna Bay Seismic Survey and come to believe the Black Cod are illegally whaling in the area. Either way, when the Friendly ends up missing, DG comes into the picture. Once Delta Green gets involved, research on the Deep One Reproductive Element could lead in an interesting direction: biowarfare. While the chapter states that creating a vaccine or cure from the Element would take billions of dollars, years of work, and many personnel, if Delta Green has merged with Majestic-12 (or if Majestic-12 on their one gets into the Deep One fighting business), the resources could be there. And, while a vaccine, cure, or Deep One-targeted designer virus might sound like a solution to the problem, the Deep Ones are more likely to begin seeing humanity as more than a "minor nuisance," forget about the stars being right, and start taking active, even public, aggression against mankind. What did you think of Black Cod Island? How will you use it?
  16. Hi friends, I may be overthinking it, but I worry that "Observer Effect" is a bit tricky to manage the logistics and timeline. So I prepared a tracking document and timeline helper, to keep track of where everyone is when ***REDACTED*** occurs. I'd like to offer it to anyone else running Observer Effect. It's open for public comment, would love to get feedback if you have run Observer Effect or plan to run it. If you'd like to make significant changes, let me know and I can give you edit access. [obviously, there are spoilers in the link] Tracking document I'll be testing it on my first run tomorrow, will update based on my experiences. I can also think of two new handouts, I've made a draft of one of them (a graph of measurement events), linked in the document. That's also open to improvement, if anyone here is a scientist/data scientists and wants to make something that looks better!
  17. Hi there, I'm Pete. I haven't played since 2011, and am itching to get back into the game. The last game I played was a mind bending Delta Green campaign. If there are any groups in the Manchester/Bolton area looking for extra players, I'm your man. Alternatively, I could play over Skype/Google Hangouts. thanks for reading Pete
  18. Hi helpful people. Basically the outline I was working on is that there are four known copies of the play The King in Yellow. I know it's cliche these days but my group has never done anything related to this! The fear by DG is that it the play's very print existence is a threat to humanity. I wanted to take advantage of using the Delta Green Countdown Hastur Mythos section, slowly weaving in some of John Tynes ideas as they globe trot to capture copies of the book and then sort seeing and experience strange dreams and visions. Also sprinkle in some of the weird encounters from "Night Floors" maybe. Anyway, book leads the Agents get: 1. NYC. Last known to be a copy at a certain real life Rare Books store. But they eventually learn it was bought by a member of Club Apocalypse. The Green Door to Carcosa is here so maybe this has to happen last. 2. Messina, South Africa. Copy owned by Afrikaner occult researcher and former border war colonel. Need bush pilot to reach his remote farm. Likely a combat scene. 3. Kowloon Walled City, Hong Kong. Alleged cult has inside the temple that is built within the world's densest urban maze. Need a good twist beyond the unique locale. Do have a great set of clues and pictures from when the Walled City still existed. Possible stealth or combat scene. 4. Miskatonic University, Arkham Mass. Part of the antique book collection. Basically I threw this in here as more of a gimmie and chance for them to visit New England relatives/sources of stability/etc. Plus I have a map of the library I haven't used before. The game setting is January - March? 1993 but I'd use the new DG rules because I like them better. I set it in 1993 also because that's when the Walled City was set for demolition, so there could be some race against time before that lead is destroyed. Also it was a year of great tension in South Africa, with the assassination of Chris Hani and the creation of an interim constitution. New York City was more grimy and the world trade center bombing happened then too. I don't mind a certain amount of railroading -- maybe their source finds out about leads on books in a certain order or maybe they get them all at once and it's open MoN style. One place I'm really struggling is I had a finale thought about learning that their cell contact plans on simply destroying the books while someone else mysterious approaches them about the need to study the play. But is there a better ethical dilemma? That doesn't feel very interesting to me. Or if the finale is the Countdown section on rescuing someone from Carcosa itself?
  19. Arc Dream is now accepting pre-orders for their scenario collection A Night at the Opera. The 204-page full-color hardback will contain six previously published scenarios by Dennis Detwiller, Shane Ivey, and Greg Stolze: "Reverberations", "Viscid", "Music From A Darkened Room", "Extremophilia", "The Star Chamber", and "Observer Effect". They will be taking 300 pre-orders, after which the book will go to press, with an expected ship date and PDF release four to six months afterward.
  20. Heads up, all: the Delta Green Handler's Guide is for sale now (10/31/17) in PDF on DriveThruRPG.
  21. I'm running some games at a local convention at the end of the month and I'm keen to run something in the Delta Green universe. I was considering "Music From A Darkened Room" but after re-reading it I'm concerned that it won't fit into the four hours I have available and I'd hate to have to rush it. Does anybody have any alternative suggestions?
  22. Sixtystone Press is happy to announce the arrival of the long-awaited Investigator Weapons volume 2, Modern day for contemporary Call of Cthulhu games. Hans-Christian Vortisch presents iconic, common and less-common weapons found in service yesterday, today and tomorrow for use by Investigators, armed authorities and the cultists they hunt. Hans presents variant stats for all of the covered weapons, and Investigator Weapons 2 also summarises weapons rules from all editions of Call of Cthulhu including seventh edition, as well as Basic Role-playing games such as The Laundry, as well as providing optional rules for enhanced play. Sixtystone is offering a 50% discount if you download Investigator Weapon 2 today, and a 33% discount for the next seven days. 50% discount (expires 1 Jan 2015): http://rpg.drivethrustuff.com/browse.php?discount=94ce0b781e 33% discount (expires 7 Jan 2015): http://rpg.drivethrustuff.com/browse.php?discount=94d3c01dfd A POD version will be available shortly and early purchasers will receive a voucher allowing them to get the POD version at the same discount as the future PDF+POD bundle, when the POD version is released. A print run for games stores is also planned for 2015. Here are some screen shots of the finished book:
  23. Pardon the long title. I have an idea for a Delta Green scenario inspired by Kali Ghati, the film The Objective and a recent thread about cults dedicated to Cthuga. Basically, the Agents will have to make a long journey from a US base in Afghanistan to a remote part of Northwest Afghanistan in order to check out what Delta Green believes to be hypergeometric activity detected by observation satellites. I want to include some level of resource management in this scenario (limited fuel/food/water) but I don't know exactly how to go about it so any suggestions are appreciated. Seeing as the scenario is ultimately a journey from point A to point B, and there are a number of events I want the Agents to experience, I was also wondering how I might be able to minimise railroading of the players. I guess I could offer various 'crossroads' for the Agents to choose with their own time and resource management costs or which lead to different events, but any examples or different suggestions anybody has for this would help. The thread about handling descriptions of travel helped me too in thinking about how to describe the journey and not make it seem boring or uninvolved, but with the journey predominantly taking place in what is effectively a wasteland with few landmarks of note I don't know how much good unique description I can do before it just becomes repetition of how desolate and dry the plains are. Again, any suggestions are appreciated. Thanks in advance for any replies, I can elaborate on my ideas and comments if necessary.
  24. Hi! After a successful year long CoC campaign, I'm finally moving on to Delta Green and I'm quite excited. For my first session, I'll run the 2016 shotgun scenario Third Man Factor, for just two players. Seems a really good way to introduce DG, recruit new Agents. Because it's fairly new, I don't find a lot of playtest or discussion on it. Has anyone here run it? I'm very curious about how it went, the approach you took, etc. I'll put my questions/thoughts/ideas down a ways, after a spoiler-countdown, 10 9 8 7 6 5 4 3 2 1 I really like how Shackleton can psychically project himself into the agent's senses, and if they pass SAN roll they "normalize" him, retcon their memories a bit etc. How did you use that, what was the approach you took? I am considering a few options: Drop him in RIGHT AWAY as if he is an agent on the mission with them. Like, as they are leaving the briefing room, he falls in with them, or he is waiting for them at the car before they drive away, or just start talking to them from backseat of the car as if he belongs there. If both players make SAN, they both just assume he missed the briefing but was meant to ride along with them. Risk: What if one player fails SAN and doesn't accept him? it gets challenging fast. (although maybe that early shock is a good way to kickstart a weird session). But if it gets too weird within 100 feet of the briefing room, why wouldn't they just run back to their handler? Similar idea, but have him join in the same way at a gas stop along the road. Maybe try to seed some doubt about what is real - why did they forget he was at the briefing, is there some mind manipulation at work? Have him come running up to one of them at a stop, asking for help. Uses his manipulation attack to implant a Bond, and says "you gotta get me out of here, man!" ... Of course they want to help their old friend Shackleton. Or, I think more inline with the shotgun scenario, simply pop in for 1-1 conversations occasionally when they are apart, start making them see things, etc. The rest of it, I'm pretty sure I can improvise with a little preparation in advance. I have some research / reading to do, like learning about PISCES, Shan, Mi-go "protomatter constructs", and thinking about fun ways to do chase scenes and misdirects/theft-of-the-canister, but I figure that part I can handle. Thanks all you wonderful minds-not-in-canisters!
  25. synthboy

    Frontline Ultra prop

    From the album: Frontline Ultra prop

    A prop I made for a Delta Green game.
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